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

billd91

Not your screen monkey (he/him)
I'd point out a few things.

1. The Angel Summoner vs BMX bandit is a criticism of 3e that is based on some pretty strong evidence found in the mechanics of the game. Basically, it's a jokey take on quadratic wizards linear fighters. But, LFQW is again, strongly based on very, very strong evidence taken straight from the game itself. It's not based on how people feel or how people play the game. It's based on the fact that the game itself SAYS that wizards go from zero to god while fighters stay pretty much the same all the way along.

2. Do you deny that there are a number of spells for casters (I'm going to expand that from just wizards because it really applies to most casters) that constitute auto-win buttons? 1e Sleep spell is an auto-win button. And, let's be honest here, it's not that it's auto-win 100% of the time that's the problem, because the criticism is right, you can fail. But, it's that it auto-wins AT ALL.

3. Do you deny that there have been people and still are people who will jump onto every single thread and thread-crap any positive news about 4e? Do you deny that there were people who would go on to news sites, for the simple goal of crapping on any good news that mainstream media might have about WOTC or 4e?

Hey I'm not saying it's all one sided here. OF course not. It always takes two to tango. Fair enough. But, again, going by your specific example, have people spent the last four years telling you that your game is not really D&D and that you shouldn't be involved in any further development of D&D? That your ideas are so bad, that they are actually antithetical to what D&D is?

For everything you think has strong evidence here, someone else may think there's strong evidence that 4e is a significantly different playing experience than other editions of D&D and doesn't belong in the same product line. That there's strong evidence that 4e's focus on the grid and encounter pushes the game to the scope of a miniature skirmish game. Even fans of 4e will sometimes make those comments - just check into threads in the 4e forum and you'll find some. And yes, I have heard, over the last 4 years, plenty that say gaming luddites like me who fear change shouldn't be involved in further development of D&D. My impression is that they are significantly outnumbered in the prospective D&D market and thus my optimism for D&D Next as a potentially fun D&D game isn't so bad. My optimism that it will unite the player base? Not so good given the charges of regression and pandering to grognards that get thrown about.
 

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@JamesonCourage I understand that you're trying to be "peace-broker" or "sense-talker" here and not "antagonist," but I don't think you're circumnavigating the dynamics of this thread fully nor all of the loaded jargon and experiences of the recent edition wars. You definitely aren't being very fair to @pemerton who, at the very least, engages thoughtfully on subjects. You do not see him offhandedly quip, shallow, edition-war-loaded catch phrases or jargon, ad nauseum, while refusing to engage specific rejoinders or efforts to communicate something of enough specificity that it can at least be discussed. By my estimation, absolutely nothing is more caustic to dialogue, more "well-poisoning" than that M.O. My guess is that if that M.O. were to no longer persist (on either side of the edition-war fence), you would no longer see people waging an "aggressive defense" as you put it. Further, one man's "aggressive defense" is another man's thoughtful, pointed/precise, circumnavigated response...and justified completely when answering repeated, shallow, unjustified (perhaps not unjustifiable...but in specific cases unjustified...because the commenter refuses to engage) claims. If you make a harsh, clearly provocative claim and your reasoning is shallow, or worse you refuse to even give it, expect people to demand justification in their follow-up. If you do it repeatedly and then cry foul at their request for the specificities of your reason...expect them to get exasperated and the "aggressive defenses" to come out. And expect it to be "on you."

All you need do is look at @Nagol 's thoughtful and well-considered responses to my last two queries. He's respectful to the effort that I put in to engage his ideas and his rejoinders are clearly well-considered (even if we may disagree in part). If every person that pemerton engaged with on these issues were as respectful and thoughtful as Nagol's last two responses to me, my guess is you wouldn't feel like you need to be a "peace-broker" or "sense-talker" and you wouldn't be indicting pemerton for an "aggressive defense" (unless you just don't like the writing style...I already know that you don't like mine as you've told me on more than one occasion...and I've extended my sincere sympathies.).
 


pemerton

Legend
4e took a big, explicit step to the Gamist side of things.
If "Gamist" here means "metagamey" mechanics, than I agree. In particular, the Gygaxian approach to hit points and saving throws, which had never been fully applied to the active side of combat (though, as I've indicated upthread, I think it's somewhat implicit in the one-minute round), got extended across the whole game.

If "Gamist" here means "step on up" (the Forge sense of "gamist") then I don't agree. AD&D, as presented by Gygax, is very obviously about "step on up" (Gygax calls it "skilled play"). And in fact I don't think 4e suits Gygaxian play very well at all (as many complain, it is "dumbed down" or "instant gratification"). The sort of gamism it supports is more like showing of your skill with the mechanics and techniques of the game itself (eg "We got through 7 encounters without needing to take an extended rest!")

