• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E Legend Lore says 'story not rules' (3/4)

But that is one of the problems with "healing". It's a loaded word. When a Warlord "heals" you, he inspires you to keep going. So why is it called "healing"? The problem is that "heal" has a common-language equivalent. What it means mechanically is HP Recovery, in all instances.

So does "hit", but when people suggest that the terminology for rolling To Hit should be changed because it doesn't mean To Hit but To Damage, you'll get plenty of negative responses to the effect "Because it's always been used that way in D&D."

I agree with all of the above. I want my rpgs to focus on being good games, first and foremost.

+1. Even if I'm looking for a seriously "Sim" game it needs. to be a good game, or I won't play it again no matter how much I want to play with the subject matter.

Dungeon World does just that. Judging by my game last night, it works *splendidly*. Dunno if it would work for D&D, but for what DW is, it's perfect. It makes combat blend seamlessly into exploration and vice versa better than any edition of D&D, and it's largely thanks to having no initiative mechanics.

-O

Every time I hear about DW, I sounds more interesting. I'll have to pick it up.
 

log in or register to remove this ad

pemerton

Legend
To me, a better idea is to say, "Knocking something prone means knocking it down," and if you try this on an ooze, the rules are basically like, "Well, DM, what do YOU think happens?"
That's one way to go - as has been pointed out, though, it can lead to PC-nerfing.

A different approach is to frame the rules in terms of generic/abstract "complications" or "disadvantages" and then to allow the details to be spelled out at the point of application (MHRP-style).

As was discussed upthread, 4e is a sort-of halfway house between the two. (Presumably so, like D&Dnext afterwards, it could accomodate either preference.)

It's clearly easier (or it should be in my opinion) to disadvantage a sentient, vertebrate humanoid than a mindless, formless puddle.
In D&D shouldn't that be etablished via AC and other defences, at least in the first intance, rather than via immunities?

How about rules that use words that clearly and narratively describe what happens instead of inventing rules that require us to provide narrative justifications for effects?
I think this just illustrates that there is more than one way to approach the issue, and it seems to come down to a matter of preference. Some seem to prefer that the story should flow from what the rules say are happening, while others would prefer the rules are only there to support whatever story it is you want to tell.
Ron Edwards got the contrast in approaches pretty clear, in my view.

First, (what he calls) simulationism:

Consider Character, Setting, and Situation - and now consider what happens to them, over time. In Simulationist play, cause is the key, the imagined cosmos in action. The way these elements tie together, as well as how they're Colored, are intended to produce "genre" in the general sense of the term, especially since the meaning or point is supposed to emerge without extra attention. It's a tall order: the relationship is supposed to turn out a certain way or set of ways, since what goes on "ought" to go on, based on internal logic instead of intrusive agenda. Since real people decide when to roll, as well as any number of other contextual details, they can take this spec a certain distance. However, the right sort of meaning or point then is expected to emerge from System outcomes, in application.

Clearly, System is a major design element here, as the causal anchor among the other elements.​

Then, non-simulationist play, which Edwards categorises as either gamism ("step on up") or narrativism ("story now"):

Step On Up is actually quite similar, in social and interactive terms, to Story Now. Gamist and Narrativist play often share the following things:

. . .

* Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such can be deferred, rather than established at every point during play in a linear fashion.

* More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.​

Now what bogmad is advocating is what Edwards describes in the first paragraph: internal cause is king, the function of the mechanics is to model ingame causatin (eg "knocking prone", as a rules element, means that the character does something, like a polearm sweep, that knocks the target of its feet), and the "story" - the ingame fiction - is dictated by the mechanical resolution (if the polearm sweep succeeds, then the target is on the ground!). In a rules sytem like this, if something has no feet than it can't be knocked over, and that should be reflected in the mechanics (try your polearm sweep against an ooze, and you'll automatically fail).

Whereas Nemesis Destiny is expressing a preference for mechanics that constrain the details of the fiction (eg if you hit with the polearm sweep, some complication or disadvantage for the enemy has to be narrated) - but they don't determine those details. These are "negotiated in a causal fashion" by the participants, within the constraints imposed by the system, but not relying on the system to deliver the content of the fiction in a determinative, linear, way.

My guess would be that bogmad doesn't like "Schroedinger's wounds". My guess would be that they don't both Nemesis Destiny because Nemesis Destiny doesn't mind it when "exploration" (ie actually settling the details of the fiction) is deferred, and "casually negoiated among participants" after the action has been resolved relying on the mechanical outcomes as constraining but not, on their own, determinative.

Two different approaches to RPGing. Some mechanics can straddle them (eg hit points - compare "meat" interpretations to "meta" interpretations) but many can't (eg the 3E grapple rules, the 4e death and dying rules).
 

pemerton

Legend
I am curious Pemerton, where do you see 4E in the storygame spectrum? I believe you said you like this sort of approach to design and it looks like you see 4E giving players a bit more narrative control.
I think 4e is well-suited to scene-framing play (see the Pemertonian scene-framing threads).

