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

I see what you're getting at, but your theory quickly falls apart under examination:
- by your standards of "exactly one mechanical way to represent any distinct thing", all giants of any given type would be mechanically the same e.g. every hill giant has AC 20, 74 h.p., etc. - clearly this isn't the case
- the same thing also bans any given giant from developing as time goes on; Gerry the Giant you met two years ago has become Gerry the Fighter Giant since...nothing wrong with this
That's why I was referring to individuals, and substantive changes.

Not all (classless) hill giants need to be identical, any more than all dwarf paladins need to be identical, so you'd expect to see some amount of variation within a race. The 3.5 DMG and MM did go into this, explaining how the stats in the MM were baseline (like how a human would average 10 in all stats), and how to vary the stats. I want to say that 2E had similar points in there somewhere, but I didn't really start DMing until 3E, so I can't say for certain.

The substantive changes covers the issue of adding levels. Classless Gerry is substantially different from (Fighter 6) Gerry, just as Classless Giana is different from Classless Gerry and (Fighter 6) Giana is different from (Fighter 6) Gerry. You would expect them to have non-identical mechanical representations.

This particular issue would be significantly less irksome if there was a progression from level 8 minion > level 8 standard > level 10 standard > level 10 elite > level 12 elite > level 12 solo. That would be a somewhat logical way of representing how a giant improves over time. (Of course, that wouldn't serve the gameplay function of allowing you to use giants as low-level solos or high-level minions. And you would still have the issue that PCs and NPCs are advancing in different ways, but that's only tangentially related to this issue.)
 

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hmm...I can't say categorically that no game system and no set of stats could do that, but I will say that, AFAICT, the D&D mechanics are not and have never been a system capable of doing that.
And I will say that, AFAICT, the D&D mechanics of every edition prior to 4E have been exactly that. This given ogre has exactly AC 13 (or 7) and 3 hit points.

Abstraction only goes so far, after all, though I'll admit that you can let it run away with itself if you really want it to. I've never seen it played where you couldn't tell whether or not a hit was successful, or where it wasn't clear if someone was successfully disintegrated, though.
Especially in the older editions its obvious that stats existed to function within the tactical/combat game environment and not to actually represent anything "objectively" about the creature in question in the game world. (Heck, most monsters weren't anything mechanically but a pile of combat stats until 3e).
Have you ever read through the 2E Monster Manual? The combat stats were a tiny bit in the corner, and then the rest of the page is ecology and mating habits and everything else.
 

IIRC, even Gygax talks about poison saves representing a dodge to the poisonous blow, rather than just toughing it out.
Appeal to Authority, then? Instead of judging the rules on their own merits, you appeal to Word of God. While we're talking tropes, though, are you familiar with Death of the Author?

To sum it up for anyone not following along at home, there are two games in question whenever you mention Gygax: there's the game he intended, and the game he wrote. It should be pretty clear from anyone who's read his various articles and opinions over the years that the rules of the game are supposed to enforce the tropes of fantasy fiction.

My favorite example is when the hero is chained to a wall, but still gets to save against dragon breath. According to Gygax, it would be impossible to dodge the blast in that situation, so the save represents that maybe the hero finds a weak link in the chain, and breaks free to hide behind a rock just in time. If that were true, then it would imply that there is no objective reality, and the weakness in the chain and the existence of the rock are both determined after the save is made.

But that's not how the game is actually played. I mean, maybe Gygax ran it differently, but I've never seen anything like that in anything between Basic and 3E. Rather, the DM would run it as if everything was pre-determined - the weak link in the chain, the nearby rock, everything - and further alter the mechanics to take that into consideration. If the DM had determined that the chain had a weak link, then you might be permitted a Strength check to break it. If the DM had established that there was a large rock nearby, then you would be granted a bonus to your saving throw. If neither of those had been the case, then your save might have been penalized, and a success meant that you had miraculously dodged it anyway (for half damage, at least); or, the DM might determine that it was just automatic failure, since there was no way to escape.

Regardless of intent, and regardless of how you may have personally played it, the fact of the matter remains that there was a not-insignificant group of people who used those rules to reflect an internally consistent objective reality.

In fact, the first edition where it really felt like the mechanics represented what Gygax was talking about, indisputably, was 4E. The problem that the above group had with that was, though the mechanics matched the original premise, it no longer allowed them to play the game that they had played with every edition from Basic to 3E.

And just for the record, I repeat that I say 5E should aim to allow players to recreate the experience from those previous editions. As they actually played it, and not as some dead guy wanted them to play it.
 
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Bluenose

Adventurer
While there are indeed many world-building troubles that arise, I can't imagine how they could be unintended. Homebrewing is the heart and soul of the hobby, and at this point, there's no way for the company putting out the rules to be ignorant of the fact that given the choice between using the existing rules as a foundation for new worlds and societies, and making stuff up out of thin air, people tend to choose the rules.

