D&D 5E A New Culture?

Gradine

The Elephant in the Room (she/her)
Edit: Took most of the off-topic stuff out of this

Meh, if, in a general discussion of editions, you keep seeing 4e coming up more than all the others combined, primarily in the form of baseless criticism and pushing back against same, yeah, it's at least contaminated by lingering edition warring.

What I meant was that the particular subject of this thread and OP, that of the over-eagerness of optimizers to dominate conversations about how to "properly" play the game, has absolutely nothing to do with edition wars, as the overall issue, as has been pointed out several times now, predates the very notion of editions. So when people jump in and blame 4e, they do so baselessly and are way off-track. I mean, as has been said, we were already seeing this 3.X, and it predated that system by quite a bit too.

Different systems and even different editions of the same system appeal to different types of gamers. We'd stop re-hashing this old edition war if people understood and respected that.

A rare and astute observation. Not only that, but they often correlate. Optimizing to a strong/interesting RP concept combines both. Go to an optimization forum and ask a question, and you'll immediate get OP mavins asking you 'what are you going for? 'what's the concept?'

It really depends on the player; I find reverse correlation about as common as correlation, which means as likely as not that there's not actually any correlation between the two at all. There are differing ideas about so-called "trap" options, and how worthwhile they are regardless of how well they match a "concept". Once on the RPG SE someone asked about some ways to build a wrestling character in 3.5, and the question wasn't explicitly about an optimization (I mean, they wanted to focus on grappling after all), so I talked about the time my friend played a Reaping Mauler and choked an Owlbear to death, and I'm sure as soon as you read the words "Reaping Mauler" you could imagine the response I got to that. Soured me on the concept of optimization for a long time.

Over time I started to understand and recognize the value of such analysis, but less so to the tune of "you shouldn't ever play that character/choose that option because it sucks" and more so "if this option really is so mechanically subpar, what can we do to fix it so you can play the character you want to play and not feel like you're getting left behind".
 
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Arilyn

Hero
If you place story games on one end of spectrum, and board games/war games on the other end and have rpgs taking up the space in middle, DnD is closer to board games, than say, Universalis. It is still on the rpg band, however. FATE is in middle, despite it being called a story telling game.

DnD came from war gaming roots, but people immediately saw the role playing aspects, while others very definitely did not. Ironically, Gygax, vehemently argued against the role playing idea, although, he did change his mind later. So this division existed, right after the game first came out. Because DnD has been the most commonly played rpg, the argument continues. Strongly immersive role players would probably be happier with different system, but sometimes it can be hard get a group to change games. Despite that, you can do lots of role playing in DnD, or just kick doors, kill monsters and loot. The two styles coming together can cause the clashes! What I don't get is the players who do treat it as a purely tactical game, whining when told they are not role players.
 

discosoc

First Post
I think what frustrates people who are against the even playing field for race/class combos is that it's overly-homogenized to the point of trivializing your race. There should be more disadvantages associated with playing something like a Dwarven Wizard because they *are* supposed to be unusual and/or rare (if not impossible depending on lore). Without them, everything is just bland and further encourages the use of online guides for character builds that are created without any concern for character *concepts.*

It's like back in 3/3.5 days, it would have been *interesting* to create an Orc Bard because the stats didn't favor it in the slightest (and actually hurt you with negatives). In 5e, creating an Orc Bard just means you're a bit more of a bruiser but otherwise perfectly capable of charming and dancing any other Bard.

Bring back negative racial modifiers again, and this whole topic would probably go away.
 

Lanefan

Victoria Rules
Though the 'focus on combat' is also a thing that has always been with D&D, and one that 4e shifted away from in un-D&D-like manner
The various 4e adventure modules I've seen/read/run don't exactly support this claim - they're just as combat-based as those from all the other editions. The main difference is the 4e combats are often presented in grander and more elaborate settings: the "set piece" battle.

Meh, if, in a general discussion of editions, you keep seeing 4e coming up more than all the others combined, primarily in the form of baseless criticism and pushing back against same, yeah, it's at least contaminated by lingering edition warring.
In any discussion that tries to compare and contrast the various editions 4e is inevitably going to come up more than any of the others, simply because its design is such a departure from all the others.

