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D&D 5E Simulation vs Game - Where should D&D 5e aim?

Ratskinner

Adventurer
Right. Games aren't novels, though, and shouldn't have to suffer such contrivances. When you read a fantasy novel, you pretty much know that everything is going to work out, but you stick around for the characters and their interactions and to see how it all happens. Games do not have such foregone conclusions, though; if you knew that everything was going to work out, then there would be no point in playing.

That's simply not true for all players of rpgs, or even all rpgs. I've played/run several games where you (might) know it will work out, but you're playing to find out how it works out. In fact, I know of at least one game in which the players are actively competing via the rules to control exactly what and how happens in the narrative, even when you know that a certain event will happen in that scene. Other players can play to enjoy the nuances of characterization that they bring to the table (sometimes not caring at all whether they "win" or not.) Still others play may play because they feel the gameplay helps them experience another life or world in a visceral way that novels do not. There are likely more distinct reasons, and people argue over how many and how to categorize them, but it will suffice to say that you are describing one of many possible motivations for playing an rpg.

In a role-playing game, I want to actually play the character, which means I can't be a pawn of destiny like any protagonist in a fantasy novel. They win because they have the author on their side, but if I had the author on my side, then I wouldn't be doing anything. I might as well be reading a book, at that point.

That's a particular playstyle/agenda that some folks would call Gamist. That is, you're seeking the thrill of the challenge. There's nothing wrong with that, but its not the only way to approach a role-playing game either from the design or play point of view. Many other players are fine with relative certainty that they will ultimately succeed, and derive great satisfaction from the share of story-authorship they can enjoy along the way.

On the other hand, despite my enjoying story-focused games that you likely wouldn't, I currently do not hold that D&D is a very good platform for such gaming experiences. D&D, from its earliest incarnations, has held on to a great many contrivances that were instituted primarily for Gamist (or often simply practical) concerns. Dungeons, for example, are a rather blatant one. :D
 

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Lanefan

Victoria Rules
Well, firstly, per my previous post, I think it has always been possible to view the "Dungeon Level Encounters"/CR/Encounter Level stuff as guidelines. The "steeper curve" idea I don't really see from experience in either playing 3.x or DMing 4E - although they had different ways of handling it.
Put a 3e Hill Giant up against a party of 1st-level 3e types: guaranteed TPK and the Giant probably doesn't even work up a sweat. Put a 1e Hill Giant up against a party of 1st-level 1e-types: guaranteed party deaths but not at all a guaranteed TPK, and the Giant has a very real chance of itself dying.

In 4E, you wuld be surprised at how resilient PCs can be to very much higher level encounters. It's more chancy, to be sure, but the PCs themselves are really quite tough.
I can believe this. However...

The thing about "monster type scaling" in 4E doesn't upset this, particularly - but the reason for it is somewhat different. A level 17 standard Hill Giant, a level 13 Elite Hill giant, a level 8 Solo Hill Giant and a level 25 Minion Hill Giant are all worth the same XP in an encounter ...
This design just doesn't resonate with me. A monster's xp value should be calculatable from its level (or HD) which in turn defines how well it can fight; its abilities, and its defenses...otherwise, if I invent my own monster how on earth can I work out what it's worth in xp? Yet here a level 8 is worth the same xp as a level 25. I don't get it, and likely never will. :)

That, and I can't wrap my head around the idea of a huge rough tough Giant going down as soon as it is hit for a single point of damage.

A party of Level 17 characters against a L17 Standard Hill giant will kill an individual giant easily enough, but there is a chance they will miss it, it will take a few (~3) good hits before it drops and it will have a fair chance of hitting them for good damage. The same party against a L25 Minion will kill it as soon as they hit it, but will be missing a lot. Meanwhile it will be hitting them reliably for fairly minor damage. The combination of them whiffing a lot and constantly getting hit will rapidly get tedious - but the average effect in terms of damage taken by PCs and time to kill the monster will be similar. Likewise, the same party against an Elite L13 Hill Giant will kill it in roughly the same number of turns and take roughly equivalent damage - but they will hit with almost every blow and it will miss them a lot (but do lots of damage, many times, when it hits). Again, not as fun a fight as the Standard. So the recommendation is to use roughly same-level enemies - not out of some sort of "fairness" fetish, but because battles will be more interesting that way. If you want to ignore that advice, you can.
Fair enough, and the principle applies to all editions if the specific numbers given are stripped out. But I think there still needs to be lots of variance - some pushovers, and some killers, mixed in with the challenges about equal to the party. 3e even went so far as to mention something like this in the DMG.