As a player, I find disassociatd mechanics impede my immersion and hence my roleplaying. They are distracting, steal focus from my character, and I must guard from additional meta-gaming.

<snip>

As for whether such mechanics should be part of RPGs in general, sure why not? The continuum is wide enough to handle a variety of games that support various forms of gameplay.

As for whether or not such mechanics should be in D&D, I'm a bit more conservative. If such mechanics are continued in D&D, they should be scrutinised to verify the disassociation is desirable and preferably in a excisable set of rules.
I don't want to merely retread too much ground - but as you know I have trouble seeing how hit points and saving throws can meet you standard of non-dissociation. I think they generate meta-gaming - from "I don't need to worry about the archers because they can't do enough damage to kill me", to the doing the maths to work out whether it is worth fireballing the trolls even though the fighter will also be caught inside it.

I guess more generally, D&D is the only RPG I'm familiar with that treats the ability to withstand being hit in combat as a resource.

I know that you and others upthread have talked about hp in terms of an abstraction of fatigue, wounding etc, but for me, I can't get over the point that it is treated as a resource. Which, for me at least, goes beyond mere abstraction.

As for excisable modules, sure! I've got nothing aganist excisable modules - I'm a long time Rolemaster player, after all. I myself had hoped that some of the more classic resource management aspects of D&D might themselves be in excisable modules in D&Dnext, but the playtest suggests that this may not be the case.

It's because the character (humanish, martial power) has no ability to rely upon to move any and every enemy regardless of size, intellect, range preference, ability to recognise a taunt, or any other criteria we care to categorise by.

<snip>

Unless Get Over Here is using the Voice a la Bene Gesserit, I don't understand why the target is forced to move. Perhaps,the character doesn't want to get over here?

<snip>

If the power is directed at a different PC, it does not appear resistable (though I could be wrong).
I agree that, by your criteria, unerrata-ed Come and Get It is dissociated. (While it need not be director stance - eg when used by polearm or staff fighter against other melee combatants - it is typically going to default to director stance.)

However, I think that, by your criteria, post-errata Come and Get It (which is, I think, what [MENTION=6696971]Manbearcat[/MENTION] posted) is associated but abstract: it requires a successful will attack before the enemey moves, which implies that the PC is actively toying with the minds of his/her opponents (4e does not have a "mind affecting category" outside of the notions of will attacks and psychic damage, neither of which affect objects), and although it uses STR, this is an abstraction in the same way that the separation of STR, CON and DEX is an abstraction (ie in real life these physiological traits of a person are not completely independent).

I also think that Get Over Here is, by your criteria, associated but abstract. 4e powers tend to be somewhat indifferent, in their drafting, between "slide an ally up to X squares" and "permit an ally to shift us to X squares as a free action". The practical difference is that the slide is not impeded by difficult terrain, whereas the shift is. In a very technical sense, PC 2 cannot resist forced movement imposed by PC 1, but I can't imagine any table in which, if player 2 said to player 1 "I really don't want my PC to be moved there", that the GM would enforce the movement against player 2's will. Just as the "pull" from Come and Get It is not literal (the NPCs/monsters may well be moving under their own steam), so the used of forced movement in ally-oriented buffs is just a mechanical convenience, with the additional modest side effect that it helps allies move through difficult terrain without drawing attacks of opportunity. To put it another way, I think you have been tricked into an error of classification here by your unfamiliarity with a certain mechanical "colloquialism" that 4e powers use.

An analogue might be someone who thought that "ranged touch" attacks in 3E must be dissociated, because the whole notion of a ranged touch is contradictory. That person would just be making a mistake, based on a misunderstanding of how the word "touch" is being used: it just being used for mechanical convenience - it captures the right notion (ie only DEX and the like, but not armour and shields, provide AC), and saves defining a new technical term.

I cannot really blame anyone who opens up the 4e PHB and thinks it's a combat only game. It's brutal. You get a half dozen pages of sort of fluffy stuff like character name and whatnot, then you get slammed with this mountain wall of powers, most of which are combat oriented, to the point where the non-combat stuff is pretty buried in the scrum, then you get feats which are mostly combat related, then you get equipment, almost all of which is combat related, then you get the combat rules. Finally, buried at the very back, is a section on rituals that is tacked on like an appendix.
I actually think this is a little unfair to the 4e PHB. It does have a lot of combat mechanics, but in the discussion of how the game is played, in the early pages, encounters are explicitly called out as having both combat and non-combat forms.

