Complaining about the rules is the only way we as players can effect the change for future editions. Developers listen to communities.
Yes you can homebrew your own solutions and rule changes. But if it was that easy to just create new complex systems, we wouldn’t need to pay people to do it. Changing core rules can really bork a game’s balance and have huge knock-on effects that aren’t foreseen without significant play testing. It’s also really hard to know what rules need to be changed and to what without being a game developer.
You can also switch systems. For something like D&D 5e <-> PF2e that’s not a huge learning curve. But to other systems or from other systems? It can be a LOT of work on the GM and players part to completely reset their game, learn a new system, buy books, etc. For a lot of tables this might kill a game.
In the end, we should be telling the game’s creators what rules are bad and if we can, how we’d like them changed. And we should complain, Loudly, if they ignore a community’s feedback or make changes that seem worse. Players don’t always know what’s best in game design, but they can at the very least tell developers what they don’t like. And they should.
People complain a short rest at one hour is too long. 4e had it at like 5 minutes.
People complain martials mostly just do their basic attack. 4e had every class have cool powers on the same recharge cadence. This also helped address the martial caster divide.
The other day I saw someone iteratively come up with “the attacker should always roll instead of confusingly sometimes the defender rolls. You could figure out like an AC for reflexes and fortitude and roll against that”. Which is how I believe 4e worked.
It didn’t have bounded accuracy, so changes to that tend to reinvent 4e, 3e, or Pathfinder.
That’s off the top of my head. I’m sure there’s more.
Complaining about the rules is the only way we as players can effect the change for future editions. Developers listen to communities.
Yes you can homebrew your own solutions and rule changes. But if it was that easy to just create new complex systems, we wouldn’t need to pay people to do it. Changing core rules can really bork a game’s balance and have huge knock-on effects that aren’t foreseen without significant play testing. It’s also really hard to know what rules need to be changed and to what without being a game developer.
You can also switch systems. For something like D&D 5e <-> PF2e that’s not a huge learning curve. But to other systems or from other systems? It can be a LOT of work on the GM and players part to completely reset their game, learn a new system, buy books, etc. For a lot of tables this might kill a game.
In the end, we should be telling the game’s creators what rules are bad and if we can, how we’d like them changed. And we should complain, Loudly, if they ignore a community’s feedback or make changes that seem worse. Players don’t always know what’s best in game design, but they can at the very least tell developers what they don’t like. And they should.
We WISH that WotC listened to their community.
At the very least they used to, which is why there’s such a flip between 4e and 5e.
Though ironically there’s a lot of stuff people complain about in 5e where the fixes they propose are basically 4e.
Ooh such as? I’m curious!
People complain a short rest at one hour is too long. 4e had it at like 5 minutes.
People complain martials mostly just do their basic attack. 4e had every class have cool powers on the same recharge cadence. This also helped address the martial caster divide.
The other day I saw someone iteratively come up with “the attacker should always roll instead of confusingly sometimes the defender rolls. You could figure out like an AC for reflexes and fortitude and roll against that”. Which is how I believe 4e worked.
It didn’t have bounded accuracy, so changes to that tend to reinvent 4e, 3e, or Pathfinder.
That’s off the top of my head. I’m sure there’s more.
That’s a good point, and really loved how balanced the three defenses were in D&D 4E, as well!