*: The question of having the same creature have a variable number of hit points (L25 minion and L17 standard as the same creature) was brought up above. This is simply a question of how one visualises hit points. They have always, as far as I'm concerned, been a "fuzzy" concept anyway, so adding in a "quantum" element of a sort of "uncertainty principle" to them seems non-problematic. You can either pin a monster down to be easier to hit - in which case it has more hit points - or you can pin it down to having fewer hit points - in which case it becomes more difficult to hit. That is the way the 4E world works and, since you can't actually see hit points as I envision the game world, it makes perfect sense that it could be so.
However, there's a huge difference between having "fewer" hit points and having only one. If I want a monster to be easier to hit than others of its sort I'll just give it a worse AC; if I really want it going down fast I'll give it h.p. in the low end of its HD range. But it'll still have some h.p., and if it's a Giant it'll still probably take one or two good hits to hurt it badly and another one to finish it off.

Lanefan
 

Lanefan

Victoria Rules
Role playing is not portrayal of a personality.
Yes it is; by the very definition of the words.
Nor it is subject to storytelling or actual being. Role playing is performing social roles as they relate to being a functional member of society.
Yes, via the portrayal of a personality.
D&D is a game, so it's an actuality and players don't pretend to play it.
Though as a direct part of actually playing it they take on and portray the personalities of their pretend characters. That's most of the point of the game, and is the main thing that differentiates it from a board-card-video game.

Lanefan
 


That's simply not true for all players of rpgs, or even all rpgs.
It's true of D&D, though, at least the earlier editions. As far as this thread is concerned, I would say that it is "where" 5E should "aim".

That's a particular playstyle/agenda that some folks would call Gamist. That is, you're seeking the thrill of the challenge.
Not exactly. I'm not after the challenge of it. I want self-determination. I want to take responsibility for my actions. I want to know that, whatever happens to me, I earned it myself, rather than because it was supposed to happen.

I would rather beat up three kobolds honestly than a hundred biased frost giants.
 

pemerton

Legend
ultimately the GM controls what the players encounter.
How do you figure? Except in a very broad sense, in that the dm presents the game world, the players choose their difficulty.
I think this is a very fundamental difference in playstyle, that I flagged upthread in a reply to [MENTION=6775031]Saelorn[/MENTION].

Gygax takes it as central to play that, while the GM writes up the dungeon, it is the players who choose what they encounter within it (subject to the GM's wandering monsters; hence part of being a skilful player is minimising the time spent dealing with the GM's wanderers). This can be seen, for instance, on pp 107-9 of his PHB:

Few players are so skilful at fantasy role playing games as to not benefit from advice. . .

[A]ssume that a game is scheduled tomorrow, and you are going to get ready for it . . . [T]alk to the better players so that you will be able to set an objective for the adventure. . .

Once the objective has been established, consider how well the party playing will suit the needs which it has engendered. . .

Avoid unnecessary encounters. This advice usually means the difference between success and failure when it is followed intelligently. Your party has an objective, and wandering monsters are something that stand between them and it. . . Do not be sidetracked. A good referee will have any ways to distract an expedition, many things to draw attention, but ignore them if at all possible. The mappers must note all such things, and another expedition might be in order another day to investigate . . . This is not to say that something hanging like a ripe fruit ready to be plucked must be bypassed, but be relatively certain that what appears to be the case actually is.​

As soon as a group starts playing in the way that [MENTION=22779]Hussar[/MENTION] has described - ie using pre-packaged adventures designed for PCs of a given level - then all these remarks from Gygax become completely irrelevant. It is the GM (whether solely, or drawing upon a module author) who chooses the difficulty of the encounters. At that point, the difference between "objective" monster building and 4e-style monster building seems completely one of taste. They are simply different tools for generating encounters of a given mathematical difficulty.

Encounter guidelines are inherently contrived, whether you're facing at-level minions or lower-level individuals.
There is a massive difference between "encounter guidelines" and "challenge rating", and that difference lies in their intent. Encounter guidelines, like wealth-by-level guidelines, tell you what you should be doing.
I don't know on what basis you assert this.

From the 4e DMG, pp 56-57:

An easy encounter is one or two levels lower than the party’s level.

A standard encounter is of the party’s level, or one level higher.

A hard encounter is two to four levels higher than the party’s level. . .

A standard encounter should challenge a typical group of characters but not overwhelm them. The characters should prevail if they haven’t depleted their daily resources or had a streak of bad luck. An encounter that’s the same level as the party, or one level higher, falls in this standard range of difficulty.

You can offer your players a greater challenge or an easier time by setting your encounter level two or three levels higher or one or two levels lower than the party’s level. It’s a good idea to vary the difficulty of your encounters over the course of an adventure, just as you vary other elements of encounters to keep things interesting​

The guidelines aren't a contrivance. As [MENTION=85870]innerdude[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] have explained, they're just a measuring tool. The contrivance consists, rather, in "vary[ing] the difficulty of your encounters over the course of an adventure, just as you vary other elements of encounters to keep things interesting". This sort of contrivance has long been a part of D&D design. It is inherent to the huge lists of monsters in the Monster Manual, for instance - the purpose of this wild variety is to "keep things interesting". It's not any sort of ecological model of a fantasy world.

