D&D 5E With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base

pemerton

Legend
I still wouldn't blame the DM for it - I suppose if I must afix 'blame,' it'd be on the system for the former and the player for the latter.

I just feel like DMs are getting dumped on a lot
I'm not meaning to dump on GMs - my original post on this (where I mentioned GMs sucking) was meant to be fairly lighthearted and a bit sarcastic. My real point was that, in 4e, it is pretty trivial to build an encounter that will "break the script" for 98% of PCs (to borrow a statistical conjecture used by someone else upthread!) - stick in a bit of terrain and mix up the encounter composition using the advice in the DMG or the sample encounters in the MM.

There may be some builds that still stick to their script - simple strikers like the archer-ranger or the slayer would be good candidates for this, I think - but I think most players would mix things up to reflect the difference in encounter staging.

The first question is whether Legolas's shield surfing changed what he was actually doing - was it fundamentally different from running down the stairs.

<snip>

4e being more character-driven and cinematic would say "Can he get that far without the shield? Let him do it."
A tangent: the Rules Compendium lists "slide down a staircase on a shield while standing" as a Hard DC acrobatic stunt (page 133). I assume the author has Legolas in mind! And I also assume that, by doing it this way, the PC avoids any penalty to movement for difficult terrain.

Uhm, what I'm saying is pretty common knowledge...Compare the skill DC's per level in the first three corebooks (PHB, MM, DMG) with those found in essentials...
How much errata makes for a new edition? One difference is that the Essentials errata is intened to be used by those playing with PHB classes as much as by those playing with "Heroes of . . ." classes. From the point of view of an existing 4e player, Essentials is splats + errata. I don't think 3.5 is the same thing in intention - I don't think the designers envisage 3.5 rangers alongside 3.0 rangers, for example - but maybe some played it that way?

As to the DC errata itself - I don't think anyone has denied that the maths of 4e took some time to bed down. That's a pity, but not that surprising. After all, Unearthed Arcana radically changed the maths of AD&D fighters (more attacks, more hit, more damage, via specialisation) but isn't normally listed as a new edition.
 

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pemerton

Legend
Independent from author/actor/ect stance is effect vs process based resolution.
Yes. This is what I've been saying for some time in multiple threads. The "dissociation" issue is not particularly about stance (although some stance issues may be relevant on the margins). It's mostly about metagame mechanics, which require the player to make choices that don't correspond to choices made by the PC.

If you build a 4e fighter who has no director-stance powers like CaGI, you could play the whole game in actor stance, but you'd still have to make decisions about when to use your best attacks (ie in effect, when to weight the "crit dice" in your favour, to borrow [MENTION=22779]Hussar[/MENTION]'s analogy from upthread). This would still be "dissociative", I believe.

I guess my playstyle is process-actor. I'm guessing though that if you are process your pretty actor based too.
Huh? Rolemaster, classic Runequest and classic Traveller are the most process games I know, and are very frequently played in author stance: players make choices for their PCs because the player thinks it would be a cool or worthwhile thing to have the PC do whatever is chosen; and then retroactively narrates the appropriate motivation on the PC's part.

Agreeing to join the party would be just one example of this (given that all 3 RPGs are generally intended to be used in a party-based style).

Conversely, orthodox 2nd ed AD&D seems aimed at actor-stance play (immerse yourself in character and make decisions from that point of view) even though it has very many non-process mechanics: saving throws; XP and levels; hit points; 1 minute attack rounds; etc.

Mostly true, but with one huge exception. Strong immersionists were always vehemently against it, to the point that anything smacking of author stance was supposed to be subsumed into the characterization.
I don't disagree with this at all. I'm not saying that actor stance hasn't been an ideal for some players, and stated as such by some rules text, for a long time. I'm just saying that stances other than actor stance are hardly some radical innovation.

I'm also, secondarily, agreeing with thecasualoblivion that it is a mistake to run together issues of stance and metagame mechanics. They are significantly (maye not completely - I'm not sure of that) distinct.

