Herremann the Wise said:
* Hit points (you are either relatively uninjured or dead - your character can never be in between.)
There's bloodied (injured enough to trigger keyword effects but not too much that you can't fight), and unconscious (injured enough not to be able to fight, but not dead). You have a ton of HP, but only a little is available in each fight (HP vs surges). 4e actually puts you out of commission when you only lose a small fraction of your total daily HP. That's much faster than any previous edition. I actually just tell my players they are out of commission when they reach 0 HP, but still let them observe. This feels more like a real battlefield casualty; the injured warrior watches helplessly from the sidelines.
But no matter how injured my character is, as long as they are not dead, they can by mundane means fully recover to fighting trim within a day. This is a big kick in the pants for a simulationist style of play. However, hit points in D&D have always been weird. A way of dealing with this (from a simulationist's point of view) is to separate the hit points (representing the capacity to avoid or turn damage, divine influence, luck etc.) and physical damage. Hit points are restored quickly while physical damage is healed at a much slower/normal rate. 4e is designed more for fun than representing the "ickiness" of damage and infection - and this is most certainly not a bad thing.
eriktheguy said:
Herremann the Wise said:
* Saves (everyone gets rid of a condition on 10+ on a d20; regardless of whether they have a good or poor natural ability to get over it - for me this is my biggest "simulationist gripe")
Your ability to get over it is represented by Fort, Ref and Will, which enemies need to hit to inflict the condition. It's the same as previous editions. Saving throws are used to track duration, not represent hardiness. Also there are lots of races, classes, feats with a good natural ability to get over various conditions.
If you change the name from 'save' to 'duration check' and you refer to 'Non-AC defenses' as 'saves', you might not even notice.
Yes I would, and as I say, this is the biggest simulationist gripe for me. In 4e the "puny" wizard "recovers" from being poisoned at a rate equal to or better than the "tough" barbarian 69% of the time! This is completely and utterly at odds with the mental picture I have of fantasy and the various tropes we include in a typical campaign. I accept this as part of streamlining the game but it still bothers me and would be the first thing ejected when creating a new edition.
eriktheguy said:
This is a common theme with simulation in fantasy games. Classes which rely on martial training get penalized by "common sense". Classes which use magic don't because "it's magic". There's no reason that a Wizard shouldn't be able to take a breather before the next fight and prepare fireball again, other than the arbitrary constrains of the system.
Not always true. A major trope of fantasy fiction is the physical effect of casting powerful magic. This is a very easy limiting factor to introduce. The other factor that can be addressed is the high rate of spellcasting compared to more mundane attack forms. If the rate at which a spellcaster can blast out a fireball is scaled back a little, then martial classes do not end up being penalized, particularly if those martial classes are empowered to get more out of their attacks than hp damage.
eriktheguy said:
On the other hand, I can design a fighter whose encounter and daily exploits are performed by expending chi energy or calling on my ancestors, thus explaining the limitations. The limitation 'makes sense', because it is mysterious.
Which is fine if you want a "mysteriously" powered non-mundane fighter. And I can certainly jive with such variants from a Primal perspective (even though chi in my fantasy game still illicits that rice in the haggis issue I personally have). I still would want such restrictions explained more fully than encounter/daily - although my simulationist issue here is most definitely related to the mechanics of such things.
eriktheguy said:
Herremann the Wise said:
* Why can I only do this mundane (if highly skilled) move once an encounter or once a day - it makes no sense. If it is situational, tell me the situation even if it is really situational (target granting combat advantage, is immobilized and I get a critical) rather than giving me a bland once an encounter/day. For magical instances, encounters and dailies can be a little more suitable but other times are just as bad.
In fantasy characters do things that aren't realistic, even martial characters. Applying simulation to them only, while excusing any class that is 'mysterious' is kind of silly.
Why is that silly. For me, this is the very important aspect of separating the magical from the mundane. If even the non-magical characters can do magical things, then not only does it dramatically downgrade the mystery-level for me, it completely loses it.
eriktheguy said:
Herremann the Wise said:
* The game mathematics is on a relative playing field rather than an absolute one.