It's hardly edition warring to point these differences out and-or voice an opinion on them.

There was no such dearth /relative/ to other editions of the game. 4e Skill Challenges, alone, integrated and mechanically supported non-combat more than other editions before or since.
After a fashion, yes. This is yet one more area in 4e design, from all I can tell, where the original intent was good but the execution kinda needed some help.

My concern was that some of the skill challenges (even in published modules) were in some cases just a way of skating around actually roleplaying, much like the various "social" skills (bluff, diplomacy, intimidate, etc.) were used in 3e.

Lanefan
 

Lanefan

Victoria Rules
I cut this one out for its own reply...
But 3.x certainly favored system mastery very heavily.
What 3e favoured, as I learned by trial and error and sheer luck, was a character build tactic of focusing on one specific useful thing within your class (whatever it may be) almost to the exclusion of all others; followed by a consistent in-play tactic of bending things around such that your one really good focus area could be brought to bear on whatever the situation happened to be.

What 3e didn't favour was any kind of generalist or jack-of-all-trades character; and I don't mean multiclass. Even a simple Fighter, for example, who didn't pour every possible feat into one or two specific weapons or fighting styles (and instead tried to spread his abilities around) would most of the time end up far inferior to one who did. The same for casters - you'd end up way better off if you poured as many feats and abilities and skill points as you could into a very limited focus area rather than be a more generalist character.

Fine if you want to play a specialist. Not so fine if you're looking to play a character who's good at lots of things but expert in none, as the game will leave you behind.

Lanefan
 

Lanefan

Victoria Rules
What I meant was that the particular subject of this thread and OP, that of the over-eagerness of optimizers to dominate conversations about how to "properly" play the game, has absolutely nothing to do with edition wars, as the overall issue, as has been pointed out several times now, predates the very notion of editions. So when people jump in and blame 4e, they do so baselessly and are way off-track. I mean, as has been said, we were already seeing this 3.X, and it predated that system by quite a bit too.
I don't blame 4e. If anything my own experience would have me blame 3e, though I gather the foundations had been firmly laid in late 2e (which I kind of ignored at the time), when players were given so many - in my opinion, far far too many - mechanical options. This of course led to people discovering various unintended-by-the-designers synergies between various options, and the arms race was on.

And even back in 0e-1e days there were optimizers and munchkins...the difference, however, was they had fewer mechanics to work with (i.e. find ways to break) and the twinks they had available were fairly obvious most of the time. Add to this the DM having more perceived authority at the time to shut any such shenanigans down and yes, you've got a culture somewhat different from what late 2e/early 3e brought in.

Lanefan
 

Tony Vargas

Legend
The various 4e adventure modules I've seen/read/run don't exactly support this claim
Most of 'em don't. Most of 'em don't for any other edition, too.

The system provided a mechanism to integrate non-combat challenges into the game with the same weight as combat challenges, and in a way that kept everyone involved. (One of the over-looked reasons combat seems to dominate in D&D is that combat, thanks to initiative, thanks to every class having some solid combat abilities, involves every player, while non-combat often involves only single caster & a single spell or a single expert and a roll or two - the DM can neither string out such things to fill a substantial proportion of the game, nor afford to do so, and leave the rest of the group out of it for so long, cf, Netrunner Problem.)

My concern was that some of the skill challenges (even in published modules) were in some cases just a way of skating around actually roleplaying, much like the various "social" skills (bluff, diplomacy, intimidate, etc.) were used in 3e.
It's been a pet peeve of mine ever since Mearls articulated the Pillars, but: the whole game is roleplaying, combat, interaction, exploration, it's all roleplaying.

What you mean is that 3e 'social skills' tended to obviate social interaction scenes. "I diplomacize him" :rattle: "68. He's Helpful now." Yeah, it's a point. ;)

Skill Challenges were a reaction to that. Instead of one character making one roll, they involved the whole party. They were mechanically effed at first, but banged into workable shape quickly. They could have developed into a system to rival the depth/interest the combat system had achieved, but they only evolved for about 2 years or so, rather than for 3 decades...