It's not that 4e has zillions of metagame "artifacts" poking through the shingles and no other D&D edition does. It's (as I've said before in other threads), it's that the most visible, obvious metagame mechanics (AEDU and the powers system) differ in degree, nature, frequency, kind, and principle from prior editions, thus making them that much more scrutinized. If I were to pinpoint the most glaring change, it would be in kind and frequency---the powers system makes the metagame aspects of 4e jump straight to the forefront, in actual play, in the heart of the action. They're just obviously, natively there.
I agree with this.

My agenda, in participating in this discussion of metagame mechanics and stances, is not to deny the obvious features of 4e. Rather, it is to contest a view expressed by some posters (not innerdude) that, because they find certain mechanics jarring or disruptive of immersion, others must likewise; or that those who don't mind them must therefore be playing in some shallow or superficial ("boardgame", "beer and pretzels") fashion.

This is why I brought up the paladin-polymorph example in the earlier thread, and restated it in this thread.

That example shows a player, in the course of playing his PC in the first person, casually slipping into the director stance permitted by the metagame duration mechanic and bringing the gameworld into conformity with the religious convictions possessed by his PC. He did not lose immersion, or cease to inhabit his PC: in fact, the player's declaration, in character, that the gameworld was as his PC's religious conviction dictated that it must be reinforced immersion and inhabitation of the PC. And the mechanics of the game did not present any obstacle to this expression, by the player, of the PC's character. Rather, they permitted it in a way that process mechanics would not have.

I don't want to head too far towards territory that the board rules forbid, but I'm not 100% sure how you could have a more immersive experience of playing a PC with religious conviction if you lacked the director stance powers that this player exercised, and therefore were always hostage - in professing your PC's faith - to the possibility that the GM sees the gameworld differently.

Of course, this alternative set up for play could facilitate the playing of religous doubt: I've played PCs in such a fashion, exploiting my lack of director stance powers, as a player, to help reinforce my in character doubts about the reality of divine providence

I want to develop this thought via a hypothetical example: the player of a religious PC, who rolls a natural 20 on an attack or check, in a game that permits director stance around metagame mechanics can always narrate that good fortune as divine providence, and the mechanics will not prohibit that or tell him/her that the PC's faith and conviction are in fact mistaken. Whereas a game that treats the d20 roll as some sort of process simulation, and that prohibits director-stance declarations by players, seems to mean that any time a PC forms the view that good luck (as mechanically achieved via the player's lucky die roll) is a gift from the gods is in fact mistaken - deluded even - because the good luck was simply a function of the ingame causal process, in which no god was a participant, modelled or abstracted by the d20 roll.

How can you immerse in a religious PC when the mechanics you are using for every PC action tell you (on a process-simulation interpretation) that the world is a godless causal system dictated by cold Lovecraftian logic plus mere chance? (When I played my religious doubt PC, it was ambiguous whether the dice were a process mechanic or not - hence the room for doubt between confident director-stance divine providence, and unarguable process-simulation lifeless causality.)

To make sure we are on the same page, "deep immersion" is something that I'm postulating as the roleplaying equivalent of method acting.

<snip>

I also think this necessarily implies some kind of unconscious or partially conscious absorption of the background/personality of the character, as a hedge against outside stimulus that doesn't fit (e.g. rolling dice).
I don't know if I entirely grasp the deep/shallow immersion divide as you deploy it, though elements of the distinction you are drawing make sense.

I GM more than I play, but I have played games where internalisation of the emotions of the PC have been part of my play techniques. Some of this has been freeform: in a Cthulhu-esque convetion game I played the ex-wife of a cultist whose son had been taken by my ex-husband to hell, as a sacrifice, and I remember at one stage I (the player, but also the PC) was kneeling on the ground crying (both in real life, and in character - my tears were modest, whereas I think the PC was weeping) while reciting the Lord's Prayer, clasping an imaginary crucifix worn around my neck.

The culmination of one of the sessions of this freeform involved the possibility of one PC being turned into an angel, but only if all the PCs could reach consensus on which of them it would be. Of course, the scenario writer had written up the PCs so that each had a reason to want to transform, and each also had a reason to object to at least one other PC transforming. Playing out this scene took about two hours: just as it seemed that a consensus might have been reached, the GM would come along and whisper something in your ear, reminding you of some (incharacter) though or emotion that gave you a reason to choose otherwise.