This is because of its mechanics:

* Action resolution that generally does not carry across scenes/encounters (eg look at how healing and recovery work, how power usage is tracked);

* Skill challenges as a confict-resolution system for non-combat situations;

* Action resolution that is deliberately designed to produce dramatic pacing (most noticeably in combat, because of the asymmetry between PC and monster build - monsters are stronger by default, but PCs gradually overtake them as they unlock healing surges and deploy encounter powers);

* A general de-emphasis on exploration for exploration's sake;

* Clear encounter-building guidelines for the GM;

* Easy mechanics for determining challegnes and consequences on the fly (scaling rules, p 42 etc).​

This is also because of its story elements (and if you look at many of the changes often said to have been made "for the sake of change", you can in fact see that they were done for these reasons):

* The default cosmology and history is laden with both legacy conflicts and active conflicts;

* Many player choices of story element (class, race, etc) locate them within these conflicts;

* Many of the story elements available to the GM are also clearly located within these confilts;

* The default cosmology is painted in bold but broad brush strokes, making basic themese clear but leaving plenty of room for the GM to settle details as needed to frame or drive a particular scene. (Later splat inevitably undermines this feature a bit.)​

The upshot is that it is easy to frame scenes that, from the story point of view, have conflict built into them, and that, from the mechanical point of view, will neither collapse under their own weight nor linger beyond their use-by date when you try to resolve them.
[MENTION=6688937]Ratskinner[/MENTION], some of the above also relates to my reply to you on the BW thread.
 

Balesir

Adventurer
People in the game world can't relate to how an ooze necessarily works. Even if they are some sage or expert that does understand it, an ooze's very nature means that tactics that work against one creature type won't work against all of them.
Why can't people in the game world relate to how an ooze works? It's difficult for us "real-worlders", for sure, because oozes and gelatinous cubes don't exist in our world, but in the world the characters inhabit, they do. It seems likely that, to have survived, the peoples of the game world would understand oozes better than we ever will.

Even if we have a bland non-descriptive "disadvantage" maneuver, there are simply more ways to disadvantage a humanoid than an ooze. A sentient humanoid has a MIND and it has a SHAPE. I can trip it; I can distract it; I can blind it; I can tie it up; I can directly control it's mind with magic; etc None of that is something that can technically be done to an ooze, so why should a specific mechanic like "trip" that says it does one thing to a humanoid suddenly be something different when fighting another creature type?
It's generally assumed that having a mind is a positive benefit, in evolutionary terms; it allows reactions and novel approaches. This leaving aside that, in order to do something as intentional as "attack", D&D oozes must have something that we would functionally describe as a "mind"...

Likewise with "shape". A puddle is immobile and can't send out pseudopods to 'attack' anything. To do those things, an ooze would need to develop some sort of coherent (if somewhat malleable) 'shape', together with the internal means to modify that shape at will - and there's that "mind", again...

I like some things having immunities; maybe that's why I'm harping too much on oozes.
Having creatures with immunities is fine, but I think it's really a separate topic. The problem with the line of logic you are using about oozes is that it leads - if taken to its extreme - to "anything we don't understand should be immune to stuff". And the stuff they are not immune to? Well, we don't understand that stuff, because we don't share a world with the creatures we don't understand...
 

That's kind of my point. If I have a maneuver called "trip" then I know what it does, especially to a sentient humanoid with a clear form.
People in the game world can't relate to how an ooze necessarily works. Even if they are some sage or expert that does understand it, an ooze's very nature means that tactics that work against one creature type won't work against all of them.
Again, you assume all of this. People in the game world may be quite familiar with oozes. Even if they're not if you're a highly trained melee combatant there's no reason to believe that you can't quickly figure out the ooze's basic way of working and deliver disabling blows to it. If this is particularly difficult then it should just be higher level and thus harder to pull off. The point is there are tactics that might work quite well, so it isn't like it is all that much a stretch that you just fight it mostly like any other monster.
Even if we have a bland non-descriptive "disadvantage" maneuver, there are simply more ways to disadvantage a humanoid than an ooze. A sentient humanoid has a MIND and it has a SHAPE. I can trip it; I can distract it; I can blind it; I can tie it up; I can directly control it's mind with magic; etc None of that is something that can technically be done to an ooze, so why should a specific mechanic like "trip" that says it does one thing to a humanoid suddenly be something different when fighting another creature type? I have to think something up for this exception that I'd never apply to a general case.
Yeah, I just don't know that the things you claim are true. Clearly there are ways to hurt and effect an ooze or it would be unkillable, so it simply requires a proper combat technique. The PCs that can trip are ones that are invariably highly skilled with weapons. They simple come up with ways to use their tricky maneuvers to do the job. Honestly it just doesn't seem all that far-fetched to me.

But I probably shouldn't try to argue this. Like other's have said, it speaks to a fundamental divide between player types. I got back into D&D with 4e, and still play it primarily, but don't like the homogenization of creature types.

I like some things having immunities; maybe that's why I'm harping too much on oozes.