* Half-level increase to everything is suitable in some situations but definitely not in others. I would much prefer a system that can take these factors into account with a more refined granularity.
These two are really the same point. There are lots of opinions around here about whether the game should be more complex or simpler. I think improving simulation leans towards the complex side. I'd like to know what you think about +1/2 level to everything doesn't make sense though.
Some things that get the half-level increase such as perception are generally well deserved as a character increases in ability and level (although an exception to this is easily enough crafted). I think it was KarinsDad on a different thread that highlighted the importance of this "adventuring experience" be hard-coded into the rules and how 3e's skill points failed to do this. Initiative is another area where the half-level bonus is suited and well earned compared to 3e initiative. However, why is my puny wizard getting significantly stronger as he increases in level? Why is my dumb-fighter getting so much more intelligent? Why are they getting better at skills they have likely never used? 3e does not give enough weight to this adventuring experience while 4e values and applies it too loosely. I would prefer a happy elegant medium between the two.
eriktheguy said:
Herremann the Wise said:
* Skill Challenges. I love the idea of skill challenges, but I would prefer a more rigourous system to be generally applied to "exploration" or "social" mode. By the time our group bent skill challenges to our style, it seemed like we were halfway back to where we were in 3e.
I and many others agree with you. I've dropped them altogether, but I have incorporated the ideas of DCs based on the level of the situation, and a number of successes before failures.
For me, the creation of a skill challenge is a case of going through and carefully examining the effect of different skills in different parts of the challenge. However, rather than presenting it obviously in terms of success and failure, I think I prefer a more organically-presented approach where the situation itself determines outcomes rather than the meta-gamey nature of calculating successes and failures. Fantastic as a guide but in the end, I think the rules just help you focus more fully on the situation than what you otherwise might have in previous editions. I am happy that many people here do enjoy their skill challenges and in so doing come up with some fantastic story elements for their game (a deserved shout-out to Pemerton in this regard).
eriktheguy said:
Herremann the Wise said:
* Some mundane powers that feel too "magical" and over the top. I'm not a wuxia fan, or more to the point I don't like finding rice inside my haggis.
If martial characters couldn't do the impossible, they wouldn't be allowed past level 5.
I really disagree with this. There are a lot of mundane ways that a fighter can affect the battlefield that are powerful and effective. 4e opened the door here for some really good stuff but there are some examples that go a little too far for my "simulationist sensibilities". For me if you have ever read David Gemmell's books and characters such as Druss the Legend, then you have the perfect blueprint for high level mundane fighters. It is possible and it can be done. Again, if you could mix the best of 3e/4e on this, I think you would really have something good.
eriktheguy said:
Herremann the Wise said:
* The mathematics behind magic item pricing. I like exponentials as much as the next mathematician but that doesn't mean I'm going to get my old high school textbook and try and smoke it like the designers seemed to do. D&D has never done economics well - but this really was a few steps too far into whacky land.
There is no math. Give out the parcels in the DMG, and your players subtract the gold that they spend on items when they buy them. Maybe just dust off your old calculator, but leave the textbook on the shelf. At worst it's a bit of bookkeeping. If you like simulation and dislike bookkeeping... I have bad news.
It is not the size of the numbers that bothers me or the bookkeeping (which as you can imagine is an important and intrinsic part of the game for me - I produce 14-20 page character sheets for my player's in my 3e game). It is the exponential difference between +1, +2, +3, +4, +5 and +6 items that bothers me. It is unimaginative, differentiates far too much in terms of coin and hearkens back to the previous point of relative mathematics versus absolute. It fails to make any quasi-realistic economic sense - something D&D has never been good at but gets a huge fail on in 4e. I suppose the designers thought. "well we're not doing and have never done a good job at economics in D&D; so let's just forget about it completely and just focus on relative value to a party of level
x. Not my preference is all.
Anyway, my point in all of this is to give some insight into a simulationist's perspective and to attempt to answer the thread title - something which seemed to get sidetracked on the "craft [basketweaving]" mode of discussion that has little if anything to do with a simulationism. In the end, they are just my preferences and certainly not a true or correct way to play the game. If you are having fun playing, then you must be doing it right.
Best Regards
Herremann the Wise