What I will happily agree is weak in the PHB is its almost total lack of discussion of how non-combat resolution works. The skill challenge mechanics should have been in the PHB, not in the DMG - and the DMG could then have discussed how to design and adjudicate them, just as it does for combat encounters. (Though unfortunately only with reference to their tactical and mechanical, rather than also their story, significance.)

What did amuse me about your post, though, was that what you describe is almost exactly the judgement I've formed of D&Dnext to date. Where are the other two pillars - and especially the interaction pillar?
 
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Hussar

Legend
For everything you think has strong evidence here, someone else may think there's strong evidence that 4e is a significantly different playing experience than other editions of D&D and doesn't belong in the same product line.

And if that's true, let's see the evidence. That's kinda where it breaks down for me. Lots of people, when pressed, will say, "Well, it just isn't D&D to me". Fair enough, I suppose, but, it doesn't really further any conversation. Generally what happens, and has happened in this thread, is that things get brought to light and suddenly there's a big gaping hole where the logic should be. Typically it revolves around idiosyncratic understandings of mechanics and sometimes outright fabrication of mechanics.

I mean, I point to the WOTC actual play podcasts with the Robot Chicken bunch and ask if that doesn't look a lot like D&D to everyone.

I don't like it is fine. I don't like it, therefore it's not D&D, is not. I mean, I'm pretty much on record for not liking AD&D too much. But, I'd never try to claim that it isn't D&D. It's not a for of D&D that I have any interest in playing, true, but, it's still D&D.

That there's strong evidence that 4e's focus on the grid and encounter pushes the game to the scope of a miniature skirmish game. Even fans of 4e will sometimes make those comments - just check into threads in the 4e forum and you'll find some.

And, honestly, I don't think that this is a totally unfair criticism. For one, the way the rules are written, it sure LOOKS like a mini-skirmish game. But, OTOH, why is it okay to say that 4e is a mini-skirmish game, but AD&D isn't a hacked wargame? It might be kinda/sorta accurate, but, it's not really helping anything. A better comment might be, "How can I get more out of this game that looks like it's pushing me in this direction?"

And yes, I have heard, over the last 4 years, plenty that say gaming luddites like me who fear change shouldn't be involved in further development of D&D. My impression is that they are significantly outnumbered in the prospective D&D market and thus my optimism for D&D Next as a potentially fun D&D game isn't so bad. My optimism that it will unite the player base? Not so good given the charges of regression and pandering to grognards that get thrown about.

Meh, there's asshats in any crowd. I'd argue scale to be honest. But, again, that could just be confirmation bias. I'm seeing what I want to see. Fair enough.

But, it would be nice, especially in threads like these if we could get a few more specifics and a lot less broad paint brush.
 


Hussar

Legend
Pemerton said:
What did amuse me about your post, though, was that what you describe is almost exactly the judgement I've formed of D&Dnext to date. Where are the other two pillars - and especially the interaction pillar?

Well, this is D&D. Combat is going to be first and foremost mechanically. Anything else and it probably wouldn't be D&D. :D :p

But, it's also very, very early in the playtest and combat mechanics are the first thing that most D&D players need anyway. We've had decades of winging it out of combat, so, that's not even going to register for many players. But, dammit, we're D&D players and we have to know what number we need to roll to kill that orc.
 

JamesonCourage

Adventurer
And I take exception to people saying that Come and Get It ruins immersion per se, because I play in a game where Come and Get It is regularly used, and immersion doesn't suffer.
I'm sorry you can't see how it would ruin immersion for other people. It does. I get that it doesn't for you. As far as productive conversation is concerned, I feel my take on this is more advanced than yours, because I see the other side, accept the differences, and work towards something with that information. I don't feel like I'm getting that when you "take exception" to people having a different play experience from your own.
This is why I asked, upthread, for actual play examples.
This misses the point. Play examples are useful (and are used, occasionally). However, people's opinions are usually formed from play. When someone says "this pulls me out of immersion", then it doesn't matter that you avoided it in a way that made you happy. This seems especially true when it's being expressed by so many people. Now, I'm not saying that your experience and wants shouldn't be added to the conversation, I'm just saying that no matter what those experiences are, if X mechanic is pulling a great number of people out of immersion and it isn't for you, then your experience doesn't make up for that loss for everyone else.