The sim approach is that it is what it is, regardless of what the PCs are. There are six ogres in this warband, because that's how their social structure works. Whether you're level 1 or level 20, that has zero impact on how many ogres you're going to find together
I would rather beat up three kobolds honestly than a hundred biased frost giants.
As I posted upthread, I don't have a handle on what "honestly" means here. You are rolling dice, adding modifiers, and generating numbers which trigger processes for adjusting numbers in other arrays (eg the GM's monster notes) until one particular tally reaches zero. The whole set-up has a certain probability of it being the monsters' or the PCs' hp which reach zero first.

There is nothing more "honest" about a system in which this is determined primarily via attrition (which is how it works in pre-4e D&D, and how it works in 4e when PCs do damage to a non-minion), or primarily via a lucky hit (which is how it works in 4e when PCs attack a minion, and how it tends to work in Rolemaster in all cases because of its crit rules), or primarily via draining a gameplayer of the resources whereby s/he can replenish depleted tallies (which is how 4e PCs tend to lose - their players run out of ways to access their surges and thereby regain hp that have been lost during the course of the combat).

4e is somewhat unusual in RPGs in mixing different mechanical approaches into the one system: minions work on a "lucky hit" principle, standard monsters on a "wear down their hp" principle, and PCs on a "deplete their surge-unlocking and damage-spiking resources" principle. But that doesn't make it any less honest. It just makes it obviously more abstract in its build and resolution mechanics.

As for the comment about ogres, (1) unless you are playing Gygaxian D&D, as per the quote above, then whether or not your 1st level party encounters 6 ogres is in the hands of the GM, and (2) it is actually not true that the number of ogres encountered is consistent regardless of context. Page 177 of Gygax's DMG has the encounter table for 3rd level monsters, and it lists "Ogres, 1-3". And p 174 has this note (emphasis original):

Lesser monsters on lower levels have their numbers augmented by a like number of the same sort of creatures for each level of the dungeon beneath that of the assigned level of the monster type encountered. . .

Greater monsters on higher levels will have their numbers reduced by 1 for each level of the dungeon above their assigned level, subject to a minimum number of 1.

Hence, on the 1st dungeon level only solitary ogres will be encountered. Whereas to meet your group of 6 I have to go to the fourth dungeon level (where 2-6 ogres can be encountered). This is not a sociological model of ogredom (and every other D&D monster, all of whose numbers are governed by the same dungeon-level principles). It is a contrivance (as [MENTION=6688937]Ratskinner[/MENTION] noted above) - though the purpose of the contrivance is not narrative or literary (to increase drama) but "gamist" (to support a certain sort of gameplay, namely, one in which players can knowingly increase the stakes by descending to lower dungeon levels).

The real substantive difference is that "level" has an inconsistent meaning in 4E

<snip>

Not only was a level 8 monster not the equivalent of a level 8 PC, but it could vary wildly depending on whether that "level 8" monster was a minion or an elite or a solo. And at that point, why even have levels?
Level, as a label both for encounters and for the elements from which encounters are built (monsters, NPCs, traps, hazards, DCs, etc) has a perfectly consistent usage in 4e - it tells you what level of character will be challenged to a standard extent by an encounter built from those elements. It does this by regulating DCs (including ACs and other defences), attack bonuses, and damage output, and to a slightly lesser extent conditions inflicted. It is also, more loosely, connected to story elements via the idea of "tiers" of play (on tiers, see the discussion in the DMG pp 146-7, and the PHB pp 28-29).

The point of having levels is to know how these various elements can be used to build encounters that will be satisfying in play, as Balesir explained.

A monster's xp value should be calculatable from its level (or HD) which in turn defines how well it can fight; its abilities, and its defenses...otherwise, if I invent my own monster how on earth can I work out what it's worth in xp? Yet here a level 8 is worth the same xp as a level 25. I don't get it, and likely never will.
If you make up your own monster, you decide whether you want it to be a solo, elite or minion (which is a function of the degree of "heft" you want it to have in the encounter). You then look at a chart which suggests suitable defences, attack bonuses and damage for a monster of that role and level.

The XP value of the monster is 1/4x, 1x, 2x or 5x the base XP for the monster's level, depending on whether it is a minion, standard, elite or solo.

Up until epic tier, the base XP value doubles every 4 levels. (At epic it grows just a bit more quickly than that.) So a minion of level N+16 has the same XP value as a standard monster of level N+8 (because 2x2 = 4), which has the same XP value as an elite of level N+4 (because 2=2), which has an XP value just a bit less than that of a solo of level N (because 2 is just a bit less than 5/2).

A level 17 standard Hill Giant, a level 13 Elite Hill giant, a level 8 Solo Hill Giant and a level 25 Minion Hill Giant are all worth the same XP in an encounter, might represent the same Hill Giant* and are roughly as troublesome to kill and as damaging to a party of fixed level. The reasons for treating them differently is really not to do with making an easier or harder challenge - it is to do with making encounters fun and interesting.

<snip>

the recommendation is to use roughly same-level enemies - not out of some sort of "fairness" fetish, but because battles will be more interesting that way.
This is exactly right, and reiterates and develops the point I made upthread in post 111.

The whole design of 4e is aimed at supporting the building and resolution of encounters which will be mechanically engaging, and which - as a correlate of that mechanical character - will be emotionally engaging. Hence the idea that it is more satisfying to have frequent success (between on-level characters the success rate for attacks will be around 60%), but with more than one success required for victory - hence creating the narrative "space" for turn-arounds, surprises, etc.

Whereas a combat between 1st level PCs and a 9th level minion will be basically static - the players will hit only 10% or so, and hence the combat will mostly take the form of failures, followed by the single blow needed for victory. Rightly or wrongly, the designers deem this less interesting and hence design a game that makes it very easy to avoid.

The difference is that a single hit can kill the minion... so at that point get the guy with the largest to hit bonus, pump everything into it and everyone aid him
If the party spent its whole action economy on a standard monster it typically would go down in a single round also. I agree that the mathematical equivalence often won't be exact, but it's near enough.

And now the great hit point debate!

The question of having the same creature have a variable number of hit points (L25 minion and L17 standard as the same creature) was brought up above. This is simply a question of how one visualises hit points. They have always, as far as I'm concerned, been a "fuzzy" concept anyway, so adding in a "quantum" element of a sort of "uncertainty principle" to them seems non-problematic.
Which is a real kick to the sim, since it implies that there is no objective reality which is even attempted to being modeled. If you visualize hit points as being less fuzzy, and an actual measure of how many arrow hits you can take before falling unconscious and bleeding out, then this sort of uncertainty is particularly irksome.
Getting hurt is the primary outcome of someone hitting you. Falling unconscious is the primary outcome of getting hurt a lot.

<snip>

If you look at D&D, prior to 4E, there was basically nothing that could make you lose hit points that wasn't something doing physical damage to your body.
The phrase "objective reality" in your assertion "there is no objective reality which is even attempted to being modelled" is ambiguous.

4e hit points don't model any objective feature of the ingame situation. But it does not follow that the ingame situation is not objective. (Or as objective as a fiction can be.) The attack rate of an AD&D fighter, and the rolling of a surprise or initiative or attack or saving throw die in AD&D, doesn't model anything objective either (see Gygax's DMG pp 61-62, 80-81), but that doesn't mean there is no objective reality to the ingame situation.

Read what I wrote carefully. If you claim this, you are saying that quantum mechanics do not model any objective reality. I have a real world here that says you are wrong to do so.
The example that I thought of wasn't quantum mechanics but special relativity: a given event can be described using multiple pairings of time and location, but the space-time interval is constant.

So in 4e, the level and corresponding hit points, defences, attack bonus and damage potential are variable across the solo, elite, standard and minion designations, but the XP is constant and is the overall measure of "puissance", which is the objective ingame phenomenon that the combat stats are trying to track. The reason we want different possible configurations for tracking that objective phenomenon is exactly as you have said - to create interesting encounters for characters of a range of different levels.

the whole point of a sim is to see what happens.
The point of gamist play is to see what happens, too - who is a skilled player, able to reach his/her objective despite the distractions and wandering monsters sent by the referee? Likewise my preferred form of play - we get to find out what choices the players make for their PCs, and which values and alliances and loyalties are affirmed, and which repudiated, and how the ensuing conflicts unfold.

The presence of literary (or gamist) contrivances doesn't make the game a railroad. That was one of my points upthread (in post 68), where I contrasted "Forge-y narrativism" with "90s-style railroading. [MENTION=6688937]Ratskinner[/MENTION] has pointed out that even in railroaded play the players can still be "seeing what happens" eg how will a particular character be depicted by his/her player?
 

pemerton

Legend
If you happen to live in a world where Raise Dead is common, then that's no better or worse than a world with functional electricity, or mutant super-powers. It's just part of the setting. A contrivance would be if only PCs were able to be raised, or if enemies were dead at 0 while PCs got to struggle through death saves or negative hit points. Contrivances are in the execution, rather than the premise.
Well, that might be what you mean by contrivance. (Though it seems to set a very low threshold - all I have to do is give the hitherto contrivance some in-fiction rationale, however thin, and it becomes part of the setting.)

It is not what I meant in post 60, however, which is the post to which you replied in post 64 upthread. I referred to literary or dramatic contrivances that mean that things work out for the heroes. The easy availability of Raise Dead in D&D is precisely an example of such a contrivance. It doesn't become less so simply because it puts on the cloak of "setting" - any more than the wind that blows Aragorn's ships up the Anduin is less of a contrivance because we can imagine it being sent by the Valar to aid him. (I mean, a deux ex machina is inherently part of the setting, but is still the quintessence of contrivance.)

Games aren't novels, though, and shouldn't have to suffer such contrivances.
Says whom?

In post 39 upthread I replied to [MENTION=2182]shadow[/MENTION], saying that if our goal, in D&D play, is to simulate "the reality found in legends and fantasy fiction", we need to appreciate that "it is hard for a highly simulationist RPG to achieve the pacing, in play, that is typical of legends and fantasy fiction." And in post 60, to which you replied in post 64, I added further that "[t]he difference from real life is that the heroes consistently get lucky, roughly in proportion to their dedication and commitment. . . I think simulationist rules tend not to produce such contrivances."

If you don't want your fantasy RPGing to simulate "the reality found in legends and fantasy fiction", that's your prerogative. But I do. And I stand by my claim that simulationist rules tend not to produce the contrivances - including but not limited to matters of pacing, and the fact that luck is roughly proportionate to dedication and commitment - that are inherent to that "reality".

When you read a fantasy novel, you pretty much know that everything is going to work out, but you stick around for the characters and their interactions and to see how it all happens. Games do not have such foregone conclusions, though
In addition to [MENTION=6688937]Ratskinner[/MENTION]'s reply to this, I will add: I don't know how everything is going to work out in my 4e campaign. In fact, as the game reaches its crescendo in the upper Epic tier, and hence as the tensions within the party are coming more and more to the surface, it is becoming less and less clear to me what the outcome will be, though I am fairly certain it will involve in some fashion Lolth, the Rod of Seven Parts, the Dusk War, and the conflicts between the Raven Queen, Orcus, Vecna and Kas.

The point of contrivances in my preferred sort of play ("Forge-y narrativism" is a loose but good enough description) isn't to determine what happens. It is to set constraints around the possibilities. For instance, whatever happens, it's shape will be determined in certain key ways by the PCs' dedication and commitment (eg the world isn't going to come to an end because of some unrealised activity being undertaken offstage by NPCs). And the final confrontations will be dramatically paced (eg no rocket-tag encounters).

You might know who ordered someone's murder in a petulant rage or arranged it as a political assassination, but certainly most of these deaths are not honorable
I think, though I might be wrong, this clashes with @pemerton 's views on what he calls "secret backstory"... something I believe he neither cares for nor uses in his own games but I have used to great effect with my players.
I don't like secret backstory - as a driver of GM decisions during action resolution it deprives the players of genuine agency, and as a driver of scene-framing it means that only the GM can really enjoy the drama of what is going on. (Robin Laws has a nice discussion of this in his "On the Literary Edge" contribution to Jonathan Tweet's Over the Edge RPG. Tweet doesn't fully agree. The back and forth on this issue is a precursor to the similar back-and-forth on playstyle issues between Tweet and Rob Heinsoo in 13th Age.)

That doesn't mean I wouldn't use an assassin. But it would come out to the players who the assassin was working for!

when I am speaking of "dramatic deaths" I am speaking of the type of deaths pemerton seems to reference as exemplified by someone like Boromir in LotR... i.e. exciting and impressive ...
In D&D combat is more exciting than poisoning, which at the table is typically resolved rather passively. This isn't inherent to poison, though - it's just a question of how the game mechanics are designed.

In a game that made poison interesting, I'd be happy to use it. (In 4e I have used diseases - they're not just passive in their resolution.)

There is another issue about poisoning and some assassinations, though, and that is that it tends to lack a party dynamic. Which takes me to this:

Game of Thrones is amongst other things a deconstruction of heroic stories, so not a good role model if you actually want conventionally heroic stories. If the average D&D game was run like Game of Thrones, the party would be identified as potential threats by magic at low level by a big bad guy, and shortly after they would be all be poisoned or knived in an alley , any survivors being separated and scattered across the lands to fend for themselves.

Books and games are different creations, I don't find the above attractive as a campaign idea at all.
To me, that sounds like it could be fun, but not in D&D. D&D relies heavily on party play, and has no mechanics for coordinating the efforts of players whose PCs are geographically separated.

Other fantasy RPGs (eg HeroWars/Quest, and to some extent at least Burning Wheel) don't have that same issue, and so might be more suitable for this sort of set-up.

the idea that characters coming and going during the course of an open-ended campaign is good for the game.

<snip>

a PC who is only around for 2 adventures out of 5 is, I rather suspect, something that would be seen in my game far more often than yours.
What you say is true - in my case it tends to happen only when an old campaigner who has moved out of town or overseas drops by to join in on a one-off basis.

Although I would tend to analogise a campaign, rather than an adventure, to a book. Each adventure is more like a chapter.

A good game and a good story aren't in opposition, they are simply two utterly different identities.

<snip>

D&D should be a game. Leave simulation to storytelling where it belongs.
Apropos of nothing in particular, what about Pictionary. Undoubtedly that is a game - a classic parlour game.

And the quality of depictions is not irrelevant to Pictionary. It's pretty core to its gameplay.
 

Balesir

Adventurer
Getting hurt is the primary outcome of someone hitting you.
Oh - we are comparing D&D to reality - this should be fun.

