Libramarian
Adventurer
By that logic we should just get rid of turn based combat entirely because it makes no sense from a narrative standpoint.
I would agree with that.
By that logic we should just get rid of turn based combat entirely because it makes no sense from a narrative standpoint.
No matter how you accomplish it, the more you make the rules elegant and clear (natural language, keywords, or other means), the less room you leave for players or DMs to pull stupid game-lawyer tricks with pieces of the rules. Whereas longer rules with lot of specifics make such play easy. Some people find such play the point of RPGs, and consider it clever. I and most people I play with find it banal. There really isn't any compromise a system can do that will satisfy both groups. You might as well try to write a science fiction game that rigorously avoided space travel or a horror game that totally avoided fear--maybe possible if you twist the concept enough, but rather pointless.
Late to the DQ party, but I did want to say I read that every year or so, and still think it had some great ideas buried under a ton of too fiddly mechanics. In particular, the way it had the intersection of magic, skills (professions + a few separate skills) + weapon use + abilities being mostly orthogonal gives a wide range of possibilities for characters with relatively little material.
In particular, I think it had the right idea about having major, thematic packages (like "thief") that weren't exclusive to a narrow class, but did have some separate pieces that could then be used in other areas--such as "spy".
EDIT: For some reason, I can't see the intervening 14 posts between mine and #280.
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.
I personally approach 'story not rules' to mean that there should be a few, general rules that can cover a lot of ground, and you apply them when you think they make sense (which should be up to the table to determine). I find that less intrusive than rules that are overly specific, and thus prefer a 4e-style approach.
This is one of those areas where I don't feel that Next is being designed with my interests in mind and would require substantial reworking to make it "work," unless they want to get really general and just have a mechanic for gaining advantage or forcing enemies into disadvantage. That would be about as simple as it gets; you wouldn't need to go to a 3.x style exhaustive list of conditions, but it might not satisfy those who don't want to constantly have to "make up" what is happening in the fiction to represent advantage/disadvantage.
I felt 4e got the list of conditions about right, but like many other things it got right, that doesn't seem to matter to the design team of Next...
I agree with all of the above. I want my rpgs to focus on being good games, first and foremost.Why model the fluff after the rules rather the other way around? Simply, because it makes for a better game that way. Because there is no rules in the game for "disrupting enemies without a distinct form" (and I am in no way implying there ever should be such a rule) the rule for knocking things prone works as a decent stand in. We can assume that if the character doing the proning knows something about knocking over people he probably also knows something about disrupting formless creatures because it's more fun that way.
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.Also your last point is just silly. By that logic we should just get rid of turn based combat entirely because it makes no sense from a narrative standpoint.
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
DW is all about the narrative, which is more abstract even than early D&D. And it becomes clear (as much as it needs to) in context. Combat consists of the DM kind of moderating, and making "hard" or "soft" moves based on the players' rolls. Another thing - the DM never rolls dice, unless he chooses to roll monster damage (notably, never monster attacks).Now you have me curious. How does that not devolve into absolute chaos? How do you determine where people are standing when certain things occur?
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.
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.I don't know about that. I have no understanding of how an ooze actually works.
Thinking about it ... I think the way the Dungeon World "Moves" work is essential to the initiative-free combat. Especially the 2-6 and 7-9 results, and how they create openings for the GM to make his own Moves in return.I dunno if you could "sneak" any DW concepts into a more traditional D&D....I haven't thought about it much.
We can assume that if the character doing the proning knows something about knocking over people he probably also knows something about disrupting formless creatures because it's more fun that way.
Also your last point is just silly. By that logic we should just get rid of turn based combat entirely because it makes no sense from a narrative standpoint.
Again the problem with the whole "story, not rules" is the players never have any idea what is what. Can they use oil flasks to burn up monsters by throwing them? Who knows, it is entirely up to the whim of today's DM. What happens when you hit an ooze with a cold spell? Does it freeze up? Does that hurt an ooze more, less, or the same as anyone else? This leads IME to players either gaming the DM, or always playing it safe, etc. There are some reasons for nailing things down. IMHO it is superior to just give blanket answers that work and then find the exceptions. The main obvious ones will be in the rules, like "ooze can't fall prone, instead it gets disadvantage" or they are so weird they come up in play and then at least the DM is only ruling on one very niche thing now and then, not half of everything the PCs can try to do.