I, and I think most of the other players, were playing this out in actor stance, although from time to time - when the focus was on some other players - a couple of us might step back and fall out of character (as it was emotionally fairly intense, and "breathers" helped). But it wasn't as if there was any confusion that we were playing a game: I've already mentioned the taking of breather, and the metagame rationale of the GM's interventions were crystal clear - likewise that, towards the end of the alloted session time, he let the final consensus that emerged remain stable.

I've played PCs in a similarly immersive way in non-freeform games, both convention and campaign. It's never particularly bothered me that there are trappings and conventions that are to be explained only by reference to it being a game. I'm not sure if, from that, I should infer that (i) I internalised those trapping in some fashion, or (ii) was a shallow immersionist who didn't mind the evident existence of the curtain. But I am pretty sure that I'm not deluding myself when I say that internalising the PC's emotions was part of the technique of play.

Just because it's been around for a long time, it doesn't mean it'll be wanted in the game.
Sure. But it does mean that 4e - which has not been around for all that long - didn't invent it, or introduce it into fantasy RPGing.

Initiative is how fast I react in relation to others
Why, then, does it not give you more actions? Or affect others' ability to parry or dodge or otherwise defend?

Perhaps this is why there's such a huge disagreement over hit points represent, or what they should represent, or how they should be altered
Of course. But those disagreements predate 4e by over 30 years. Which is my point. 4e is not novel in using mechanics that not everyone like, in part becaue of their metagame character.

Oh, is your objection that this style of play is more strict than other styles?
I don't object to the style at all. I object to practitioners of the style writing about other styles as if (i) those who play in those other ways are spoilers of the game who sprang suddenly from nowhere and ruined the poster's fun, and/or (ii) are not really playing D&D, or RPGs, but are rather tactical skirmish players engaging in the occasional bit of freeform improv.

I'm missing why "there are other ways to play the game" needs to be established

<snip>

I'm still missing the "why" of why "it" needs to be expressed.
Because there are some posters who are saying that 4e is some radical, tradition-destroying game simply because it has metagame abilities and some mechanics that don't particulalry faciliate actor stance. And some of those posters are citing, with approval, a blog that argues that, because of this, 4e is a tactical skirmish game linked by freeform improv.

From my point of view ( [MENTION=22779]Hussar[/MENTION] can speak for himself if he is coming from a different direction), the example of "stunting" as author stance is intended to remind everyone that author stance is not some radical or disruptive thing, but a part of the game every time a player decides to have his/her PC do things not because it would be in character, but because s/he thinks it would contribute to the experience at the table. Which, in my experience, is a lot of the time.

Stunting is far from the only example of this. In my game, for example, it's common for players to play PCs who resort easily to violence when angry (that's a pretty common trope in fantasy RPGing). They also play PCs who come into disagreement quite often, often about quite important moral, theological or cosmological issues. These disagreements get expressed in various ways in play, but generally (not always) the players deliberately refrain from having their PCs come into violent conflict with one another - not because such restraint is in character, but because the players recognise that intraparty conflict of that sort can seriously undermine play in what is, in certain fundamental ways, a party-based game. That's author stance used to express the social contract. And, at least for me, it doesn't remotely disrupt immersion of verisimilitude.

I know that other groups have different ways of handling this - for example, some use strong alignment mechanics, together with stipluations like "no evil PCs", to suppress or eliminate intraparty conflicts on important matters. I personally find that sort of play a bit bland, but don't feel any need to go around telling those who engage in it that they're "ruining D&D" or not really roleplaying.
 
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Underman

First Post
The reason I ask is that my critique above is not to cast aspersions on deep immersionists.
If you say so, I thought I detected an undercurrent of condescension between the various or certain posters on this subtopic, but I'll take your comment at face value :)

Rather, I'm trying to explore why there seems to be a brick wall between deep and shallow immersionists on questions of game mechanics, where all of us keep butting our heads.
My two cents: I don't know where I am on your deep-shallow immersion spectrum. Probably both. Which is to say that it's like watching a movie or reading a book: you're shallowly immersed, quite aware that you're sitting in a room or theatre, and then there's this really compelling scene, and for a few minutes, you've forgotten where you were. I desire mechanics and adventures that encourage the quantity and quality of those moments.