Are you seriously arguing that the Profession skill from 3e and it's implications for economics were intended? I have never seen a published 3e world that actually applies the enforced egalitarianism of professions' income or the essentially random nature of that income that the rules imply. I cannot imagine anyone intended it to be applied, or thought about the implications, unless the intent was that PCs and NPCs would follow entirely different rules - which is of course something that some people object to quite strongly.
 

Ahnehnois

First Post
Are you seriously arguing that the Profession skill from 3e and it's implications for economics were intended? I have never seen a published 3e world that actually applies the enforced egalitarianism of professions' income or the essentially random nature of that income that the rules imply. I cannot imagine anyone intended it to be applied, or thought about the implications, unless the intent was that PCs and NPCs would follow entirely different rules - which is of course something that some people object to quite strongly.
There's an entire 3rd party sourcebook on experts that basically delves into it with the assumption that this is how professions work and fleshes out the implications. Is the skill dumbed down, bizarre, ludicrous? Sure, but it's fantasy. You can get away with those things to a great extent.

Given that the Expert is an NPC class, and various NPC classes have access to the Profession skill, I think it's abundantly clear that the skill was to be used as a general model for all the world's professionals. There's nothing stopping someone from deviating from that baseline if they feel it's worth the effort.

Even as written, it's probably assumed that everyone takes 10 so there isn't so much variability, and some professionals likely use skills other than Profession, thus putting them on a different pay scale.
 
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Balesir

Adventurer
Irony much? Lecture me on tolerance, then turn around and behave far more intolerantly than I.
Identify for me where I comment on tolerance with respect to you - as opposed to, say, pemerton (just for example) - and I'll explain to you the difference between irony and hypocrisy.

There's been times - surprisingly frequent times, in fact - in my experience where the DM flat-out drives the story. Why? Because she has to, as that's what the players expect and-or want. "You set the adventure, Ms. DM, and we'll play through it!" It's not a preferred style of play, but it is a common one.
I added the emphasis to underline that what you say here seems to be perfectly in line with what I'm saying, too. Feel free to Devil's Advocate all you like, but I actually don't think we're in disagreement :)

You can't use subjective mechanics to represent an objective giant, though. Objectivity doesn't work that way. For the same giant to be consistent in its capabilities within the game world, it couldn't sometimes be a level 25 minion and sometimes be a level 7 solo, depending on who's looking at it.
Why not? An electron is an objective entity in the real world. Electrons really exist and we can measure their effect on the world. But we can't measure where they are and what speed they are going at the same time. If one observer precisely measures an electron's momentum, they will not be able to say where it is - it could, to them, be literally anywhere in the universe. If another observer measured precisely where that electron was, they would not be able to also measure its momentum - at all. To them, it could literally have any value. Subjectivity is a part of the "observing" process. To say that objective objects cannot be ruled by subjective mechanics is simply wrong. They might not often be - but there is absolutely nothing that says they cannot be.

Level (in 4E) and Challenge Rating (in 3E) are just meta-game descriptors. What the giant is - what it can actually do - must remain objective. And that's reflected in its stats - Strength, Will, attack bonus, stealth, etc.
Strength and so on might have some claim as objective attributes to some extent - but AC and hit points definitely aren't. They make no real sense as such, unless we break with the assumptions that the creatures in the game world are neither "biological" nor "physical" in the sense that we are accustomed to encountering those terms in the real world.

A level 8 solo has what? Like +13 to hit? And a level 25 minion is like +30? The specific numbers aren't terribly important. The point is that, all else being equal, when attacking the same target - a moderately experienced paladin with AC 25, for example - the solo will sometimes miss in situations where the minion would not. The solo can certainly survive against successful attacks that the minion cannot.
Key word there is "successful". What does a "successful" attack look like? If we insist that it represents a solid hit against the physical body of the target of the attack, it ceases to make sense almost immediately. While it's true that combatants can sometimes ignore a major wound or two while focussed on a combat situation and consequently not drop, this is an exception, not a rule. The idea that either (a) the PCs do this on a regular basis every time they enter combat (once they have reached a certain level) or (b) every hill giant (or whatever) the PCs fight does so flies in the face of the idea that these creatures are biological.

As for AC, the idea that an "attack" consists of swinging some sort of weapon in a great arc and it either dealing a solid blow or not is inconsistent with how hand-to-hand combat has ever worked. AC itself mixes up questions of agility (DEX bonus/dodge), protection (armour) and offensive blocking tools (shields). If you want to see how actual combat flows work, this website has some interesting videos. The page I've linked to has a video of a flow drill, which is short but gives a bit of a visual idea how it works. There is also a long (over 1 hour) video of a dagger seminar there that is well worth watching if you want to get some idea of how the parts all relate to one another in an actual fight.

But within the game world, to people actually watching this happen, only one of the two outcomes actually happens. The giant either hits, or it does not. It is either hurt by the paladin's retort, or it is not; and, if it is hurt, then it either drops or it does not.
If it is seriously hurt (beyond a papercut) the chances are it will drop, or be placed into a position where a sloid blow may easily be administered. Most hit point reducing "hits" (I prefer to call them "successes") will consist of gaining some significant advantage or reducing the opponent's capacity to respond. This does not need to be done with a "hit". Uncovering their favourite play and identifying a perfect counter to it might do - as might using up some of the opponent's divine favour, luck or stamina.