First point - pain is a side-effect of "getting hit"; the primary effects are complex but include contusion and muscle, nerve, blood vessel, organ and other damage. None of which primary effects, note, are at all well modelled by a depleting pool of points by any stretch of the imagination.

Falling unconscious is the primary outcome of getting hurt a lot.
Not really. Unconsciousness can have a range of causes, but simply "getting hurt a lot" will not do it on its own. There is a reason that anaesthetics are used during operations. About the only variable that might be modelled by a points pool and is related directly to unconsciousness (and death) is the level of blood oxygen/blood volume. But those aren't really related to "getting hurt" in a linear (or even a regular but non-linear) way.

It's a very straightforward concept, recognizable as a simplification of reality. Go put on a suit of chain armor, and I'll beat on you with a mace until you fall down. It will probably take more than one hit, and less than an infinite number of hits.
Hit points are not any kind of simplification, approximation or representation of reality on any rational scale whatever. They are a contrived method for making some characters or creatures last longer in a fight than others. ANY creature made of flesh and blood (which are the only kind of creature we have any real-world reference for at all) can be dropped by one solid, well-aimed blow with a sword, axe or spear. That includes elephants and buffalo. A complicating factor, however, is that very few creatures will remain still to receive a solid, well-aimed blow if they feel threatened. That commonly changes the nature of the blow they take, but it does not change how many blows it takes to disable them.

If you want a damage system that provides some model of reality, it's not that hard. Treat injuries as individual events - attachments, if you like, to the creature injured - that give a chance that the host creature will die (a) immediately, (b) in a few minutes, (c) in a few hours and (d) in a few days. Hit points don't do this, because they do not model real-world injury, and they were never designed to, according to the original designer (EGG).

If you look at D&D, prior to 4E, there was basically nothing that could make you lose hit points that wasn't something doing physical damage to your body. Swords, fire, and falling were all hit point damage. Psychic attacks didn't do hit point damage, unless it was physically setting you on fire. Marching for days on end would be fatigue and exhaustion. Fear was its own thing. Only injury was represented as hit point damage.
It has allready been pointed out that non-physical things did do HP damage in 3.x, but regardless to conclude from "only physically damaging stuff did hit point damage" that "hit points therefore model physical damage" is a non-sequitur by any analysis.


The difference is that a single hit can kill the minion... so at that point get the guy with the largest to hit bonus, pump everything into it and everyone aid him... so he now has a +28 (and I'm betting the overall to hit bonus would be at least a few points higher for a dedicated striker like a Ranger with twin strike) to hit and now he only needs to roll a nine or higher to kill him... the thing is it's much easier to optimize the chance to hit than it is to optimize damage in 4e.
During play to-hit is the more optimisable, true, but in character design damage is much more optimisable, so it depends which player resources you are talking about. The party could, in theory, make killing the minion much easier by to-hit boosting, but they would typically only do so if they knew that the creature was a minion; multiple damaging strikes is generally a better way to go against Standard monsters not too far above your level. This is a playstyle issue. I don't, personally, tell players any monster stats (apart from what their characters' passive monster knowledge tells them). This is mainly because the players enjoy finding out what the monster's stats are through play (which relates to the ways I find 4E play highly comparable with the Gamist play that [MENTION=3192]howandwhy99[/MENTION] talks about, but that's an aside). If you told the players the giant was a minion, however, they might optimise their tactics against it; but, then, the same is true of Standards, Elites and Solos, as well, since deployment of Encounter powers, Daily powers, magic item powers and the like are much more worthwile against these, and dazing, stunning and dominating powers are less worthwhile against (modern) Solos.


Put a 3e Hill Giant up against a party of 1st-level 3e types: guaranteed TPK and the Giant probably doesn't even work up a sweat. Put a 1e Hill Giant up against a party of 1st-level 1e-types: guaranteed party deaths but not at all a guaranteed TPK, and the Giant has a very real chance of itself dying.
I think that depends on the situation. The 3.5 Hill Giant does wildly varying damage depending on whether it has its greatclub and/or a supply of rocks handy (this sort of thing is a large part of why CRs are so inaccurate in 3e). If it had to rely on smashes, or it it was at range without a good source of handy rocks, I think its 102 hp would look vulnerable to sustained shooting. Still likely some PC death(s), but maybe a dead giant, too. In a twenty foot dungeon room with a greatclub, however, the PCs are meat unless the Cleric gets off a Command spell and/or the Wizard has Colour Spray handy (the giant has only a +4 Will save).

This design just doesn't resonate with me. A monster's xp value should be calculatable from its level (or HD) which in turn defines how well it can fight; its abilities, and its defenses...otherwise, if I invent my own monster how on earth can I work out what it's worth in xp? Yet here a level 8 is worth the same xp as a level 25. I don't get it, and likely never will. :)
Fair enough that you "don't get it", but the XP value is absolutely calculable from two pieces of information: the creature's level and its type (Solo, Elite, Standard or Minion). Done this way, the level on its own relates to the level of PC party the monster is most suitable to engage (in combat - all this only applies to the combat statblock aspect of the creature in any case, which is not the only aspect the creature has). The type of monster then tells you how many of such creatures the party might engage with a reasonable chance of survival/success/resource expenditure in the form of surges and Daily powers, etc.