But, the deeper issue goes back further than the edition war. There's always been an odd juxtaposition, in D&D, between resolving actions based on the abilities of the character vs based on the abilities of the player. In the earliest game, it seems, there was a strong streak of 'puzzle game' to the experience. Players learned to recognize monsters, to quiz the DM for environmental details to find traps & secret doors, and so forth. Spells were push-buttons and attacks were based almost wholly on the character, but most everything else - the whole 'exploration' and 'social' pillars of those early days, were based on the interaction of player & DM.

I know a lot of us look back fondly on that aspect of play. And some of us arguably 'abused' it (What do I need CHA for? The party'll use the Pally's CHA modifier for reaction checks, after that all that matters is what we have to say) - I know I did. ;) But the games been moving away from it for virtually its entire history. As soon as Greyhawk introduced the Thief, things just everyone had been doing by 'player skill,' became percentile rolls (rolls so bad, a lot of players /tried/ to keep doing everything by player skill!). It was an inauspicious beginning, but ever so slowly we got secondary skills, non-weapon proficiencies, Skills & Powers, d20 skill ranks, and, finally Proficiency.

If you let it, the system has increasingly allowed players to play characters different from themselves in way other than physical strength & magical ability. That's all to the good, IMHO.

So tie it back on-topic: What I meant was that the particular subject of this thread and OP, that of the over-eagerness of optimizers to dominate conversations about how to "properly" play the game, has absolutely nothing to do with edition wars, as the overall issue, as has been pointed out several times now, predates the very notion of editions. So when people jump in and blame 4e, they do so baselessly and are way off-track. I mean, as has been said, we were already seeing this 3.X, and it predated that system by quite a bit too.
The only point I can think of against optimization going all the way back ("let's all use iron spikes, they're cheap, and do a d6 like every other weapon!") is that there was a definite shift with the release of the 2e 'Complete' books, towards more player-chosen options to define their characters and what those characters could do.

Prior to that, you chose race, class and from then on, you *were* the spells you were able to add to your book, and the magic items you found. Everything else was prettymuch locked in.

Come the Complete ______ Handbook, and you could at least add a Kit...

It really depends on the player; I find reverse correlation about as common as correlation, which means as likely as not that there's not actually any correlation between the two at all.
Nod. A better way to look at it is that optimization or system mastery are skillsets or tools, even though it seems like 'optimizing' is a goal. It's not, you choose something to optimize /for/, that's the goal.

Concept is a goal.

You can optimize for that. You can ignore it and optimize for DPR (or Diplomancy or whatever else). You can optimize for a balance or synergy among several goals. (And, it's synergistic more often than people might realize.)

There are differing ideas about so-called "trap" options, and how worthwhile they are regardless of how well they match a "concept". Once on the RPG SE someone asked about some ways to build a wrestling character in 3.5, and the question wasn't explicitly about an optimization (I mean, they wanted to focus on grappling after all), so I talked about the time my friend played a Reaping Mauler and choked an Owlbear to death, and I'm sure as soon as you read the words "Reaping Mauler" you could imagine the response I got to that. Soured me on the concept of optimization for a long time.
Yep, understandable. In essence, a Reaping Mauler was a PrC, specific to a marginal concept, that was strictly inferior to less obvious builds. The very definition of a 'Trap.' Better-balanced systems avoid such 'Timmeh Card' artifacts, 3e built them in on purpose - Cook, I think it was, came right out and said so. The advantage of avoiding introducing trap options in the first place is that you can fairly easily create the character you want, by taking the obvious choices, and not be severely disadvantaged for it.

For instance, ironically, in 3.x I decided I wanted to play what I called a 'canny fighter' who was a damaged-goods veteran sort of personality (I'd been reading a lot of military SF at the time). Those were concepts, but they immediately suggested certain feats. Expertise, because of the INT requirement, and Combat Reflexes because it felt to me like the 'twitchy' combat-veteran who reacts as if he were in a fight, even in peace-time, but whose reflexes save his life in battle. I then applied my nascent system mastery and came up with something not entirely unlike one of the notorious optimal fighter builds - the chain-gun-tripper. Except I disarmed, because I was nostalgic for the Ransuer. ;)

It was a pretty fair build, in spite of the 'sacrifices' for concept, and I did have a lot of both RP and tactical-combat fun with it over the years, but ultimately he was barely staying relevant much of the time because he was along-side full casters, even though there builds were decidedly non-optimal.