I never really professed an aversion to immunities. I understand the reasons that they were avoided in 4e. They are lazy design for one thing, and clearly they CAN make monsters either highly niche or create problems for specific characters. Maybe oozes are the place where some immunities are OK. I don't think I'd have had some big problem if they were impossible to trip. It just wasn't a big deal to bother about. Really, it felt like the kind of nitpicky objection people come up with when they really just don't like something and someone asks "why".
 

Balesir

Adventurer
Yeah, my memory grows dim, we must have been playing DQ in the early 80's. I remember my necromancer character, but I don't recall how the class mechanics in general were arranged. I remember my PC couldn't do squat with weapons, and it took several months of play before his spells did more damage to the enemy than to himself, lol. I seem to recall a lot of the fighter types dying from critical misses too. Exactly how you got specific skills has fled my brain. I seem to recall that basically everything was roughly a 'skill', but I think the mechanics for say a spell and rowing a boat, and swinging a sword were all a BIT different.
We were playing DQ using D&D non-dungeon adventures around the mid-80's, I guess, and some articles in Ares magazine and elsewhere had helped with a lot of the critical fumble mess. If you imagine the (percentile) tables for backfire, with the range doubled for all results (so you got a table running from 01 to 200, roughly), and then you roll percentile dice and add the amount you fumbled by, that'd be fairly close. It made it so that, in order to get the really nasty backfires, you had to fail exceptionally badly, and then also roll badly. As long as you didn't try anything too ambitious, you were mostly fine.
 

Ratskinner

Adventurer
This is also because of its story elements (and if you look at many of the changes often said to have been made "for the sake of change", you can in fact see that they were done for these reasons):
* The default cosmology and history is laden with both legacy conflicts and active conflicts;

* Many player choices of story element (class, race, etc) locate them within these conflicts;

* Many of the story elements available to the GM are also clearly located within these confilts;

* The default cosmology is painted in bold but broad brush strokes, making basic themese clear but leaving plenty of room for the GM to settle details as needed to frame or drive a particular scene. (Later splat inevitably undermines this feature a bit.)​

The upshot is that it is easy to frame scenes that, from the story point of view, have conflict built into them, and that, from the mechanical point of view, will neither collapse under their own weight nor linger beyond their use-by date when you try to resolve them.

@Ratskinner , some of the above also relates to my reply to you on the BW thread.

hmmm....I guess my problem with that is that would lock you into the "official" world much more than previous editions. I mean, so long as you're there in PoLand with the default cosmology, etc. and your players know enough about it to make those choices meaningful, then yes signalling could happen. In my home games, neither of those is true. This might lead into why I feel 4e is a much narrower game than previous editions.
 

When, unless you were trying to do something very corner case (flinging dozens of oil flasks through some simultaneous method) you don't really deal with much of this. Now you do have the ability, as a DM or group, to make some complex rules decisions... But this just seems like arguing for argument's sake.

Slainte,

-Loonook.

Well, arguing backed up by 38 years of GMing. All I mean by that is I have seen plenty of it in different systems. There's nothing horribly wrong with say AD&D 1e, but the game does not make the GM's job easy in anything like the way 4e does. How do I resolve something in AD&D? I could possibly use any of a wide variety of subsystems, often having to choose between them. Giving PCs certain specific benefits is hard to gauge because at best you have all 7 different kinds of dice in play. There are constantly situations like the Flaming Sword has a literal list of the monsters that it gets a bonus against. Which other monsters might need to be added to that list? My time is just better spent on plot, narrative, etc. than on those details. 4e leaves very few of these questions and when it inevitably doesn't cover everything it clearly has basically 2 standard ways that things can be worked out and its not usually at all hard to pick which one to use.

And honestly, you haven't played with my players. If they don't come up with at least 3 crazy things to try that are outside the rules on a given week it is rather unusual.
 

pemerton

Legend
[MENTION=85555]Bedrockgames[/MENTION] (and I'll mention [MENTION=6688937]Ratskinner[/MENTION] too): another comment on 4e cosmology.

Many of the gods exist in older editions of D&D, but in 4e they are given a new mythology which tends to preserve their old character (Moradin is still a god of dwarves, Bane is still a god of tyrants) but adds in a thematic rationale (Moradin isn't just a smith - he forged many of the gods' weapons and chains in the Dawn War, making him a potent symbol of divine order and opposition to the Primordials; and Bane similalry was the gods' battle leader in the Dawn War).

This creates a connection between framing around story elements and framing around theme. (As I've posted in the past, the original Oriental Adventures had elements of this that differentiated it from standard AD&D, and that had a big impact on my early GMing.)
 

Balesir

Adventurer
hmmm....I guess my problem with that is that would lock you into the "official" world much more than previous editions. I mean, so long as you're there in PoLand with the default cosmology, etc. and your players know enough about it to make those choices meaningful, then yes signalling could happen. In my home games, neither of those is true. This might lead into why I feel 4e is a much narrower game than previous editions.
I don't see that this "locks you into" the "official" world so much as this is "added value that the official world offers you". What was arguably missing, of course, was good guidance in the DMG about both using and developing variants on this stuff for your own worlds. But then, advice about a lot of the "new paradigm" in 4e was absent or stunted - maybe because it was new to the designers, too?
 

Remove ads

Top