That, and I can't wrap my head around the idea of a huge rough tough Giant going down as soon as it is hit for a single point of damage.
An ox can be felled with one solid hit with a pollaxe - a creature of roughly comparable size. So can an elephant. Size alone isn't really a determinant of whether a creature is felled by a hit - and neither is "toughness". Thos are contrivances of heroic fantasy/action adventure. Of course, you might be unlikely to get a solid hit in on a Hill Giant (were they to exist) because it would likely be defending itself - but that is hardly something well modelled by hit points.

Fair enough, and the principle applies to all editions if the specific numbers given are stripped out. But I think there still needs to be lots of variance - some pushovers, and some killers, mixed in with the challenges about equal to the party. 3e even went so far as to mention something like this in the DMG.
So does 4E. DMG page 104. In fact, the language used there is not even as prescriptive as it is in the 3e DMG (which I gave earlier):

4E DMG said:
On average, it takes a character eight to ten encounters to gain a level, with the possible addition of a Major Quest. For a group of nine encounters, here's how they might be broken down.
This is followed by a table showing "Encounter Difficulty" from Level-1 to Level+3 in what can only be seen, given the above text, as an example distribution. The other text in the section warns against including too many easy encounters (more than about one per level can get boring) or using monsters that are individually outside the range Level-3 to Level+4, but that is mainy for the reasons I explained with the Hill Giants, previously.

However, there's a huge difference between having "fewer" hit points and having only one. If I want a monster to be easier to hit than others of its sort I'll just give it a worse AC; if I really want it going down fast I'll give it h.p. in the low end of its HD range. But it'll still have some h.p., and if it's a Giant it'll still probably take one or two good hits to hurt it badly and another one to finish it off.
Fair enough - I really don't feel that way or "get" why anyone would, but if you do feel that way you could just use low level Standard monsters. You will get battles where the monsters whiff a lot, the PCs don't but there's a bit of grind to blow away all those hit points - pretty similar to 3e, as I remember it.
 
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pemerton

Legend
In order to engage with anything in D&D it first must be made to exist as a game construct.
I don't think this is true. Many a D&D player had had his/her PC drink a cup of ale, and purchase some ale for a friendly NPC, before ale was rendered into a "game construct" (eg via the drunkenness rules in Gygax's DMG at p 82-83 - which are hardly complete in their coverage of the matter).

To give another example - the GM is describing the scenery as my PC walks down a dungeon corridor. The GM says "you see a pool of water in front of you". I reply "OK, I am going to look for a loose bit of stone on the dungeon floor, and if I find some I will throw it into the pool to test if it is an illusion or not - if it's an illusion then there'll be no splash." That situation can be resolved without the dungeon floor or the loose bits of stone on them having to exist as "game constructs", nor the rules for throwing pebbles into ponds and ponds splashing as a result. That can all be resolved simply by reference to the shared fiction. And has been, at countless tables since the game was first invented.

There is even an example of this in Gygax's DMG, p 99, in which the character uses a pole to poke the limed-over skeleton of the abbot, although there are no game-mechanical rules for poking things with poles. The GM's key, on p 96, refers to "the remains [being] disturbed in any way", but states no rules for adjudicating an attempt to disturb. It is resolved by reference to the fictional situation (ie a pole is the sort of thing you can use to poke something that is in water). The GM's key also states that the requirement to grab a dislodged object from the fast-flowing stream is "to hit vs AC 4" - and on p 99 Gygax describes this as "the value the DM has decided is appropriate to the chance of grasping". What does "appropriate" mean here? Gygax doesn't tell us, but the strong implication is "appropriate relative to the overall fiction" which on p 96 is described as "the current of the stream carrying it . . . at 6" speed".

no one thinks D&D orcs were designed to depict this actual thing called an orc. That's crazy. They are game constructs to be gamed. Not representations to put on a show.
Of course they're not depictions of actual things. The descriptions of orcs, routinely produced in the course of play, are descriptions of imaginary things.

And of course they are to be gamed. You can game an imagined situation. White Plume Mountain and Tomb of Horrors are the poster-children for this - to work out how to deal with the ziggurat room, for instance, a player first has to imagine a ziggurat room with water trapped behind glass on every second level, and then think "Aha! Glass can be broken, and hence the inverted ziggurat flooded, drowning the monsters." It's quite unlike Chess or Go, which does not require mediating the moves via an imagined situation.

that the code is hidden from the players allows them to learn and be unrestrained for creative thought on what they might try. But that there is an actual game construct largely not of their making that is a pattern, i.e. gameable
It may not be of the players' making, dependant on circumstances. (Sometimes it may be of the players' making - eg a player invents a new monster, has his/her PC breed one, and then the monster, due to a random roll as for a Clay Golem, turns on that PC.)