Engaging in a discussion on why it pulls people out of immersion could be productive. Saying "it didn't for me" is at least adding to the conversation. Saying "that means it shouldn't pull you out" doesn't add much. Nor does essentially defending against attacks that aren't being made.
Nothing would interest me more than to see actual play reports of the techniques used to achieve thematic play using Moldvay Basic. I mean, I've never claimed it can't be done by others, just that I haven't done it (and, perhaps, couldn't do it).
Again, this misses the point. I don't feel I need to go into the point again. If you don't get my point, perhaps someone else can pick up the flag and soldier on. I'm just not feeling like I'm adding anything by explaining it again, and the excessive use of italics in my post makes me feel that I'm not getting anywhere.

If you do get my point, though, and respond to it, I'll reply back. I'm just not interested in the unproductive rhetorical carousel that I feel this thread has mostly become. It's been better the last couple pages (as in, maybe the last 2), but not by much. And that means it might be time for me to actually put my money where my mouth is and get off the ride. As always, play what you like :)
 

billd91

Not your screen monkey (he/him)
And if that's true, let's see the evidence. That's kinda where it breaks down for me. Lots of people, when pressed, will say, "Well, it just isn't D&D to me". Fair enough, I suppose, but, it doesn't really further any conversation. Generally what happens, and has happened in this thread, is that things get brought to light and suddenly there's a big gaping hole where the logic should be. Typically it revolves around idiosyncratic understandings of mechanics and sometimes outright fabrication of mechanics.

Frankly, after watching several exchanges between you and DannyAlcatraz over the 15 minute day, I'm skeptical that you'd accept anybody else's play experiences as evidence. You've got a track record on that type of testimony, at least with an issue or two.

But there have been plenty of threads over the past few years in which people have explained why 4e isn't D&D to them. It's something different, not necessarily bad as far as everyone's concerned, just different. For some people it's the mechanics that are too different (AEDU structures, lack of differentiation in attack bonuses, teleporting elves, gutted alignment list) for others the lore or a combination of the two makes it alien enough to not fit.

I mean, I point to the WOTC actual play podcasts with the Robot Chicken bunch and ask if that doesn't look a lot like D&D to everyone.

And ones with people playing Runequest won't look that much different either. Looks can be deceiving. The appearance of a podcast isn't going to be very valuable.

And, honestly, I don't think that this is a totally unfair criticism. For one, the way the rules are written, it sure LOOKS like a mini-skirmish game. But, OTOH, why is it okay to say that 4e is a mini-skirmish game, but AD&D isn't a hacked wargame? It might be kinda/sorta accurate, but, it's not really helping anything. A better comment might be, "How can I get more out of this game that looks like it's pushing me in this direction?"

I've never said that people can't call D&D a hacked wargame. I just said that I disagreed with that assessment.
 

Ratskinner

Adventurer
If "Gamist" here means "metagamey" mechanics, than I agree. In particular, the Gygaxian approach to hit points and saving throws, which had never been fully applied to the active side of combat (though, as I've indicated upthread, I think it's somewhat implicit in the one-minute round), got extended across the whole game.

If "Gamist" here means "step on up" (the Forge sense of "gamist") then I don't agree. AD&D, as presented by Gygax, is very obviously about "step on up" (Gygax calls it "skilled play"). And in fact I don't think 4e suits Gygaxian play very well at all (as many complain, it is "dumbed down" or "instant gratification"). The sort of gamism it supports is more like showing of your skill with the mechanics and techniques of the game itself (eg "We got through 7 encounters without needing to take an extended rest!")

I meant it in both ways. I think the "metagamey" stuff was instituted as a side-effect, or perhaps a simple route to the secondary concerns of "step on up". In particular, since 3e so heavily favored casters, 4e worked very hard to achieve "balance" amongst the PC classes, races, etc. Gygaxian play has a particularly high challenge(especially at lower levels), but, strictly speaking, I don't think that's critical to "Step on Up":
With any luck, now that I'm claiming two things are being labeled rather than one, perhaps some of the debate about the label in question can settle down. At the Step On Up level, what's at stake? A bit of esteem, as stated above. But what about? Here's point #1 : what's really at stake can be totally overt (the basketball score), or it can nonverbal or otherwise subtle (who sinks the best single hoop, regardless of which team wins). All that matters is that it must exist embedded in the real-life social interaction.
So the bragging rights you mention are legitimate stakes in the "Step on Up" vision. 4e's story emphasis is much heavier than OD&D, however, and thus 4e does more to provide players with different points of esteem other than "I made it through alive." 4e aims to provide you with battles that have all manner of interesting little bits to brag about or bemoan. Its much more like a game of Sorry with the kids than OD&D's poker in a mob-run gambling den. 4e is far from a "pure" Gamist experience. (I'm sure you're aware that I feel D&D is always a bit of a mash-up that way.) However, it did take a big step that way compared to its immediate predecessors
 

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