Edit: It occurs to me that I've sometimes been immersed even in boardgames and chess games with tense standoffs. I'm sure I could be immersed in metagame tactics without being immersed in character. I trust every poster is using "immersion" to mean in-character.

My current best guess is that deep immersionists like being in the audience while the magic show goes on. So they strongly resist any attempt to get them to peek behind the curtain. Meanwhile, a shallow immersionist is all about ripping the curtain back to better understand how the trick works, so we can all do it at the same table. :)
Taking this literally, I mostly want to rip the curtain after the magic trick is concluded. I often have an eye out looking for how the trick works, but if overdoing that, it detracts from the show. "Sit back, relax and enjoy the show" is probably an apt phrase here.

I wondered about how children immerse themselves when playing with toys. They must be aware that they're playing with dolls or action figures, like a method actor is completely immersed in the role. Yet the child's williing suspension of disbelief must exceed the average adult watching a movie or reading a book. Is that a labelled as a child-like state because adults are usually so rational and controlling over their environment?
 
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JamesonCourage

Adventurer
Sure. But it does mean that 4e - which has not been around for all that long - didn't invent it, or introduce it into fantasy RPGing.
I'm left with "...okay?" again.
Why, then, does it not give you more actions? Or affect others' ability to parry or dodge or otherwise defend?
That's not how the abstraction works.
Of course. But those disagreements predate 4e by over 30 years. Which is my point. 4e is not novel in using mechanics that not everyone like, in part becaue of their metagame character.
But it's also not new that people don't like these mechanics (which occur much more often in 4e). And people in past editions used hit points as an abstraction that involved "HP as meat", which is something that's harder to do for many people with dailies, etc.
I don't object to the style at all. I object to practitioners of the style writing about other styles as if (i) those who play in those other ways are spoilers of the game who sprang suddenly from nowhere and ruined the poster's fun, and/or (ii) are not really playing D&D, or RPGs, but are rather tactical skirmish players engaging in the occasional bit of freeform improv.
I don't know if there's a lot of room to discuss things with people who say "it's not RPing" when it comes to that style of play, but I do think there's a certain validity to saying "that's not what D&D means to me."

That is, certain posters definitely take the criticism of 4e (or 3.X, etc.) too far, in my opinion, and there's no real important dialogue that can be had with them. On the other hand, some posters (like Danny) might say "this is what D&D is to me, and N Edition fell short of that. And I think those posts are fine.
Because there are some posters who are saying that 4e is some radical, tradition-destroying game simply because it has metagame abilities and some mechanics that don't particulalry faciliate actor stance. And some of those posters are citing, with approval, a blog that argues that, because of this, 4e is a tactical skirmish game linked by freeform improv.
I hate asking you to do this, but can you point where somebody in this thread said this? I mean, people have essentially claimed that 4e is a radical, traditional-destroying game as far as the D&D line is concerned. That's true to those posters, because they feel 4e forced them to play in a way that they've avoided playing in for years.

As far as the "dissociated mechanics" blog, go reread that long thread if you want my view on it. I'm not going to get into it again with you in this thread (a quick recap shows that I think it's often used insultingly, but that the "dissociated" claim can make sense, depending on interpretation, and as repeated by innerdude in this thread).
From my point of view Hussar can speak for himself if he is coming from a different direction), the example of "stunting" as author stance is intended to remind everyone that author stance is not some radical or disruptive thing, but a part of the game every time a player decides to have his/her PC do things not because it would be in character, but because s/he thinks it would contribute to the experience at the table. Which, in my experience, is a lot of the time.
And it isn't often in my experience. At least, things that are done explicitly to be "cool" are often done "because my character would do this", even if the odds are against that person and they sorta wish they'd played his personality differently (because they're concerned about their character's welfare).