That campaign wrapped in 3.5, at 14th level, and we segued into 4e. In the meantime I'd briefly played a Paladin 'combat diplomancer' - he was a very low-grade optimized-diplomat, and a modest combatant who tried to help & organize his party. It was optimizing up-hill, to say the least, but it was intriguing, and one or two instances where it really worked were kinda awesome. An interview with a playtester talking about a warlord reminded me of one of the incidents where that build actually worked well. So, I partially combined the two concepts I'd been struggling to bring to life in 3e, and created a Tactical Warlord - a brash (low WIS), brilliant (18 int) young officer, this time, not a twitchy veteran. He had modest (14) STR & CHA, too, and that was about the limit of what I could squeeze out of point-buy. But, wow, did it work. Every round of every fight I was doing something to help my allies fight better.

Y'know what didn't work in 4e? The chain-gun-tripper...

Over time I started to understand and recognize the value of such analysis, but less so to the tune of "you shouldn't ever play that character/choose that option because it sucks" and more so "if this option really is so mechanically subpar, what can we do to fix it so you can play the character you want to play and not feel like you're getting left behind".
Much more constructive. The optimizers back then should have been pointing to the build options that did work for the concept. But, part of the optimizer personality very often is a certain - *ahem* impolite - elitism.

What 3e favoured, as I learned by trial and error and sheer luck, was a character build tactic of focusing on one specific useful thing within your class (whatever it may be) almost to the exclusion of all others; followed by a consistent in-play tactic of bending things around such that your one really good focus area could be brought to bear on whatever the situation happened to be.
That's applied system mastery - sure. Optimize the character for something, make sure that you can /make/ that something happen.

What 3e didn't favour was any kind of generalist or jack-of-all-trades character; and I don't mean multiclass.
The Utility-Belt Wizard was pretty generalist in a lot of ways.

Even a simple Fighter, for example, who didn't pour every possible feat into one or two specific weapons or fighting styles (and instead tried to spread his abilities around) would most of the time end up far inferior to one who did.
Especially the Fighter. But, then, it had long been the case. Every since 1e UA introduced (OK, a dragon mag article introduced it first, IIRC), Weapon Specialization, the Fighter has been obliged to be very, well, specialized. Even before that, once he acquired a good magical weapon (or other magic item), he'd use it as much as possible, often 'warping the character around it.'
 
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Uchawi

First Post
I have read with interest a recent threads about balance and race choices. During the discussion I began wondering if there has been some culture shift in the community that I have been ignoring.

What I found in that thread was worry that characters would not be viable unless the race and the class fit an archetype. As an example, unless you take a halfling for a rogue thief, you are nuts! A half-orc wizard? Madness!

In the dark ages, we relished taking things that were off center. A particularly strong cleric? Cool. A half-orc paladin? Novel. A strong halfling fighter? Off the beaten path. And so forth. Unconventional ability placement? Sometimes fun. (Here I must note that this might really just mean a different high score without totally gimping the main stat). I have never played in a group that totally ignored effectiveness.

However, I have taken a mace in place of a d8 longsword because it looks cool for some characters. I even (gasp) like shortswords better than rapiers for personal aesthetic reasons...

In 5e I have enjoyed taking backgrounds that are not "optimal" for dungeon environments but are fun for character development.

Lest you get the idea that I am into some sort of high drama roleplay without combat, let me assure you I prefer most play to be devoted to fighting and conflict. Exploring is cool, but swinging swords is the best! Roleplaying is fun in almost all situations (though I don't like to barter over coppers ad nauseum...get the adventure going!).

But in the discussion about the need to match half-orc with champion fighter, it seemed that many people were afraid their character would simply die young if they did not make the "best" choice.

This is where I am really confused.

First, the variability in rolling for stats seems to suggest that there can be different levels of ability. Additionally, party size can vary. Lastly, there are feats in most games. As a result:

This does not seem to suggest that the game is perfectly balanced and that life hinges on perfect efficiency. If it did, wouldn't certain class and race combinations be restricted? Wouldn't party size be mandated? Would stat rolling be allowed at all?

In many cases, we are talking about 2 points in a stat difference for "optimal" pairings. How often is that going to be the difference between life and death over the course of a campaign? It could be I guess, but if I only play cookie cutter characters, how much does it matter? I already have a template so I can start over and recreate the "perfect" array.

