Same rules or different Rules (PC vs NPC)

Once again, thanks for the discussion, Bryon; it's helped me analyse how my game works and how I'd like it to work.

I'm going to want every stat across the board to fit the narrative and NONE of them to be tied to "the math".

Do you think it would be possible to do both? That is, tie the narrative to the math so that you get the benefit of both approaches. You could then work with the narrative to get an approximate level or work with the level to get an approximate narrative.

I'm still trying to think about the best way to do this in my game, while still working within the boundaries that 4E has. I don't know if that will be possible, though. I don't mind that it's a different system but I still want to be able to use the monster manuals without too much variance.

What I'm thinking is, for my game, that I'll have a table describing different ways of getting AC (quick, big & tough, armoured), describe what each AC value means, as well as an approximate level as to when that sort of narrative should show up. eg. If you have natural scales as strong as a few inches of steel, you should probably be level x. Or if you're able to afford plate armour you should probably be level y. That way I can, while running a 4E hack, change the narrative description of the creature to match its AC.

Question: do you think that approach is still missing the point?

In my game the whole point of that would be to allow players to make decisions based on their game world knowledge - eg. These brigands are wearing scale, so either they're high level or working for someone with deep pockets. Best be wary.
 

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I thought that 4th edition handled on-the-fly NPCs well (I've never DM'd it, so I'm not sure).
One of the beautiful things about pre-3E was that you could come up with NPCs pretty quickly and easily... and weren't bogged down by the math involved of determining skill points, BAB, feats, and so forth.
As for "thumbing everything to fixed levels," I'm not sure what you mean. My general gist is that 5th edition would benefit from being less involved mathematically.
For example, a starting character could choose a handful of roleplaying/background skills (such as cooking, craft, etiquette, singing, etc) dependent on their upbringing. They'd then choose/get adventuring skills dependent on their choice of class. All skills would be get a simple bonus of +1/level. That way skill bonuses would be easy to determine.
I'd also cut back on ability score bonus escalation for the same reason. Between stat-boosting items, buffs and ability raises tied to character advancement, ability score bonuses really start to pile up after a while.
Basically I'd prefer a leaner, meaner D&D... which, I realize, isn't for everyone.
 

Re-examining some of the L&L articles on skills and the like, D&D Next may be simplified to the point where NPC generation is nowhere near as time-consuming or challenging as 3.Xe, especially if skills are being moved closer to ability checks.
 

Once again, thanks for the discussion, Bryon; it's helped me analyse how my game works and how I'd like it to work.
Thank you

What I'm thinking is, for my game, that I'll have a table describing different ways of getting AC (quick, big & tough, armoured), describe what each AC value means, as well as an approximate level as to when that sort of narrative should show up. eg. If you have natural scales as strong as a few inches of steel, you should probably be level x. Or if you're able to afford plate armour you should probably be level y. That way I can, while running a 4E hack, change the narrative description of the creature to match its AC.

Question: do you think that approach is still missing the point?
No, I think that very much gets the point.

And we get into personal preference real quick here, so I don't think my opinion applies. But I personally would still prefer to forget balance altogether and build an ideal narrative system and THEN try to figure out how to balance things later. Not everything is balanced and overwhelming force and weak spots are parts of the way things work.

And even 3E has a lot of "level" to it. As I said, if they REALLY made the game I wanted then it would SUCK BADLY on the marketplace. But 3E is acceptable to me.

In this thread, in this forum, my point is really tied to what makes sense for WotC trying to produce a larger fan base. And I'm a little amused by the reluctance of key portions of the 4E fanbase to allow any progress whatsoever.

But I'll throw a few predictions out. The first is a gimmie.

Edition "I" will move soundly away from being pure 4E. (It very likely will have a "quick and simple" alternate for a lot of things as part of serving every edition) But the idea that they will just recycle 4E isn't even thoughtful They could just continue to re-tool and not go through a fraction of the expense and PR. Not to mention the sales plumment that 4E will take effective immediately. (As 3E did the day 4E was announced)

*IF* they come up with a more complex system, that appeals to lost fans but loses a lot of 4E fans, they will still end up with a bigger fan base than they have now. (That is a huge "if". I'm very interested, but PF is still awesome right now. I won't change for equity, then need BETTER. And I suspect I'm typical of non D&D players. They will look for "better".)