Yes, groups use that approach. Some don't. So... okay?
Stunting is far from the only example of this. In my game, for example, it's common for players to play PCs who resort easily to violence when angry (that's a pretty common trope in fantasy RPGing). They also play PCs who come into disagreement quite often, often about quite important moral, theological or cosmological issues. These disagreements get expressed in various ways in play, but generally (not always) the players deliberately refrain from having their PCs come into violent conflict with one another - not because such restraint is in character, but because the players recognise that intraparty conflict of that sort can seriously undermine play in what is, in certain fundamental ways, a party-based game. That's author stance used to express the social contract. And, at least for me, it doesn't remotely disrupt immersion of verisimilitude.
Where that would disrupt verisimilitude and immersion for my group. Though, my players very rarely end up in combat with one another because of in-game relationships; these are friends, comrades, allies, and you've all been through a lot together. Just because someone ends up assassinating someone and you think it's very wrong, it doesn't mean you'll violently attack your friend.

Unless you're the kind of PC who will, and then you do. These characters are discouraged, but then, generally, so are characters that disrupt the group by go about doing whatever they want regardless of the interests of the other PCs.

Your group acts one way. Mine acts another. People play differently. That's fine. What 4e uses in its metagame mechanic structure isn't new to RPGs, but I do understand the call that it's a deep departure from how groups have viewed/used D&D for the past 5/15/25/35 years.
I know that other groups have different ways of handling this - for example, some use strong alignment mechanics, together with stipluations like "no evil PCs", to suppress or eliminate intraparty conflicts on important matters. I personally find that sort of play a bit bland, but don't feel any need to go around telling those who engage in it that they're "ruining D&D" or not really roleplaying.
The "in-game justification" is used because, if there isn't one (as you've described), a lot of immersion is lost, and that takes away enjoyment that could be had if there was that in-game reason.

Again, we're back to play style differences. Even if certain posters overstate how "not D&D" something is to them, and other posters overreact and say how the majority of groups do things because it's cool and their characters would never act that way, it doesn't mean that you can't draw something from those statements.

Somewhere, in all that noise, people are making points about what D&D means to them. And yes, it's about play style. It's about getting past the generalizations, insults, and edition war shots, and seeing the value in what's left once you strip those bits away. And, I think there's some validity from all sides. The claim that 4e altered how people had been playing D&D is true for a good portion of gamers (whether they liked/loved the changes or disliked/hated them). The claim that 4e is doing very few truly new things and is building on other systems is also true, though that departure from D&D might make people uneasy (or they might love the change). And on and on we can go.

I'm still missing the real "point" of this whole sidetrack. I'm sorry that you couldn't make it clearer to me, but I fault myself for that. That must be frustrating to you. But, really, we need to make a point about stunting (generalization it may be) and stances because people are rejecting our play style? Well, I bet they'll still reject it after that. And I'll bet they rejected it in D&D before, even if you used it in D&D before.

I'm just missing the point. Justification? Not necessary, in my opinion, as it's just a preference thing. Counter-argument? Only goes so far, in my opinion, because I see the point of 4e pushing things farther than past editions (and people feeling like they couldn't escape a play style they had avoided for years). Discussion? I guess so, but it doesn't appear particularly productive thus far. Whatever the reason is, I don't think I'm getting anywhere in this conversation; I'm going to bow out. Thanks for the back and forth, though, and for answering my questions. As always, play what you like :)
 

JamesonCourage

Adventurer
Oh, and on the point about Legolas and using "just a balance check". Here's the clip:

Let's see, the odds of actually doing this in 3e are pretty low. You'd have to make the balance check and then make several attacks at serious penalty. Which, of course, is entirely moot because Leggylass makes multiple attacks and moves, which is flat out impossible in 3e. In 4e, it's a "Shift X and make a Burst Y attack" daily power. Fairly common for rangers.
We seem to have gotten our wires crossed. You mentioned "they do remember when you surfed down the stairs on a shield and plonked two orcs while doing so" and got two replies:
What's wrong with making a balance check in 3e to surf down the stairs on a shield?
Depends on the character/RPG. My RPG is able to handle immense abuse when it comes to making a character work. So (unfortunately), stair-surfing is definitely doable for my RPG.
Both of us mentioned surfing on the shield, and not killing. If it's also about killing the two orcs, it's easy in my system. If it's about killing four orcs, it gets harder, but doable in my system. And, again, it's still a tangent from the "players do stunts that don't make sense in-game to their characters because 'it's cool' all the time" generalization. But, I'm bowing out of that discussion. And this one too, I guess, as it'll probably come down to "my system can do what yours can't" soon enough (and it's already on its way there). As always, play what you like :)
 

pemerton

Legend
I'm just missing the point.
Fair enough. Here is another attempt at conveying my point:

Where that would disrupt verisimilitude and immersion for my group. Though, my players very rarely end up in combat with one another because of in-game relationships; these are friends, comrades, allies, and you've all been through a lot together. Just because someone ends up assassinating someone and you think it's very wrong, it doesn't mean you'll violently attack your friend.

Unless you're the kind of PC who will, and then you do. These characters are discouraged, but then, generally, so are characters that disrupt the group by go about doing whatever they want regardless of the interests of the other PCs.

<snip>

The "in-game justification" is used because, if there isn't one (as you've described), a lot of immersion is lost
That is one way to play the game. I think many groups use it. I have no objection to it in any abstract sense.

But I personally don't want to play under those constraints because I find the games it tends to produce somewhat bland. Predicatable. And, frankly, unbelievable - how did these for or five multi-cultural strangers suddenly become lifelong buddies ready to sacrifice their lives for one another? Do they not take steps (in the modern world, that might be calling the police; in a mediaeval world, self-help) when their friends engage in wanton murder or assassination? Lancelot (in a pre-modern spirit) killed 6 friends for something much less (ie his passion for Guenivere).

Compromises have to be made to make party play viable. I prefer those compromises to be made at the point of author-stance constraints on action declaration rather than constraints on the PCs that are viable within the ingame fiction. To do otherwise would spoil my immersion!
 

Imaro

Legend
How much errata makes for a new edition? One difference is that the Essentials errata is intened to be used by those playing with PHB classes as much as by those playing with "Heroes of . . ." classes. From the point of view of an existing 4e player, Essentials is splats + errata. I don't think 3.5 is the same thing in intention - I don't think the designers envisage 3.5 rangers alongside 3.0 rangers, for example - but maybe some played it that way?

How much errata is the question (Of course I would argue that the developers and designers outright stating something isn't a new edition should hold some weight). I never argued 3.5 = essentials, so I'm not sure what you're point is in making that assertion. My argument is that, contrary to what the designers and developers actually stated in the books, and the fact that technically 3.5 coulod also be classified as just errata (which includes errata for classes) some people continue to claim that 3.5 was a new edition. Well then other people should have the right to claim essentials is a new edition since everyone is creating their own criteria. My personal belief is that neither is a new edition. IMO there seems to be alot more hipocrisy in the 4e players that claim 3.5 is a new edition... but essentials isn't.

As to the DC errata itself - I don't think anyone has denied that the maths of 4e took some time to bed down. That's a pity, but not that surprising. After all, Unearthed Arcana radically changed the maths of AD&D fighters (more attacks, more hit, more damage, via specialisation) but isn't normally listed as a new edition.

That's exactly what was denied by Lokiare in an earlier post...

Wow...

Ok, that right there tells me you have never compared the two side by side.

Unless you can actually point out the 'substantially different' math. We can assume you don't really know what you are talking about.

P.S. I'm trying to be polite, but comments like this make it difficult...


And I'm sorry but changing the math of one class is not the same as changing the math on skills for every character in the game. In fact according to some of the criteria set in this thread, changing a class is what constitutes a new edition... so UA would be considered a new edition.
 

Emerikol

Adventurer
Let me say before we start this discussion that I appreciate the thoughtful approach you taken on these subjects. Agree or disagree on desired outcomes for 5e, I'd rather discuss something rationally and thoughtfully.

I've got a poll going asking what constitutes 'support,' because I think there's a big difference in what it means to different people, and that it's going to be a major stumbling block for 5e.
For me I'd like a big game where we all cut out what we don't like. That would be support. I'm not real concerned whether it's considered core or module. I am concerned that it be in Players Handbook 1. Also let me emphasize that I operate under the assumption that the group is unified. So playing various styles in a single campaign is no concern of mine. I think doing that would be a lot harder.