As long as there are multiple game-mechanical ways to represent the same in-game thing, you will have different results depending on which one you use. At that point, it is no longer internally consistent. Thus, to maintain internal consistency and objectivity, there must be exactly one mechanical way to represent any distinct thing; and if there is a different game mechanical representation between two things, then there must be some real, substantive difference between those things as they exist within the objective reality of the game world.
Apart from the fact that this is sheer dogma, it's also untrue of the real world. Stochastic systems are common, in fact, once you go beyond very simple physical systems. There are several mathematical ways to describe economic or medical systems, for example - all of which are, from a certain perspective, "true". They are all simply approximations modelling highly complex processes. Which model you use for a specific purpose will depend on what that purpose is. You are looking at the same system, but depending what you want to find out about it, you might use different models. A theoretical "uber-model" might exist that models for all possible questions, but that model will be far too complex for routine use (or even for successful approximation with the computing power we have available).

And I will say that, AFAICT, the D&D mechanics of every edition prior to 4E have been exactly that. This given ogre has exactly AC 13 (or 7) and 3 hit points.
And the difference between AC13, 3 HP and AC5, 6 HP (if an average blow does 4 damage) is what? In the latter case there are blows that might be "successes" but don't disable, in the former most successes will disable but successes will be fewer. Given what a more advanced fighter might regard as a "success" compared to what a less experienced fighter might regard as a "success", that sounds a bit like the same creature being fought by a more experienced (former case) and a less experienced (latter case) combatant.

Abstraction only goes so far, after all, though I'll admit that you can let it run away with itself if you really want it to. I've never seen it played where you couldn't tell whether or not a hit was successful, or where it wasn't clear if someone was successfully disintegrated, though.
Whether or not something is "disintegrated" is rather different. We imagine it as a directly observable phenomenon in the game world. Losing hit points is by no means observable in the same way. Even if we take the (somewhat extreme) position of insisting that every lack of hit points must have some visible, physical effect, losing 10 hit points is going to mean something quite different when done by a 15th level fighter than when done by a 1st level wizard/magic-user.

In short - hit points simply cannot be objective, physical things. They make no sense as such (but make abundant sense as something more in line with field theory, if you want a physical model for them).

Have you ever read through the 2E Monster Manual? The combat stats were a tiny bit in the corner, and then the rest of the page is ecology and mating habits and everything else.
Yes, but the non-combat stuff is invariably a collection of suggestions and inspiration, not anything related to system. Nothing wrong with that, but DMs are left to work out the systemic expressions for themseves. I.e. it's some suggestions for systems, not a system in itself.
 

billd91

Not your screen monkey (he/him)
So, why doesn'T that argument hold in 4e? In 3e, the fighter kills the ogre because he uses Power Attack and whacks the Ogre in one hit. In 4e, the fighter kills the ogre because he is just that good and kills the ogre in 1 hit.

Why is it okay if the mechanics are on the player side of the screen (Power Attack) but, not okay to put it on the DM's side of the screen (the monster is a minion)?

Because many of us find doing so jarring for a game like D&D. Because it messes with the player's mental model of cause and effect in the game. Because in non-minion editions, that ogre is still an ogre while, as a minion, he's just a sham - a house of cards that initialy looks impressive but just collapses.

4e goes a long way toward giving the GM tools to produce a fantasy adventure with action paced the way he wants it paced (or believes his players want it paced) - down to a micromanagement degree. But it comes at a cost that a lot of us aren't that interested in paying because we find it vexing for some of the reasons I've stated (and more, I'm sure).
 

Hussar

Legend
But Bill91 there is effectively no difference. The ogre dies in one hit. The reason it dies in one hit is because it is being hit by a high level warrior.

What in game difference is there? As soon as my fighter can routinely deal X damage, any monster with hp equal to or less than X is a minion. In any edition.
 

Imaro

Legend
But Bill91 there is effectively no difference. The ogre dies in one hit. The reason it dies in one hit is because it is being hit by a high level warrior.

What in game difference is there? As soon as my fighter can routinely deal X damage, any monster with hp equal to or less than X is a minion. In any edition.

Because in one instance I have used my character resources so that he or she can achieve said feat of martial prowess (which I thought was supposed to be almost a guiding principle in D&D 4e) and thus it is consistent... While in the other case the DM has decided (whenever they feel like it and for various reasons) that my character... in this particular instance, should be able to kill orcs/ogres/giants/demons/gods or whatever in one hit.
 

Mallus

Legend
Because in non-minion editions, that ogre is still an ogre while, as a minion, he's just a sham - a house of cards that initialy looks impressive but just collapses.
An ogre minion is still an ogre. Just one less likely to survive a combat with PCs.

It's not categorically any different than a baseline orgre compared to an ogre enhanced by a some fighter levels in 3e.

Two ogres, two different levels of toughness, represented using two different methodologies.

I never quite understood this point of contention.
 

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