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D&D Problems

A couple days back I was engaged in one of the regular battles over on the WotC Community Forums, discussing the trifecta of inevitable threadlocking: Quadratic Wizards/ Linear Fighter (with a side of Damage on a Miss), Fighter Powers, and Balance. The thread was peppered with references to “modern game design”.


Meanwhile, between replies, I was reading Shadows of Esteren - my Kickstarter copies having arrived last week.


I began to wonder if these controversial topics were D&Disms. While regular debates for D&D, they seem less present in almost every other RPG I’ve played or own.
Just like you have First World Problems that are “problems” only when you live in a rich affluent country you have D&D Problems that only exist when playing a tabletop role-playing game that is like D&D.


I have quite a few RPG games on my bookshelf (both the physical shelf in my basement and the digital one on my computer). To name a few there’s FATE, assorted Cortex (Firefly, Marvel, and plain ol’ Cortex), some World of Darkness, a few Palladium books (mostly Heroes Unlimited, Nightbane, and Dead Reign) Eclipse Phase, and the aforementioned Shadows of Esteren. This is in addition to the metric poop-ton of d20 books (three flavours of Star Wars, Pathfinder, a few other campaign settings), and the five and two-half versions of D&D.
There’s a mix of old and new RPGS, of fantasy and sci-fi, and of crunchy and rules lite.


Most systems I own do not include martial powers, the burning need to have fighter-type characters do more than swing and deal damage. Systems occasionally add universal rules for some combat actions like charging, aiming, rapid fire, or recklessly attacking; however, just as often it’s just roll attack and deal damage. Or, for a few systems, just attack with the success of the hit determining damage. A couple systems don’t even have powers for wizards with the overt mechanical effects of spells being limited.


Other game systems offer a different perspective on the power discrepancy between fighters and spellcasters. While a D&D fighter only increases in power along a linear progression contrasted with the parabolic power spike of the wizard, in other systems it’s possible to make a character with no combat skill progression or that lacks a line on the graph, being possible to make a character with no combat functionality at all.


Balance is often held as paramount, the most important thing for a game system: classes balanced against each other, powers that are balanced, balanced monsters, balanced encounters, etc. While imbalance has decreased across most game systems, few other systems seem to prize balance as highly. As mentioned, characters can be incredibly unbalanced and encounters seldom have the same level of balanced design. Other than d20 games, I haven’t seen many systems that even try to balance encounters.


This is interesting when paired with the insistence that D&D conform to “modern game design”. However, when I think of modern RPG games I think of Fiasco, FATE, Marvel Heroic Roleplaying. These games are much more freeform and narrative, with fewer overt powers for everyone.


However, I don’t own the any of the new D&D-esque systems (Dungeon World, 13th Age) or Numenera. So I don’t know where they fall in the spectrum. I’ve heard Dungeon World forgoes basic attacks in favour of only having powers, and13th Age strikes me as likely to have an assortment of martial powers. But I am curious how they fall in the discussion.

Thoughts?
 

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My thought is that I play a lot of different games, but very rarely do we play a system more then twice in row.

In the last few years I've played Rifts, GURPS, Vampire, Werewolf, Mage, Rifts again, Pathfinder, a Hombrew system, Mage again, and pathfinder again. However I have also in that time played 12 D&D games, 7 4e games and 3 3.5 games 2 next playtests.

I make a bigger deal about D&D issues because D&D is the most likely game for me to play so when I say "I like to play fighters and want them as interesting as Casters" in D&D but not care if Vagabond and Glitter boy are balanced is because I only play everyonce in a while...


so yea D&D is a victim of it's own success...
 

I think balance was not really an issue until the internet became popular and the designers listened to the whiners on the WoTC boards during 3rd eds run. The two largest selling versions of D&D were also the least balanced (1st and 3rd ed BTW).

Other games do not even make a pretense of balance and IMHO it is really only important in PVP type games. Balance has never really been a major issue for me the big turn off for me with 3rd ed was the complexity levels and the hours of prep time. I went back to a house ruled 2nd ed then switched to retroclones. Blance to the extent of 4th ed and D&DN is not required or even wanted. I'm thinking of things like the 3.5 Rogue and Fighters being plugged into an AD&D type game when I think of balance or the tier 3 classes in 3.5.

I want the borked and broken spells nerfed and defenses to matter so decent saves, capped spell DCs, the elimination of 3rd ed polymorph effects etc over a rewrite of ye olde sacred cows. Something like spell DCs being 10+ the level of the spell, spell resistance being a flat number like 2nd eds MR with sod all spells that get around it and fort/ref/will saves that top out at around +16/+15/+14 or close to it in a world of capped DC 20 saves. Baiscally hoses most of the save or dies/suck right there without having to rewrite a single spell. Throw in something like D&DNs luck feat which lets you reroll 3 times a day and that would probably take care of most problems spells had in 3.5.
 

Other games don't have sacred cows, so discussions about fixing them rarely devolve into "but it won't be <game>!" Also people do notice balance in other games, it's just that if you start trying to discuss balance in say... Mutants and Masterminds you'll just get a hearty round of laughter.
 

I think there are big debates about other games balances, just not many.

I had a few friends who got heavily into White Wolf; and they used to debate the power of various types of characters in that a fair bit.
 

I think balance was not really an issue until the internet became popular and the designers listened to the whiners on the WoTC boards during 3rd eds run. The two largest selling versions of D&D were also the least balanced (1st and 3rd ed BTW).

I wouldn't say 3rd is unbalanced. I think a more accurate term is balance under a set of assumptions that weren't communicated clearly (or enforced) enough.
 

I think balance was not really an issue until the internet became popular and the designers listened to the whiners on the WoTC boards during 3rd eds run.

I assure you, it was. Balance was a constant topic in Dragon as far back as I ever owned 'em (somewhere in the early 50s), and Gygax talked about Gygax extensively in 1e (I am not sure about earlier work, but I imagine it was in there, too).
 



[/QUOTE]
I began to wonder if these controversial topics were D&Disms. While regular debates for D&D, they seem less present in almost every other RPG I’ve played or own.
Just like you have First World Problems that are “problems” only when you live in a rich affluent country you have D&D Problems that only exist when playing a tabletop role-playing game that is like D&D.

I definitely think there's something to this. I actually just posted some similar thoughts in another thread.

Most systems I own do not include martial powers, the burning need to have fighter-type characters do more than swing and <snip>

Other game systems offer a different perspective on the power discrepancy between fighters and spellcasters.<snip>

Balance is often held as paramount, the most important thing for a game system: classes balanced against each other, powers that are balanced, balanced monsters, balanced encounters, etc. While imbalance has decreased across most game systems, few other systems seem to prize balance as highly. As mentioned, characters can be incredibly unbalanced and encounters seldom have the same level of balanced design. Other than d20 games, I haven’t seen many systems that even try to balance encounters.


This is interesting when paired with the insistence that D&D conform to “modern game design”. However, when I think of modern RPG games I think of Fiasco, FATE, Marvel Heroic Roleplaying. These games are much more freeform and narrative, with fewer overt powers for everyone.

I think your last paragraph is the "answer" to the previous paragraphs. Fate and MHRP, both use their freeform and narrative nature to allow players to leverage all kinds of character traits in a much wider array of circumstances than D&D typically does, and much more reliably. Additionally, doing so relies on their creativity! At least in my experience, that effectively eliminates the balance and "interesting" worries. It may introduce a concern for some aspects of niche-protection, though. At least for me, these games feel very slick and effective, and often make any edition of D&D or the games that function like it feel very clunky by comparison. Others disagree and call them "hippy-dippy".

However, I don’t own the any of the new D&D-esque systems (Dungeon World, 13th Age) or Numenera. So I don’t know where they fall in the spectrum. I’ve heard Dungeon World forgoes basic attacks in favour of only having powers, and13th Age strikes me as likely to have an assortment of martial powers. But I am curious how they fall in the discussion.

Thoughts?

I just ran my first session of Dungeon World last night, and I ran 13th Age a few weeks ago!:D

Basically, I see 13th Age as a 4e "lite" version of D&D, with a few nifty extras tossed in. That "lite" is in quotes because some aspects of the game are actually fairly cumbersome when compared with Fate, Cortex+, or Dungeon World...okay very cumbersome in comparison. I can't see that it would have any particularly unique advantages in escaping the concerns it would inherit from earlier D&Ds. However, it seems to have avoided re-introducing any of the older ones that 4e addressed (I think).

Having only run Dungeon World the one time, and with it being very different mechanically, I'm a little more hesitant to talk overmuch about it. However, I suspect that it is extremely dependent on the DM adhering to the agenda presented in the rules. Failure to do so would introduce a very lopsided narrative, and possibly break the game. Generally speaking, it does not have the same depth of freeform flexibility as Fate/Cortex+. However, its mechanics very much function at the same kind of story/narrative level, with a dash of D&D-isms to make it feel like home.

In DW, you don't "use" or "activate" your characters "moves" by name. Instead, when you tell the DM what you are doing, he may tell you that it triggers a move. That means that you roll the dice (usually adding a stat mod) and follow the directions for that roll. So if the DM says "The huge spider lunges at you with legs and fangs flailing, what do you do?" You might say "I dive roll underneath it trying to avoid its fangs!"--which would trigger a Defy Danger roll that might avoid the damage with success. But you might say "I swing my sword and try and lop off one of those legs."--which would trigger the Hack and Slash move that determines who deals damage to whom. Many moves include choices or tradeoffs in the results, almost all of which deal with the direction the fiction takes, rather than strictly mechanical bits. So you might have to choose: did that spell you just cast put your friend in danger, burn you out, or attract unwanted attention? If you rolled poorly, you might have to choose two.

Could you introduce the D&D issues you mention into DW? I suppose so, but I think you'd have to be pretty intentional about it.
 

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