For instance, I've found that there are people who are convinced that support is a one-style-at-a-time thing. That is, a game can only support one style - maybe support one, and leave some others possible, but mostly one game, one style. The only thing 5e could do to 'support' multiple styles given that definition is provide modules and home-rule advice on how to customize the game into something that 'supports' a given style.
I don't agree with those that think the game can only support one style. Unless a person says "I'm unwilling to cut out what I don't want." If they say that then I guess they can't be supported along with someone else. I don't mind cutting. I don't want though to have to make up a bunch stuff just to use the game. If I do that why not just write my own. (In fact thats what I'm doing).

OTOH, there's also a lot of respondents for whom 'support' means that the game works smoothly under their style, even that other styles may be present without stepping on eachother. 5e faces different challenge with these players, because, while they're more accepting of other play styles, they expect to be able to sit down and play in their style, without having to customize the rules or even find similarly-minded individuals who can all agree to play in the same style. A merely balanced game could 'support' a lot of styles in that case.
I'm in this camp except for sitting down at the same table with opposition people. I don't care about that. I don't see how if the warlord ruins the game that I can sit down with someone playing the warlord. I suppose in theory a warlord class could be devised that wouldn't offend anyone but it might also not energize anyone either. I'd rather remove stuff I don't like and keep the stuff I really like as get everything acceptable but not good.

Now, given the first definition of 'style,' 4e couldn't really have stopped supporting a /lot/ of styles, it would have just shifted from supporting one to supporting a different one. As to the alternative definition, 4e probably net added 'supported' styles, if, indeed, it stopped supporting any at all.
For me to play a game I'd enjoy, I'd have to remove healing surges. I'd have to create a bunch of new classes that were not AEDU. I'd have to write an entire book of magic items that I actually liked. Now I'm being obviously broad here but you see my issues. I might as well write my own game or start with another game and houserule it. I really am not a massive 3e lover. If I was I'd be playing Pathfinder and not looking back. I'm expecting 5e to be better. But better in the tradition of the D&D I know prior to 4e than in the tradition of 4e. At least options for that approach.

To continue, though, I think I need more concise, narrower definitions than 'support.' So, for my purposes, I'm going to avoid support, entirely. Instead, I'll use 'reward,' 'allow,' and 'impede.'

A system 'rewards' a style if playing in that style gives you meaningful (presumably mechanical) advantages over those who don't cleave to that style. If a system rewards several styles, but one of them more than another, I suppose I could say it 'over-rewards' that particular style. The opposite of 'rewarding' a style would be 'punishing' it, playing in the style puts you at a meaningful disadvantage relative to those who don't try to follow that style. But, it's all relative: reducing an over-rewarded style to merely rewarded is tantamount to punishing it, for instance.

A system 'allows' a style if it doesn't 'punish' the style (relative to others), and runs smoothly enough with one or more players using that style, even if other players are using different styles.

A system 'impedes' a style if it doesn't over-reward that style, and also doesn't run smoothly when that style is adopted.
I would say allows for everything. I'm assuming for example that 4e people might get rid of the vancian wizard. If they have another good option for a scholarly bookish caster that plays the way they like then they will be happy I'm assuming. So the vancian wizard can reward me all day long because it won't impede those other people because they aren't using it.

So (finally), in reply, while I don't know how you meant 'support,' I'd say that 4e stopped (over-?)'rewarding' one or more styles, but ended up 'allowing' more. And, it still rewards some of the same styles, just to a lesser degree - the 5mwd being a prime example, if it can be considered a 'style.'
I'm not sure because I'm sure I'm not even aware of all possible styles. At launch though, 4e removed the simple fighter concept and the complex wizard concept. It also seriously stomped on the simulationist style of gaming. And I am not meaning to offend by saying that. I'm sure 1e,2e,3e as far too simulationist for many.

