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Confirm or Deny: D&D4e would be going strong had it not been titled D&D

Was the demise of 4e primarily caused by the attachment to the D&D brand?

  • Confirm (It was a solid game but the name and expectations brought it down)

    Votes: 87 57.6%
  • Deny (The fundamental game was flawed which caused its demise)

    Votes: 64 42.4%

The problem I notice with encounter powers is it just feels weird that your pulling them off once per encounter over time. I can only really experience it as a genre convention or cinematic feat, which again wouldn't bother me in certain genres of play but wasn't how I imagined a standard D&D game.
Depends on the power.

A power like steel serpent strike is less of a mind breaker to me, since the slow component can be potentially explained a dozen different ways. A unique exploit like CaGI is harder since it involves a strict cause-effect series of actions.

I wonder if a system where PCs could augment their attacks with the riders and extra damage dice that powers have, but allow them to choose freely from a mix of effects (so you could spam the same effect or pick them tactically) rather than be locked into specific combinations.
 

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I think dissociated and metagaming are related but not identical. Metagame is a much broader concept with a number of applications. Dissociated mechanics is a very specific and narrow concern. I don't see the label as pejorative, I see it as descriptive. I also think some mechanics are more dissociated than others.

Sure there is a personal element to it. Just like there is a subjective element to labeling a movie a comedy or labeling particular eight bar melody happy or sad. There are some underlying things you can check for to estimate a melody's potential sadness, for example if it is major or minor. But ultimately there is a subjective element to it. By the same token, you can gauge a mechanic's potential for being viewed as dissociated by seeing how well it handles a direct cause and effect relationship between the action of the character and what the player is trying to do. It is a question of how easy it is for there to be drift between those two things. So while you might have a mechanic that a handful of people don't find dissociated, I think if most people do, you can make a very good case that it is so (or at the very least that for play styles x, and z it is going to present a problem on those grounds).

I'm sorry, but how can a term, whose sole purpose was to "prove" that 4e wasn't an RPG, not be considered pejorative? A term that was used to bash 4e fans over the head for several years, isn't pejorative? Really?
 

A power like steel serpent strike is less of a mind breaker to me, since the slow component can be potentially explained a dozen different ways.
Isn't that even more weird, though? I mean, the fighter who can only perform a particular maneuver once per combat is one thing, but you've described a fighter who can engage in a dozen different maneuvers that all have the same result.

I can only perform this action once per short rest, vs. I can only perform an action that has this result once per rest.
 

To be fair though, very few powers for the same character would have the same result. And, in play, why would you choose powers with the same result? It's not like there's any advantage to do so and there are distinct disadvantages in doing so.
 

And this is a big deal.

Here you make it sound like a trivial thing----"Just let the players make up the narration."
The point is, when it comes to describing the rules in question, and the feature you don't like, it is trivial - in the sense of easy to describe. Ron Edwards described it in the half-a-dozen lines that I posted upthread. That's all that needs to be pointed out.

The fact that some people really don't like rules with these features doesn't mean that a multi-thousand word essay by The Alexandrian, inventing new pejorative terminology, is needed to explain or analyse it.

It was obvious in 2008, in the pre-release phase for 4e, that for those RPGers who value causal linearity with system-delivered fiction in action resolution, 4e would not be the game for them. (Again I register my puzzle - what were those RPGers doing playing D&D, which has always violated causal linearity with system-delivered fiction when it comes to combat? I guess they mostly used hit points as meat, and imagined "you take 12 hp of damage" as describing some genuine physical state of the gameworld.)

When the fiction is decoupled from the mechanics, SOMEBODY, AT SOME POINT has to make up the fiction.
I have two responses to this.

First, the need to make up fiction is utterly ubiquitous in RPGing. You could even say that it is at the core of the game form.

For instance, in AD&D or 3E or 5e, when a thief fails a climbing check and falls, something has to be narrated, because the mechanics don't tell us why the thief fell: "You miss the foothold" or "You reach for a handhold, but none are there to be found" or "Your rope breaks" or "The rock is to slippery, and you fall."

When a monster is hit for 12 hp of damage that doesn't kill it (whether in AD&D or 3E or 5e), something has to be narrated because, unless it is a killing blow, the mechanics don't tell us what 12 hp of damage means in the fiction: "You strike it smartly on the snout" or "You sword bites into its thigh" or "The effort of avoiding your well-placed blow cleary wears your foe down".

Second, in my experience, many times at many tables no narration is provided: we know the thief fell, but not exactly why; we knock off the 12 hp, but don't make any effort to establish what has happened to the enemy in the fiction.

4e encounter powers are no different in the way they work: just as you can know that the thief fell, but not why, and the game goeson; so you can know that the fighter can't do such-and-such trick again, but not why. If some narration is desired, someone - in D&D, typically the GM - provides it.

Different groups place different priorities - in all these cases, be it AD&D or 3E or 4e or 5e - on fleshing out the fiction sometimes, often or always.

Now, here is something which is a puzzle to me: most people who are dissatisfied with 4e encounter powers because they don't come with inbuilt narration are perfectly happy with climb checks that don't come with inbuilt narration. That is, "The thief fails a climb check and therefore falls" is considered perfectly adequate, but "The fighter has used his/her encounter power and so can't use it again" is considered inadequate. But both contain exactly the same amount of information about the ingame situation: neither tells you what the cause is (why did the thief fall? we don't know; why can't the fighter use the power again? we don't know) and both dictate a new ingame situation (the thief is back at the bottom of the cliff; the fighter is not in a position to use that technique again).

My best conjecture as to an answer to the puzzle is that knowing the thief is back at the bottom of the cliff has a higher degree of specificity than knowing that the fighter is not in a position to use the technique again.

based on the situational use of a given power, the fiction for that power has to change. I've seen numerous, numerous times where 4e proponents say, "Well, just because you used that martial encounter or daily THERE, doesn't mean the character did the same thing in the fiction when they used it HERE."
Of course. Just because 12 hp of damage dealt to this gnoll there meant a fatal blow, doesn't mean that 12 hp damage dealt to this giant here meant a fatal blow - in respect of the giant, it meant a glancing blow to the shins.

I can't even make up one single fictional narration for a given power, I have to recreate the fiction for that same power multiple times throughout the course of even a single gaming session
Yes. Just as, every time N hp of damage is dealt, you (or, more likely, your GM) has to decide what it means in terms of the fiction, and then narrate that.

Just as, every time a thief fails a climb check, the GM has to decide what that means in terms of the fiction, then narrate that. (Just because this time it means that you lost your grip on some slime, it won't mean that every time, will it?)

When I'm playing an RPG, I don't want to be making up the fiction for what just happened every single combat round, for every use of every power. I want to be in the head of my character.
Sure. But of course all the 4e players I know want to be in the heads of their characters.

This is why "dissociation" is, in my veiw, such an unhelpful term - because it purports to be labelling a feature of some mechanics, whereas in fact it is labelling some (many?) players' psychological response to certain mechanics.

I can give actual examples if you like. The dwarf fighter PC in my 4e game is a tough polearm wielder. He has been built around reach, multi-target attacks and forced movement from the beginning of the game. His 1st level encounter power was Passing Attack. His 27th level encounter power is Cruel Reaper. These are nearly the same thing, except with Passing Attack it is single-target attacks on either side of the movement, whereas with Cruel Reaper is is close bursts on either side of the movement.

When this player chooses what to do on a turn of combat he is not divorced from the head of his character. As a character, he is surveying the battlefield looking for openings and opportunities to do what it is that he does, namely, take control of his enemies by laying into them with his polearm and radically out-manoeuvring them. As a player, he is deciding what ability to use based on a survey of (i) his character sheet, and the techniques/options it presents to him, and (ii) the combat situation as laid out in the form of tokens on a gridded map and amplified by his knowledge of the various elements of the fiction that these token and symbols represent (eg "That token is a hydra, and so has threatening reach, so if I move through there I'll draw an OA" or "That line marks a ledge, so if I push my enemy over there I can knock him over the edge, which will cause extra damage but mean that I lose control of the situation", etc).

Thus, there is no "dissociation". The player is making choices which correlate to the choices the character is making: the player's survey reveals information about the opportunities available, and the sensible technique to deploy, just as the character's survey reveals information about the opportunities available, and the sensible technique to deploy.

Another example. One of the PCs in my game is a deva Sage of Ages. This PC's skill bonus in the core knowledge skills (Arcana, History, Religion) are between +38 and +42, depending on precise skill and some feat-derived situational bonuses. And if a check fails for some reason, there is always the option to roll the "memories of one thousand lifetimes" die to add another 1d8.

No statted creature in any 4e publication has comparable bonuses (Vecna, as statted in Open Grave, has +34). