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Old School : Tucker's Kobolds and Trained Jellies

LostSoul

Adventurer
The problem is, D&D as written anyway, has never been that specific.

Yeah, I don't remember getting that specific in any version of D&D. I think combat had a different role in earlier editions of D&D, which is why it was so abstract, but it's been too long since I've played those older versions to do anything but guess.
 

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Ahh, see, now we're getting into a playstyle issue. I would guess, although I could be mistaken, that in Harlekin's game, loose rocks, sloping ground or low hanging vines would be stated up front before the player actually had to ask. Same goes with your other examples Andor - gas in a sewer and the like. The DM usually (or almost always) lets the player know of any mitigating factors before being prompted by the player.

Unless there are very specific reasons why the PC shouldn't know of course (a hidden trap at the edge of the pit for example).

I admit, my playstyle is far closer to Harlekin's. I do not enjoy the playstyle that forces me the player to constantly go down the shopping list of questions just to tease out the details of the situation. If the DM says there's a 15 foot pit, I know that's a DC 15 jump check with a running start and act on that knowledge. If I roll a 15 and fall into the pit because there were "loose stones" at the edge of the pit, I'm going to get cranky. :D I loathe pixel bitching and IMO, that's precisely what this is.

So instead of experiencing the world as your character- noting what you see, hear,smell, and feel, and using that input to influence decisions the game simply becomes a series of:

Whats the obstacle?

Whats the DC to beat it?

Move on.

No thanks. :erm:
 

pemerton

Legend
The difference in 4E is that you have so many options that don't require input from the fictional situation*. The starting point for player decision making isn't "What is my character doing" but instead "What power do I have that would work well here".

* - For certain values of fictional situation.
In 4E you look at the battle grid, the terrain and distance involved, the level + role + keywords + powers of the NPCs you are fighting, and the powers you and the other PCs have available. How do those interact? It's easy to get creative in that situation.

These elements are all part of the fictional situation, but one aspect of the fictional situation that 4E doesn't expect to inform your decision making is "What is your character doing?" e.g. 4E expects you to decide if you are going to use Spinning Sweep; it doesn't expect you to decide if you want to "spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels."
I agree with your diagnosis of those aspects of the fictional situation that 4e doesn't care about - which cashes out the footnote in your first post.

I think it's somewhat up for grabs whether or not this means that 4e doesn't care about what a character is doing: "I'm running over here and attacking them all with my Sweeping Blow" is a description of what is being done, although it's not as specific as the description that you provide.

For me that is not an issue, as I generally don't care to get into that level of detail about hand-to-hand combat: in RM or RQ, for example, in my group we don't specify the details of attacks beyond attack numbers and parry numbers, and we wouldn't allow someone to get an attack bonus simply by saying "I attack high" while at the same time the defending character says "I parry low" - that sort of thing is meant to be encapsulated in the die rolls.

But I think it does help explain why terrain and movement are so important in 4e combat. Without them, a lot of the fictional position would disappear. It would just be a series of mechanical exchanges without needing to consider the fiction. (A related technique that I use to reinforce fictional positioning is to often use crappy/sketchy maps, that carry the minimum necessary info but require the players to imagine and engage with the fictional situation in order to appreciate the range of options for their PCs. This technique also has the advantage that crappy maps are easy to produce on the spot!)

Building on this, I think there is a certain tendency to mechanically "regularise" terrain in the 4e rules. I think mechanical consistency can help, but I like an approach in which the non-mechanical (ie fictional) properties of the terrain remain central, and are referenced in play. There are some good examples of this in E1 (which I'm currently reading through in anticipation of running bits and pieces of it) - for example, slopes which cause additional forced movement downwards.

The fact that conjurations and zones ignore the terrain they are in pushes against the importance of fictional positioning, and to compensate for this I think it is important to make sure that their keywords matter to the terrain that they are summoned into (eg a wall of fire in a library should burn books, icy terrain can be used to cross a stream, etc).

So instead of experiencing the world as your character- noting what you see, hear,smell, and feel, and using that input to influence decisions the game simply becomes a series of:

Whats the obstacle?

Whats the DC to beat it?

Move on.

No thanks.
At this level of generality, you're describing games from Basic D&D (where the DC is a stat check or a % roll) through to Rolemaster/HARP (which has about 10 levels of difficulty that can apply to any given check).

The fact that the fictional situation is reduced, for the purposes of action resolution, to a die roll with a certain (and known or calculable) likelihood of success doesn't mean that the fictional situation has become irrelevant.
 
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At this level of generality, you're describing games from Basic D&D (where the DC is a stat check or a % roll) through to Rolemaster/HARP (which has about 10 levels of difficulty that can apply to any given check).

The fact that the fictional situation is reduced, for the purposes of action resolution, to a die roll with a certain (and known or calculable) likelihood of success doesn't mean that the fictional situation has become irrelevant.

When the details of the fictional space no longer have any bearing on the resolution of actions that involve interacting with it then yes it HAS become irrelevant.



DM: "This room was once a barracks, you see smashed bunk beds and footlockers strewn about the room, in the......"

Player: " Yeah yeah, we search everything and take 20. What do we find?"

You are somewhat incorrect about old school D&D task resolution. While a stat check or a random roll can be used to determine an outcome, it is also possible to get a successful outcome simply by picking up on clues from the environment and acting on them. The dice are there to determine outcomes when the situation is in doubt.

Take another look at the example of play from the 1E DMG. The part where the party is exploring the room with the stream and the mineral formations. I don't see any reference to dice being rolled for the player inquiring about the mineral formations. The player explored the gameworld and made a discovery via that interaction.

These days if player were not allowed to find that cylinder with a good enough die check there would be cries of foul play. Engaging with the game world (known in some circles as playing the game) is called pixel bitching now.

The game has steadily morphed from exploring the environment to a gauntlet of dice rolling probability challenges.
 

Hussar

Legend
So instead of experiencing the world as your character- noting what you see, hear,smell, and feel, and using that input to influence decisions the game simply becomes a series of:

Whats the obstacle?

Whats the DC to beat it?

Move on.

No thanks. :erm:

That's a bit of a strawman and not what I actually said though.

What I said was that the DM would announce any features that might affect player decision processes before the player asks.

In your example of the barracks room, if the DM is in the middle of describing the scene and the players interrupt him, that's bad players. That's not edition specific.

Now, if the DM finishes his description and the players say, "We thoroughly search the room." does the DM presume they are taking 20 or not? What's the response?

In earlier versions of D&D, we had SOP's in place for pretty much "taking 20" in a room. The DM gave the room description and we said, "We toss the room" and had a thorough list of exactly what that meant, if the DM needed to reference it. And we did this back in AD&D, so it's not like this was something new.

Not everyone enjoys pixel bitching. "I look in this nook. Now I look in this cranny" DM: Ha ha, you didn't say you were looking at that hook, therefore, tough, you didn't find that treasure!" To me, that form of gaming is FAR too antagonistic. The DM is out to screw over the players by playing stupid and deliberately not understanding what the players are trying to accomplish.

We hated that twenty years ago and stopped doing it, so, why on earth would we go back to it now?
 

pemerton

Legend
When the details of the fictional space no longer have any bearing on the resolution of actions that involve interacting with it then yes it HAS become irrelevant.
OK, but that's different from what I said. For example, those details can be - and in many systems often are - relevant to determining the difficulty of a check. In both B/X D&D and in AD&D, for example, the likelihood of a pursuing monster giving up the chase is influenced by the dropping of food and/or treasure. The fact that the evasion check is, in the last analysis, boiled down to a die roll doesn't mean that the fiction didn't matter. In that sort of game, for example, dropping rations shouldn't just be a mechanical matter of changing an entry on a character sheet (although it will involve such a change). In an exploration-oriented game of that sort it should also affect the fictional situation of the PC.

You are somewhat incorrect about old school D&D task resolution. While a stat check or a random roll can be used to determine an outcome, it is also possible to get a successful outcome simply by picking up on clues from the environment and acting on them. The dice are there to determine outcomes when the situation is in doubt.

Take another look at the example of play from the 1E DMG. The part where the party is exploring the room with the stream and the mineral formations. I don't see any reference to dice being rolled for the player inquiring about the mineral formations. The player explored the gameworld and made a discovery via that interaction.
That is true, but seems orthogonal to Hussar's post and your response.

In Unearthed Arcana, jump distances for thief acrobats are listed in feet, as I recall, but for barbarians are listed as a range of feet, presumably to be resolved via die roll (at least in some cases). The player of a barbarian whose PC comes to a pit can first try and judge it's width (many GMs allows this information to be known automatically), and then work out the likelihood of a successful jump. This doesn't mean that the fiction has become irrelevant to the action resolution. It has framed the parameters of the die roll required.

A thief climbing a wall is similar. I am prepared to assert that only a tiny fraction of wall climbs in AD&D games have been resolved not by die roll, but by the GM describing the holds on the surface and the player of the thief describing how his/her PC traverses those holds.

DM: "This room was once a barracks, you see smashed bunk beds and footlockers strewn about the room, in the......"

Player: " Yeah yeah, we search everything and take 20. What do we find?"
I have a personal view on how such mechanics should be analysed.

They are not action resolution mechanics at all. They are scene-revising mechanics. By calling for the skill check, in effect what the player is doing is saying "I don't like the scene in which I don't know what's in this room. I want to roll a die, and if I win then I want you to reframe the scene as one in which I see the concealed things in the room."

I don't have a strong view on whether it is good or bad to include such mechanics in the game, but I think the starting point for answering that question is to properly understand what their function is.

These days if player were not allowed to find that cylinder with a good enough die check there would be cries of foul play. Engaging with the game world (known in some circles as playing the game) is called pixel bitching now.

The game has steadily morphed from exploring the environment to a gauntlet of dice rolling probability challenges.
My reading of it is a bit different. Players still (apparently) want the tropes of being dungeon explorers, but actually playing through the game of dungeon exploration bores them silly. Therefore they like reframing mechanics like Perception checks.

3E's social mechanics are, I think, best analysed the same way. A Diplomacy check isn't action resolution; it's a chance for the player to have the scene reframed as one in which an opposed or unhelpful NPC instead is a friendly and helpful NPC. (I suspect the motivation for this is partly that roleplaying interaction is seen by some players as boring, and partly because many players don't like freeform roleplaying of interaction encounters and so, having no familiarity with decent mechanics for handling such things, opt for the "scene-rewriting" mechanics instead.)

I think the prospects of large numbers of players suddenly becoming enthusiastic for exploring streams looking for cylinders are dim. I also think the prospects of getting decent social encounter resolution mechanics from the D&Dnext project are dim. I therefore suspect that the mechancis that irritate you are likely to remain - if they're not printed as official rules, the players who rely upon them as scene-framing tools will have to reintroduce them!

But anyway, all of that is (in my view) quite orthogonal to the question of whether dice-based action resolution mechanics undermine the place of the fiction. C&S, RQ, GURPS, RM, Traveller, etc - nearly all the games of the first post-D&D generation - have extensive mechanical systems based on (i) identify the fictional obstacle to be overcome, (ii) determine the die roll required, (iii) make the die roll, (iv) extrapolate back to the fiction. And to the best of my knowledge it's never been suggested that those mechanics undermine the character of those games as RPGs in which the players play the game by engaging with the gameworld.
 
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Hussar

Legend
Hussar's Reasons Why "Describe your Actions" Doesn't Work

The biggest reason why we've moved away from the "setting exploration" that EW is talking about, IMO, is pacing. The players can never know what needs to be explored and what contains nothing of interest, so, they have to explore everything or risk missing rewards.

So, every single feature needs the same level of attention. You find a desk in room one. So, you search the desk, look under the desk, pull the drawers out, look under the drawers, check for false bottoms, search the chair, pull the chair cushion apart, and then move on to the next thing. In the next room, you find another desk. So, you search the desk, look under the desk, pull the drawers out, look under the drawers, check for false bottoms, search the chair, pull the chair cushion apart, and then move on to the next thing. Then, in the third room, you find yet another desk, so, you search the desk, look under the desk, pull the drawers out, look under the drawers, check for false bottoms, search the chair, pull the chair cushion apart, and then move on to the next thing.

Meanwhile, there never was anything in any of these desks. So, the group just spent half an hour of real time on fruitless searching. But, they can't let up, because there just might be something of value in that fourth desk.

Is it any wonder why people loathe dungeon crawls? Half of the name of the game is reviled by a fairly large segment of fandom who proudly claim that they would never, ever use a dungeon in play and generally look down their noses at anyone who would.

The point of all this is, what is important? Is searching every chest, desk, bed and rug important? Is it fun doing so? And don't tell me you're just going to start piling on wandering monsters. YOU want me to explore your setting. I'm doing what you want me to do. Don't punish me for that by forcing me into meaningless fights whose only purpose is to stop me from doing what you wanted me to do in the first place - explore your setting.

I would argue that the searching bits, while they might be fun for a while, lose their shine pretty quickly. Groups form standard operating procedures and social contract agreements to gloss over the stuff that really doesn't matter and get on with the stuff that the group finds fun.

Now, if your group LIKES this level of interaction, then great for you. It's sort of the old Sierra Quest Games approach to RPG's. I don't enjoy it in the slightest. I really, really don't. Tapping the bottom of a chest to find the secret bottom is fun... once. The fifteenth time, it's just a waste of my time.

So, no, it's not that groups are any less engaged in the game world than they were previously. For one, some groups never liked that kind of engagement in the first place. For another, some groups have found other things in the game world that they find more engaging.
 

Mattachine

Adventurer
When the details of the fictional space no longer have any bearing on the resolution of actions that involve interacting with it then yes it HAS become irrelevant.



DM: "This room was once a barracks, you see smashed bunk beds and footlockers strewn about the room, in the......"

Player: " Yeah yeah, we search everything and take 20. What do we find?"

You are somewhat incorrect about old school D&D task resolution. While a stat check or a random roll can be used to determine an outcome, it is also possible to get a successful outcome simply by picking up on clues from the environment and acting on them. The dice are there to determine outcomes when the situation is in doubt.

Take another look at the example of play from the 1E DMG. The part where the party is exploring the room with the stream and the mineral formations. I don't see any reference to dice being rolled for the player inquiring about the mineral formations. The player explored the gameworld and made a discovery via that interaction.

These days if player were not allowed to find that cylinder with a good enough die check there would be cries of foul play. Engaging with the game world (known in some circles as playing the game) is called pixel bitching now.

The game has steadily morphed from exploring the environment to a gauntlet of dice rolling probability challenges.

You make a good distinction about how players interact with the environment, but those two methods (descriptive and mechanical) do not necessarily mesh with your earlier distinction (experiencing the game as a player or through your PC).

In the old school games I played, especially modules, they were fully described--remember boxed text? :) Still, I was very inclined to interact as a player, not really roleplaying, but listening for each detail and then investigating each one. I played this way because that was the only option, there were no checks to be made in Blue Box, or early AD&D.

Likewise, in the game I DM now, with adventures that I write myself, some rooms get a simple description, like "This is a standard militia barracks, unused for some time." Players make some checks for searching it, and I then describe what happens based on their die rolls--but these players then roleplay the outcome, through the lens of their PCs.

Roleplay vs. tactical play, descriptive vs. mechanical play--many combinations of these exist, not just the ones you describe. In my experience, the descriptive play ended up going with tactical play, whereas the mechanical play goes with roleplay.
 

Scribble

First Post
My point wasn't about creativity, it was about how the system expects you to make decisions.

In 4E you look at the battle grid, the terrain and distance involved, the level + role + keywords + powers of the NPCs you are fighting, and the powers you and the other PCs have available. How do those interact? It's easy to get creative in that situation.

These elements are all part of the fictional situation, but one aspect of the fictional situation that 4E doesn't expect to inform your decision making is "What is your character doing?" e.g. 4E expects you to decide if you are going to use Spinning Sweep; it doesn't expect you to decide if you want to "spin beneath your enemy's guard with a long, powerful cut, and then sweep your leg through his an instant later to knock him head over heels."

And I still disagree completely that it has anything to do with the game as opposed to the player.

Again there have always been people that think about what their character can do as opposed to what their character SHOULD do in a certain situation.

Did 4e give these types of players more option? Sure did- but it's a false assumption to think these plays would have otherwise played in a different fashion were those options not present.
 

LostSoul

Adventurer
And I still disagree completely that it has anything to do with the game as opposed to the player.

Again there have always been people that think about what their character can do as opposed to what their character SHOULD do in a certain situation.

Did 4e give these types of players more option? Sure did- but it's a false assumption to think these plays would have otherwise played in a different fashion were those options not present.

I'm not sure I understand you - what I'm getting is "How the game is designed doesn't affect how players make decisions", but I don't think that's your point. Would you mind going into more detail? Or maybe you have questions for me?
 

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