Assuming #2 happens, a reasonable number of 4E fans who don't follow will "come around". They may not DM, but they will find that there are DMs running great games and they will follow. Keep in mind that many 4E fans were content with 3E before 4E came along. And I do expect *I* will attempt to offer something to both. (Which, of course, could be the basis for implosion as well). I do fully realize that what I'm saying here is EXACTLY the thing that 4E fans incorrectly said early on about 4E non-adopters. But I don't think it is an equal comparison and I think you will see it work better for a hypothetical "appeals to the lost 3E fans" version. (And 4E fans who NEVER liked 3E probably won't be very common amongst that "reasonable number." :) )

God, how did I pull this tangent..... :)
 

One of the beautiful things about pre-3E was that you could come up with NPCs pretty quickly and easily... and weren't bogged down by the math involved of determining skill points, BAB, feats, and so forth.
<snip>
Basically I'd prefer a leaner, meaner D&D... which, I realize, isn't for everyone.

I would too. I'd rather they dropped Feats entirely, lowered the numbers (AC, Defences/Saves, to-hit; not sure how I feel about HP), and changed the way they deal with skills.

I've been thinking about how they presented skills in the Legends & Lore column a few months back. This is how I'd like it to work:

You have some sort of descriptor - a narrative statement - about your character. Then there are a few options that different games have:

1. Your character is especially skilled in that field. You can do things others can't. This allows you to succeed when others would fail. What, exactly, that means is up to the DM. (This would be like Class in oD&D, I believe, or those backgrounds in AD&D - I forget what they are called.)

2. Your character is especially skilled in that field. You can do things others can't. This allows you to roll the dice to see if you succeed on tasks that others would fail. This would be like the old "Climb Walls" ability that thieves had - everyone could climb; not everyone could climb sheer surfaces.

3. Your character is skilled in that field. You have a better chance of success than others who are not as skilled. This gives you a bonus to die rolls when attempting a task and another character/the environment is providing opposition. Following this would be a table of narrative or game-world modifiers describing what a certain skill level means, as I posted about Star Wars d6 above.

4. Your character is skilled in that field. You may be able to do things that others can't do, depending on the skills' descriptor. When you are attempting a task and another character/the environment is providing opposition, you get a bonus to your die roll.

5. Your character gets a bonus to tasks related to that field. The DC of those tasks is set by your level. (4E method)

The list of descriptors (eg. what you can do that others can't/what you are especially skilled in) could be set by the game, or be setting-dependant.

When it comes to NPCs, in this case, it's easy to determine what they can or can't do, especially if there isn't a set list of skills. What I do in my 4E-based game is give NPCs or monsters a skill based on their monster entry; a drow stalker has a skill called "drow stalker", which tells me a lot about what he can do and what he can't. (I use method 4 in my game.)

And we get into personal preference real quick here, so I don't think my opinion applies. But I personally would still prefer to forget balance altogether and build an ideal narrative system and THEN try to figure out how to balance things later. Not everything is balanced and overwhelming force and weak spots are parts of the way things work.

And even 3E has a lot of "level" to it. As I said, if they REALLY made the game I wanted then it would SUCK BADLY on the marketplace. But 3E is acceptable to me.

Have you thought about making or hacking 3E to fit your own preferences? I've found it extremely rewarding when doing the same for 4E - not just in game play, but it's opened my eyes to game design. A very interesting topic. I find that I'm always surprised by how much I don't know about how the game works.

If you do that, I'd like to hear about it - because our preferences are very different, I think I could learn a lot.

Anyway. Balance is an interesting subject. I like to think of it in this way: game balance exists when players are faced with multiple options and they aren't sure which one is a better choice.

What I don't believe game balance to mean is in the way some people describe game balance in 4E - if we go into the Tomb of Horrors or if we go into the Dungeon of Despair we'll face encounters that are our level, so we know it's balanced. (I don't believe 4E classes are balanced in this way - that is, that all classes are balanced with each other so the choice of which class to play doesn't carry a cost - because the way a party is built can have a major impact in play.) Anyway, to me that's not really a choice unless the narrative of the Tomb vs. the Dungeon makes a difference to the game; and in 4E there's no mechanical - or "game economy" - that suggest it does.

(I believe pemerton would disagree with me on this point, insofar as 4E is concerned. Which I consider a flaw of 4E - if they wanted to provide that sort of play experience, they should have made those narrative choices more explicit in the game's advice and in the reward system. Dropping XP for monsters and replacing it with Quest XP only, then tying Quests to Paragon Paths and Epic Destinies would have been my suggestion. Which is the major change that I've made in my hack of 4E, but for different reasons.

Man, I'm rambling.)

In this thread, in this forum, my point is really tied to what makes sense for WotC trying to produce a larger fan base. And I'm a little amused by the reluctance of key portions of the 4E fanbase to allow any progress whatsoever.

I have no idea what will produce a larger fan base. I'm not even going to try to put my thoughts out there.

What I'm interested in is how people with different agendas for play - like you and I - can compromise on mechanics to get a set of rules that will provide the sort of experience we want.