But it is certainly of someone's making - typically the GM's. And the players access it via imaging the relevant ingame situation. If they couldn't, they would not be able to declare moves. For instance, how can a player declare for his/her PC "I walk north down the corridor" without imaging a corridor with an opening in a northerly direction?

You think a player losing the game and the game being over for them is a rule promoting a contrived outcome?
No. You used the phrase "short-circuiting of gameplay". I replied to that. And as I said, when I see posters on this board complaining about "short-circuiting of gameplay", they are most often complaining about 3E/PF "rocket-tag", which is a result of how SoD works in that system (upwards scaling save DCs + high hit point totals relative to save bonuses, leading to an optimal gaming strategy being the bypassing of hit points altogether via SoD).

The contrivances I was talking about are, for instances, 4e's healing surge mechanics, which engender a dramatic rather than naturalistic pacing in combat resolution. I have never seen these described as a "short-circuiting of gameplay". They are part of the gameplay. The point of the gameplay is to have a certain pacing.

Gygax wasn't ignorant of the significance of pacing, although he was not so interested in it for dramatic as for practical play purposes. For instance, he refers to it on pp 61, 62 and 85 of his DMG).

People don't like healing surges because it removes a great deal of the strategic, not tactical results of skirmish combat. It results in mindlessly repetitive videogame fights where how you fight is largely irrelevant both before and after the fact. It's a rule that removes the subtle nuances so carefully built into 4e combat once an "Encounter" is finished.
I'll ignore all these remarks which frankly display an ignorance of actual 4e play. (It's not as if you can't find dozens of actual play discussions on this thread that illustrate the strategic significance of healing surge depletion. And the "videogamey" comment, besides being flat-out edition-warring, displays a very limited imagination, as if nothing could be significant in the outcome of a fight other than resource depletion.)

Instead, I'll focus on the point actually relevant to the discussion about simulations vs game:

Your example is a game mechanic, a resource that can be gamed and doesn't create contrived outcomes.
Healing surge mechanics absolutely create contrived outcomes. That's their point. The contrived outcome is, roughly, this: at the opening of a 4e combat encounter the monsters/NPCs, which have more hit points and do more base damage than the PCs, will push the PCs onto the back foot. (First act.) Then the PCs will draw upon their greater depth of limited resources, stabilising their situation and getting ready to turn the tide. (Second act.) An important component of these deep but rationed resources are those abilities that unlock healing surges and hence undo the damage inflicted by the monsters/NPCs, allowing the PCs ultimately to hold the line and prepare to come back. Finally, the PCs (typically) will come back and win. (Third act.)

That is a contrivance - a mechanic that reliably (if not universally) produces a particular pacing in combat, for dramatic effect. (In practice, there is more to a well-framed 4e combat then what I have described, but what I have described is part of it. See, for instance, these posts.)

But it is not a "short-circuiting" of game play. It is a deliberate feature of gameplay, much as the difference in the number of ogres encountered on the 1st or 4th level of a dungeon, per Gygax's Appendix C, is a contrivance for deliberate gameplay purposes.

Role playing is not portrayal of a personality.

<snip>

Role playing is performing social roles as they relate to being a functional member of society.

<snip>

Clearly I'm not agreeing with Gygax's statement above. I think he was unclear on the issue, but his design speaks for itself as a game. There are plenty of other quotes where he didn't want D&D confused with theater games.
What have theatre games got to do with anything? Games like Burning Wheel, or HeroWars/Quest, or Marvel Heroic RP, or Fate, or Maelstrom Storytelling, are not "theatre games". Nor is 4e. The whole point of Forge narrativist design is to have games that reliably produce dramatic stories without the need for collaborative storytelling, or thespianism, in the style of theatre games.

As to whether or not Gygax was confused, he wasn't confused about one thing - absolutely crucial to playing D&D is forming an imagined conception of a fictional situation - eg "My character is standing in a dungeon corridor that runs north and south." If you can't do that, you can't play the game.

As to roleplaying being about "social roles", that might be one usage of the phrase in the social sciences, but in my view it has little bearing on D&D play. There are no social roles of magic-user, cleric, fighter etc. As Gygax conceived of them they are playing pieces, not social roles. As Gygax explains, "The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class" (PHB p 18). They bring with them suites of player options, and rule out other options. For instance, class determines which equipment (both mundane and magical) can be used and hence in this way (as in other ways) determines what sorts of "moves" can be made.

I know you are fond of talking about different classes involving exploring the "magical system", the "clerical system", the "combat system" etc but there is no actual textual support for this in the rulebooks, and the systems for action resolution and for earning XP are consistent across all the classes (with the possible exception of the monk's chance to stun/kill and the assassin's ability to assassinate, and at higher levels SoD spells, all of which provide somewhat novel mechanical ways to earn XPs for defeating monsters).
 

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