5e, even though early vaporware said it would allow players favoring different editions to all sit at the same table and still balance, doesn't appear to be trying to do that. Rather, fans are fighting over who gets supported (rewarded) in Core (currently it looks, to me, like fans of classic D&D have the inside track), and doing their best to get everyone else's preferences kicked to modules (preferably modules that might not get published until 6e is looking for playtesters).

I believe SOME things could happen at the same table. But when I say playstyle I'm talking more simulationist vs narrativist and those people don't even want to be at the same table. Sure, I could play the simple wizard and you could play the complex one. Nothing wrong with that if nobody at the table minds. Thats probably often going to be true. In other cases, it's likely to be a group decision no matter what. If I hate healing surges, it's not just that I hate them for my character, I hate them for all characters. Getting them off my sheet doesn't solve the problem.

I think the "dream" of uniting everyone at the same table is hopeless. I do think the "dream" of producing a game that many different styles can enjoy is possible. 100% of the styles? Maybe not.
 

Emerikol

Adventurer
Just to give you a quick example of pettiness....

There is an uproar over on the WOTC boards because rolling for stats was listed first. And point buy wasn't listed.

Now we realize that point buy will get listed at some point in all likelihood. Especially with the outcry. But why all the rage about the order of listing. Because one group really feels like the way other people play is #badwrongevil . That those who prefer die rolling are to be hidden away from new players.

I give players more credit than that. I feel if the options are listed that everyone will gravitate as they always have to whatever they prefer. I could care less what is listed and in what order to be honest. I just find it annoying that others do I suppose.

As DM I'd use any method I felt like whether it was even in the book or not. We are straining out gnats when we argue about rolling methods.
 

Hussar

Legend
Innerdude said:
I know Hussar is on record as saying that 4e is "under the surface" much closer to 3e than 3e is to 1e, but based SOLELY on the 4e system as presented in the initial 3 core rulebooks, I don't know how anyone can really make that claim. Yeah, it's roll d20 and get the highest number possible, but the entire baseline "structure" for class development is nothing like 3e. How many GMs have gone on record on these forums saying that they could convert 80-90% of characters from 1e up to 3e without much difficulty, but had to start over with 4e? Even pemerton freely admits that the kind of D&D he plays / GMs is not anywhere explicitly "defined" within the core 4e rulebooks; it's taken lots "shaking up" with input from other sources.

It's considerably more than just d20 roll high though. The skill systems are virtually identical. The character stats are identical. Even most of what a character does, day to day, hasn't changed all that much. As far as "not being able to convert", there's equally as many DM's here who are perfectly willing to show you how to convert your concept into 4e. The only time it's really an issue is when people absolutely insist that class is some sort of in game construct and that a fighter MUST BE a fighter or it's not the same.

Pemerton's only real deviation here is in the skill challenges, which can play as large or as small of a role in 4e as you wish. And, it's not really a deviation, simply extrapolating what's already there.

Hey, if you want to complain that 4e presents itself badly? I'm 100% right behind you. Heck, all you have to do is read between the lines and you'll see how much 4e is going to be in 5e, just spun right and everyone will be eating it up.

----------

Since we're talking about what we don't like, I'll add this. There's a reason I don't like all the rules to have a 1:1 relationship with the game world. It's too limiting. I don't want the mechanics to define my game to that degree. I want more freedom, both as a player and as a DM.

Earlier in this thread (or one of these anyway) someone talked about a character giving a speech and failing. The DM narrates that a rainstorm shows up and rains on the PC, thus spoiling his attempt. To me, this is fantastic. I want this. For some people, it's apparently immersion breaking because a failed skill check had an in game effect that was not related to the check itself.

To those people, my answer would be simple. Don't narrate it that way. Use the dissociated mechanics in an associated way. Only narrate from the basis of what the character could do. There's no problem doing it that way. Avoid a couple of the more problematic powers and you're good to go. AEDU can easily be explained in the in-game fiction most of the time.

But why go back to mechanics that are so limited? Sure, you get what you want, but, I get left in the cold. Broader, more easily applicable mechanics make everyone happy. So, if you want your effects to be deep immersion, go right ahead. That's your choice. But, why is my choice to grant players more authorial control through the mechanics so bad?
 

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