What I find interesting is that I can take your advice on how to set up NPC or monster stats, but use that method for an entirely different purpose - I want the players to be able to judge the level of risk vs. reward based on the game world description of what they're facing, whereas I believe that you want to set up NPCs or monster stats in a similar way in order to get the feeling that you are taking part in a fantasy novel. (Correct me if I'm wrong!)
 

Have you thought about making or hacking 3E to fit your own preferences? I've found it extremely rewarding when doing the same for 4E - not just in game play, but it's opened my eyes to game design. A very interesting topic. I find that I'm always surprised by how much I don't know about how the game works.
Are you aware I worked with Wulf Ratbane (aka Ben Durbin) on Trailblazer and other stuff including Grim Tales before that? I don't want to imply any claims I don't deserve. Those products are his design and he gets the credit. But I spent many hours being critical of his ideas (hard to imagine that, right?) and proposing alternatives. (There are also quite a few other ENWorlders on the credit page and they deserve at least as much credit as me, probably more)

But Ben and I talked a great deal about "3.75" and different elements of what makes a great game. (And I'm still not a fan of his unified spell casting system. :) )

Anyway. Balance is an interesting subject. I like to think of it in this way: game balance exists when players are faced with multiple options and they aren't sure which one is a better choice.
To me balance means two key things:
1) Every player has a chance to shine
2) You have a sense of how well things should probably go for a typical party in a given situation with everything else being equal. (And that is my definition. The 3E definition goes for more mechanical balance than that. But not so much that it it becomes unappealing to me.)

I have no idea what will produce a larger fan base. I'm not even going to try to put my thoughts out there.
Despite the popular preconception, I'm very confident that WotC isn't going to comb through feedback and find things that are shouted the most and loudest. (not that I think you think so either). WotC is going to design *I* by their own judgment. Of course they will take a lot of feedback. And they will use it. But they are not going to print posts, sort them and weigh the stacks. They are going to gloss over 99% of the crap and find some gems of insight from one person here and one person there. (Not to say there won't be some ideas that gain popular support and end up in the game). But any key design idea is going to be limited to appealing to some plurality. They do need to aim for pleasing multiple groups which exceed simple plurality. And the feedback that lends itself to that will be golden.

I really think there are some predictable results of different design approaches.
I think an exclusively more complex game will have a lot more fans than an exclusively simple game. I think that a game that assumes that the DM to handle a lot of complex stuff will have a lot more fans than a game that presumes the DM needs to be sheltered from expectations.

I think these things are true because the very best implementations of games within those system will be the gold standard of what the game can be. And not everyone needs to be a DM.

But once you have that high level system, you can offer tools and dials and short cuts for providing a more simple system for those who want it. And you should even get some synergy there because some people will simply stop with settings that work for them and others will gradually layer in complexity as their comfort grows.

I strongly agree that games should NEVER be a "headache" or "work". But they should also avoid locking the game in at some low standard of avoiding headaches. To me prepping 3E is awesome fun. And I know that I am far from alone in that. So the headache avoidance changes in 4E don't give me any headache avoidance value, but take away from the play quality in the trade. Thus I don't play. And a lot of other people don't play.
If they go down that road again, they will get the same result.

Keep in mind that there were quite a few quotes from pre and early 4E to the effect that losing BryonD as a fan was not a surprise and an acceptable loss. (And I'm perfectly fine with that) They believed that they were tons of people who don't play TTRPGs and would convert. I said years ago that the portion of the population willing to sit at a table with other people an pretend to be an elf is pretty much fixed and chasing new people outside that segment was a pipe dream. I was roundly criticized on these boards for those comments and many people told me that anyone was a potential gamer, they just needed a good entry point. And, for the record, those people are still completely wrong on that claim.

If anything the conventional wisdom is that the TTRPG market shrank during the 4E era. That may be true. And I DON'T blame 4E. I think that "fixed portion" remains fixed but those people have more and more alternates to choose from. But certainly effort chasing outside that was wasted.

The big problem WotC does have though is that they just spent the past 3.5 years treating one segment of their fan base as a golden child. Going back to being part of a larger group of equals may never be acceptable for a portion of that group. The question is, how big is that portion. Hopefully it is small.

What I'm interested in is how people with different agendas for play - like you and I - can compromise on mechanics to get a set of rules that will provide the sort of experience we want.
The advantage of complex system is they can be simplified and have short cuts in a million different ways. You have a lot more options for trimming things out of a large block of wood than you do for trying to stand new additions onto a small block.

What I find interesting is that I can take your advice on how to set up NPC or monster stats, but use that method for an entirely different purpose - I want the players to be able to judge the level of risk vs. reward based on the game world description of what they're facing, whereas I believe that you want to set up NPCs or monster stats in a similar way in order to get the feeling that you are taking part in a fantasy novel. (Correct me if I'm wrong!)
No you are correct.
And I am very interested in seeing how *I* evolves. But if I was going to wager, I bet I'm playing Pathfinder in 2014.

There is no one at Paizo who is as good a pure mechanics as Monte Cook. And when Mearls worked for Monte I used to joke that Mike was "the talent".
And I still think that. In my personal assessment there are two top tier designers who stand alone. Mearls is one of them. (Steve Kenson is the other) There are a lot of great designers out there. And Monte is at the top of that second tier. Paizo has some guys down in that second tier.

But Paizo has creativity that is unmatched. And they have a dedication to keeping their mechanics tied to being the thing they model that I love. I think Bulhman is ok at design. But he clearly never forgets that the mechanics are about making that thing come to life. I'll take that combination over a Mearls focused on "the math works" ANY DAY.

And even without being tethered to the math, as I hope and presume *I* will not be, the creative powerhouses work at Paizo. and *I* will need to be BETTER than what I have now.

I'm interested. I'd LOVE to go from my current awesome to even better. So I'm looking with great interest. But don't place any big bets yet.
 

I think for monsters and simple npcs the simpler the better. I hated having to use a quarter page in my write ups to make stat blocks for monsters.

In my 1e games most creatures took up a line or two in my notes. they were simple easy to use and fast.

The difference between the games we used to play and the games now are huge, and not necessarily for the better.
 

Do you think it would be possible to do both? That is, tie the narrative to the math so that you get the benefit of both approaches. You could then work with the narrative to get an approximate level or work with the level to get an approximate narrative.

I'm still trying to think about the best way to do this in my game, while still working within the boundaries that 4E has. I don't know if that will be possible, though. I don't mind that it's a different system but I still want to be able to use the monster manuals without too much variance.

(snip)

In my game the whole point of that would be to allow players to make decisions based on their game world knowledge - eg. These brigands are wearing scale, so either they're high level or working for someone with deep pockets. Best be wary.

I think that the way to keep most of the benefits of 4E while moving heavily in the direction you and Bryon are discussing it to explicitly make some, but not all, character options unbalanced.

Equipment would be high on my list for a candidate in the "deliberately unbalanced" category, with most intrinsic class and monster abilities sticking closer to the 4E model. Even then, though, it would be good to have some exceptions--clearly labeled as such--on both sides.

And I guess what I've been meaning by "unbalanced" in that context is what Bryon said--not necessarily unbalanced per se, merely built with an eye on the game world as the starting place for the design, instead of balance being the starting point. If you can tweak such a "world-based" element a bit to make it more balanced without changing its essential nature, fine. Just don't change it more than that. And vice versa for elements that start at "balanced".

I don't think that all elements should be done one way--or even can be. For one thing, I think that is the cardinal mistake of both 3E and 4E, trying to make everything the same, albeit on different sides of this question.
 

This issue is a big one for me. Its one of those narrative sticking points for me that is hard to explain because there are so many other narrative handwaves I'm fine with, but this one for whatever reason bothers me.

First of all, I think 4e monster design of one of the systems greatest strengths. I like that monsters are different than PCs, that they have different powers, can do different things, and are balanced to challenge a party.

And from a narrative standpoint, I can explain them. Monsters are different, because they are monsters!


But with NPCs this divide really bothers me. I do not like that a dragonborn npc operates very differently from the dragonborn PC. I don't like that magic items work differently for them, or armor, or just about anything really. Its a big break in the "realism" for me.

So I would prefer that npc design work similar to PC design, but I understand that is a lot easier said than done. 3e npcs for example could be real work to create. And of course you have the issue that while monsters can be tailored made to be challenges to the party, npcs made similar to pcs have there own balance issues.

I think the answer to npc creation is to have a big load of sample npcs in the DMG, like a whole chapter of them. I want to be able to pick a level and a type of npc, look it up, and have stats ready to go.

As for the balance one, that is a trickier problem...and one I don't have a great answer for off hand.
 

NPC and monsters on one hand, PC on the other hand should follow different rules for their creation.

I would hate, as a DM, to have a player telling : "Hey ! That's not allowed !" or "Hey I should be able do do the same !" when I give a certain "power" to any of my creature. In D&D 3 this was perfectly possible, in D&D4 it wasn't, and that was a huge improvement.

Moreover, I want to be able to tweak any creature that the Monster Manual or any adventure will give me. Once again, it was painful to tweak a D&D3 monster, it is a breeze in D&D4. It ain't broken, don't fix it.

Creating a monster is quick and rewarding in D&D4, don't revert to the slow, painful, and unrewarding sat block of D&D3... Please don't...
 

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