If we are talking about a +1 bonus say in AC, we are saying we are worried about one number on the die difference. I am wringing my hands about being hit on an 11 or higher instead of a twelve or higher in a particular case. One number on the die...is that one number THAT pivotal often?
There is no universal answer. We all must ask why we play the game and what we enjoy. Some like the challenge going against the grain. Others want whatever they choose supported by the rules. With the latter you often see this viewpoint being generated from a novel, and then see a specific character concept fall apart when the rule system only offers specific choices.
 

Gradine

The Elephant in the Room (she/her)
Nod. A better way to look at it is that optimization or system mastery are skillsets or tools, even though it seems like 'optimizing' is a goal. It's not, you choose something to optimize /for/, that's the goal.

Concept is a goal.

You can optimize for that. You can ignore it and optimize for DPR (or Diplomancy or whatever else). You can optimize for a balance or synergy among several goals. (And, it's synergistic more often than people might realize.)

I agree, and it reminds me of the quote from earlier from @CSs. Optimization isn't really a that strong of a term for the concept we often describe with it. And "CharOp-ing" and "designing to a theme/concept" aren't as mutually exclusive as one might initially think.

Yep, understandable. In essence, a Reaping Mauler was a PrC, specific to a marginal concept, that was strictly inferior to less obvious builds. The very definition of a 'Trap.' Better-balanced systems avoid such 'Timmeh Card' artifacts, 3e built them in on purpose - Cook, I think it was, came right out and said so. The advantage of avoiding introducing trap options in the first place is that you can fairly easily create the character you want, by taking the obvious choices, and not be severely disadvantaged for it.

See, the thing I found about "trap" options is that they only look like traps in games and groups where CharOp is heavily emphasized. In my group, long before any of us had ever heard the term, our Reaping Mauler was quite effective. We didn't get to particularly high levels and we weren't often fighting things against grappling would be ineffective (lots of humanoid enemies), so that might have colored our perspective. But he also choked an owlbear to death, and that was a particularly awesome moment that stuck with us for a long time.

There's a lot of reasons a game would purposefully include sub-optimal choices, of which "punishing a lack of system mastery" is only one and fairly poor one at that (and one I would not put past the game's designers). There's a certain type of gamer that relishes the challenge of selecting a clearly inferior option and making it work. Maybe it's more of a video game thing, but I imagine there's quite a few D&D players who've looked at the weapon lists over the years and thought "I bet I could make a whip fighter work". :p

Come to think of it, one of my players did do that once in a campaign I DMed. He never did much damage but damn was he obnoxious as hell.

Much more constructive. The optimizers back then should have been pointing to the build options that did work for the concept. But, part of the optimizer personality very often is a certain - *ahem* impolite - elitism.

Which I think is what inspired this thread in the first place. It's not exclusive to optimizers by any stretch though; I think they're more numerous within the D&D fandom for reasons that have been discussed ad nauseam, but rest assured that there's plenty of [insert a more story-focused RPG(s) you have a strong distaste for here] communities out there turning their noses down at anyone who would emphasize the "game" elements of RPGs. "It's role-playing not roll-playing" you can hear them chanting in unison.

I get that being such a part of a fandom that you identify with and engage with a particular community lends itself to a certain amount of extremism, but it's more than a little unfortunate.
 
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Shasarak

Banned
Banned
I don't think that Matthew Colville's word is canon law. I mention him, because he is a fairly popular D&D Youtube podcaster with roots back to the oldest editions of D&D. He's a big fan of the roleplaying pillar, so it was interesting to hear him refer to D&D as a tactical wargame. It's getting a second opinion. From my group of D&D novice friends, this criticism may not hold much water with others, but with someone who has played a longer time and with a greater reach of their voice, as per Colville, then it's nice to hear similar sentiments.

If I could also use Matthew as a counter to Matthew look at the final game of his most recent campaign that he recorded. It was complete with a scale model of the Keep where the party had hold up and you could tell that Matthew was ready for, as you say, an epic tactical wargame. However the whole session played out with no d20 being rolled in combat.

So my question is: If DnD is a tactical wargame then did Matthews group just do it wrong?
 

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