L&L: The 2nd one this week (DM Packet)

Possible, but as D&D is a game that has always tried to represent reality, I find it odd that any of those people would come here.
I don't think 4e is particularly a game that tries to represent reality.

And given that AD&D has hit points, and one minute combat rounds, and "fortune in the middle" saving throws, I'm not sure that it was especially committed to representing reality either.

3E is the version of D&D most committed to representing reality, but it has the least continuous action initiative system of any version of D&D, and hence the most stop-motion; and it also has the biggest hit point totals of any version of the game. So I'm not sure how far it actually follows through on its reality-representing commitment.
 

log in or register to remove this ad

It's more that, even using "rulings, not rules" the person (or persons) making the rulings are operating to a set of rules (call them "principles", "models" or "processes" if you like) in making those rulings. So, what it boils down to is that the other (non-ruling) players are invited to engage in a game that has rules that they are not informed of. That makes the game, pretty much necessarily, not a game of "shared imagination". It becomes a game of one person's imagination that the others present play a game of "twenty questions" over.

I'd call this a feature, not a bug. An RPG is a lot more fun to me if I'm making my character's decisions on the basis of the game-fiction rather than knowledge of the mechanics.

That said, I don't think greater dependence on DM rulings will have that effect. IME one quickly gets a feel for how a DM rules and can make decisions on that basis.

I don't get the "20 questions" objection either. The DM is always the players' source of information about the world, whatever the rule system is.
 

The DM is always the players' source of information about the world, whatever the rule system is.
What about games in which the players get to make "world creation" declarations - either at PC gen, or during the course of play? Or games in which the setting has been agreed as part of the game set up?

Not to mention games in which the action resolution rules are understood as establishing significant relationships between elements of the world (eg a player might know that a bonfire can't burn his/her PC because (i) bonfires can't do more than 20 hp of fire damage, and (ii) the PC has Resist 20 fire.
 

I think much more is being made of this then is necessarily appropriate. The general conceit is that the rules are an imperfect model meant to represent the PCs interacting with the fiction of the game world and like all models they sometimes fail to account for specific details. It presents a slightly different feed back loop of Players>DM>Rules>DM>Player over Players>Rules>DM>Rules>Players. At the same time DMs are given some pretty specific guidelines to determine the difficulty of a variety of tasks. It's not quite back to the days of 'Guess how difficult the task is and make some rules up'.
 

I don't think 4e is particularly a game that tries to represent reality.

And given that AD&D has hit points, and one minute combat rounds, and "fortune in the middle" saving throws, I'm not sure that it was especially committed to representing reality either.

3E is the version of D&D most committed to representing reality, but it has the least continuous action initiative system of any version of D&D, and hence the most stop-motion; and it also has the biggest hit point totals of any version of the game. So I'm not sure how far it actually follows through on its reality-representing commitment.

This is a list of quibbling around the edges.

D&D assumes Gravity, assumes the laws of physics, assumes that if you push a button with a 10 foot pole said button will be pushed. It assumes you eat and drink and suffer from starvation if you do not. It assumes Disease and Poison, it assumes social levels and interplay as on earth, it assumes language, it assumes emotions, it assumes (in the majority of cases) geometry. Fire burns, Ice is cold, water is wet, the sky is sky coloured. Boats float, wheels turn, and dragon fly.. ok ignore that last one.

But in the vast majority of cases, if you want to know how things work in D&D land, they work how they do here.
 

What about games in which the players get to make "world creation" declarations - either at PC gen, or during the course of play? Or games in which the setting has been agreed as part of the game set up?

Not to mention games in which the action resolution rules are understood as establishing significant relationships between elements of the world (eg a player might know that a bonfire can't burn his/her PC because (i) bonfires can't do more than 20 hp of fire damage, and (ii) the PC has Resist 20 fire.

Even in a shared fiction troupe style play like Ars Magica there is one player GMing at any given moment and he may or may not run things the same way as anyone else. If he has an idea for a faerie protagonist then the fae in question may suddenly develop plot armour against the spell that worked fine the last three times they met him. If the GM doesn't suck there will be an in world explanation for the change from "He borrowed an amulet from Mab" to "It's walpurgis night" to "He found true love" but the fact remains that it is perfectly legitimate to suddenly change the rules of the game as the PCs experience it from one GM to the next within the course of a single game. The PCs may or may not ever be able to find out why.

Hell, reality works that way too, or have you never seen a strong man fail a strength check to open a pickle jar only to see his aged mother make the roll?
 

A different angle on this point.

<snip>

The overall point: until the rationale of particular rules is understood, and the way they connect to the expectations/purposes of the play groups, it's hard to say anything very specific about "rules vs rulings".

Good post. As usual, I can't xp. :erm:

I think this provides a segway into an aspect of 'modularity' which I don't see discussed much.

The primary assumption seems to be that 'modularity' will allow anyone to chop and change bits of the system to get the game they want.

What I think is interesting is that it's the basis for a discussion amongst the whole group on some key playstyle issues before the game actually starts.

That is to say, if we're agreeing to use the weapons vs armour type optional module then we've agreed to a certain set of combat rules. if the GM is saying 'Nah, only if I think the circumstances warrant' then we're looking at some ad hoc combat rulings.

The discussions used to decide on modules may be as important as the modules themselves.
 

Even in a shared fiction troupe style play like Ars Magica there is one player GMing at any given moment and he may or may not run things the same way as anyone else.
Sure, but I think [MENTION=42582]pemerton[/MENTION] was talking about games where players are specifically given rights to add things to the background and to the game world. By mentioning a guild or syndicate that they belong(ed) to in the pre-game, they make that organisation a reality in the game world. By picking up the bottle on the tavern table, they make a bottle appear that didn't (explicitly) exist before.

If he has an idea for a faerie protagonist then the fae in question may suddenly develop plot armour against the spell that worked fine the last three times they met him. If the GM doesn't suck there will be an in world explanation for the change from "He borrowed an amulet from Mab" to "It's walpurgis night" to "He found true love" but the fact remains that it is perfectly legitimate to suddenly change the rules of the game as the PCs experience it from one GM to the next within the course of a single game. The PCs may or may not ever be able to find out why.
Hell's bells, this would only ever be acceptable to me if it did have a fictional "explanation". Changing the fiction (as DM) is fine, but changing the rules (except explicitly and with prior notice) is not. As a player, if such a thing has changed, I expect there to be an in-fiction explanation there if I look for it.

Hell, reality works that way too, or have you never seen a strong man fail a strength check to open a pickle jar only to see his aged mother make the roll?
You said it yourself - there is randomness in the dice, and sometimes one rolls low while another rolls high. Did you hear the dice rattle? ;)

What I think is interesting is that it's the basis for a discussion amongst the whole group on some key playstyle issues before the game actually starts.

The discussions used to decide on modules may be as important as the modules themselves.
This is a great observation, although, for us, it applies just as much to decisions about which system to use/play. I think this is pretty natural, since the modules seem likely to make D&DN a set of related games, rather than one unitary one.

Possible, but as D&D is a game that has always tried to represent reality, I find it odd that any of those people would come here.
LOL. I think lots of people (me included) have wasted a lot of time trying fruitlessly (and pointlessly, it currently seems to me) to "force-fit" elements of the real world to D&D.

This is a list of quibbling around the edges.
The way death, dying and recovery work is "quibbling at the edges"?? Mmmkay...

But in the vast majority of cases, if you want to know how things work in D&D land, they work how they do here.
Except that, in the cases where the rules actually cover, they don't. I can see that this is a "natural" assumption, and I can see that having a good number of world assumptions that are familiar to the players is very helpful, but I think that building on the assumption that the model for all situations not explicitly covered by the rules should be "real life" is flawed in a very pernicious way.

The problem is that, outside the very obvious (colour of the sky, gravity pulling towards the ground, etc.), we all tend to have different models of "how the world works" when we get down to specifics. Some of the differences are subtle, some are very marked. Where we have specific knowledge, the model may be more accurate (although, to be serious, how many times have you used physics or chemistry equations to work out a result?), but the model will always be arbitrary to an extent.

Given that the model must be arbitrary, I think it is infinitely better if it is at least shared. This means that the questions and situations that commonly crop up should be covered by "rules" that are accessible to all parties in the game. The rules need not be immensely voluminous - some measure of shared understanding can be assumed - but around what the PCs can commonly do I think they need to be clear and reasonably precise.

I'd call this a feature, not a bug. An RPG is a lot more fun to me if I'm making my character's decisions on the basis of the game-fiction rather than knowledge of the mechanics.
But how do you really know the game fiction, other than via the mechanics? The only other resource I see used a lot is your understanding of the "real world" - and this varies between each of us and is invariably inaccurate in ways that a myriad of books are available to point out to us.

That said, I don't think greater dependence on DM rulings will have that effect. IME one quickly gets a feel for how a DM rules and can make decisions on that basis.
This is my point, yes; even "DM fiat" will follow a set of rules. Far better, in my opinion, if those rules are explicitly shared than if they exist as some sort of hazy mish-mash in someone's mind.

I don't get the "20 questions" objection either. The DM is always the players' source of information about the world, whatever the rule system is.
Yes, of course - but if the DM is the source not only of what events and circumstances are evident to the player characters in the fiction, but also of how the game world works and what the characters risks and chances might be in interacting with that fiction, then the number of questions baloons.

My issue is that of the first. That if the rules work, why would you need to set them aside? And if they don't work and you have to fix them with rulings, why not find rules that do work?

Imagine if a DM is good enough to fix broken rules through rulings, how much better the game could be with working rules and the DM's time and attention focused on the content of the sessions.
Sure, I see this, too. I think it relates to two "aspects" of "DM fiat" - ignoring or changing existing rules on the one hand, and making up rules where none exist on the other. While the latter is inevitably required to some extent - and the former is often desired by the player group - I don't see either as being the least bit desirable as a design aim.

This is what I find deeply disturbing, here. Mike Mearls is not saying that these things are inevitable and some explanation of the rules and design principles would therefore be useful for DMs to support those (hopefully limited) times they will need to make rulings on the game world "physics" - he's saying that these rulings are to be encouraged and sought out as a design aim. If that is true, the logical end-point is that there be no rules at all! I know that's "reductio ad absurdam", but I think it really does show that the principle is of, at the very best, limited usefulness.
 

Sure, I see this, too. I think it relates to two "aspects" of "DM fiat" - ignoring or changing existing rules on the one hand, and making up rules where none exist on the other. While the latter is inevitably required to some extent - and the former is often desired by the player group - I don't see either as being the least bit desirable as a design aim.

I think the answer here is subtler than Good vs Bad. The goal is not to require GM fiat, but to allow it. That is an important distinction. It also depends on the level of fiat decision being called for.

If AoOs suddenly disappear because you are about to kill the DMNPC wankfodder then that is sucktacular GMing. If an intimidate check is based on charisma when the Paladin screams the battle cry of his god, strength when the Barbarian smashes a table with one punch, and intelligence when the Wizard explains how he's gone over accounting logs of the merchant and found some interesting entries then not only is that a good system and good GMing but it's not fiat. Players are perfectly within their rights to make a pitch for the roll being based on a weird stat, like intelligence for an accountant.

So a system that is loose enough to allow for modularity is IMHO a good thing. If you tried to strip, say, short rests from 4e it would disrupt the entire balance of the system by turning encounter powers into daily powers. If you stripped them out of 5e then healing potions become more popular.

I think building a system that is loose enough to allow each table to shape it's own playstyle is no bad thing.
 

I think the answer here is subtler than Good vs Bad. The goal is not to require GM fiat, but to allow it. That is an important distinction. It also depends on the level of fiat decision being called for.
I don't think any rules system can either "allow" or "disallow" GM fiat, to be honest. As I said, some level of adjudicating stuff not covered by the rules is inevitable - and thus new rules are born.

If AoOs suddenly disappear because you are about to kill the DMNPC wankfodder then that is sucktacular GMing.
Agreed - and no set of rules will eliminate bad GMs or bad GMing. That's not what I'm arguing.

If an intimidate check is based on charisma when the Paladin screams the battle cry of his god, strength when the Barbarian smashes a table with one punch, and intelligence when the Wizard explains how he's gone over accounting logs of the merchant and found some interesting entries then not only is that a good system and good GMing but it's not fiat. Players are perfectly within their rights to make a pitch for the roll being based on a weird stat, like intelligence for an accountant.
You said it yourself, here: it's not GM fiat, it's just a good system. I can see the advantages in 4e's way, too - you just get one number per skill to track/refer to. But as a rule - either a houserule to 4e or a rule in D&DNext - I would have no objection at all to decoupling attributes from skills and using them just as you describe. In such a system, though, I would want to see a very clear definition of what is meant by each attribute (as well as by each skill). Oddly, the playtest documents do this pretty well for attributes, but fail spectacularly to do it for the "skills" (while 4e essentially ended up with it the other way around). It seems to be that some kind of Heisenberg's uncertainty principle applies to these things in the WotC designers' minds...

So a system that is loose enough to allow for modularity is IMHO a good thing. If you tried to strip, say, short rests from 4e it would disrupt the entire balance of the system by turning encounter powers into daily powers. If you stripped them out of 5e then healing potions become more popular.
If you strip short rests from 4e you just say "Encounter" powers can be used three times per day. I'm pretty sure this is where the design came from in the first place; the designers observed how, once they reached high enough level, spellcasters picked the same spell multiple times for combat use, so they thought "why not balance these things up and allow them at all levels?". Good call, in my view, but I can see that some folks have aversions to it.

Removing short rests in both 4e and the playtest material will change the monetary balance, perhaps significantly, as potions (or CLW wands, or whatever) suck up money to buy. Possible outcomes would include shorter "adventuring days", lower party power from offensive magical/alchemical gear or increased monetary treasure. Or all three or something different.

I think building a system that is loose enough to allow each table to shape it's own playstyle is no bad thing.
Modularity is interesting, but I think it will necessarily have limits. I'm not that convinced it's significantly different than just having different systems and selecting from among them, but some folk seem to swallow the "brand name" thing hook, line and sinker, so maybe it'll open out their horizons a little (or they'll just pick the modules that are "obviously right" and sail blithely on...)
 

Remove ads

Top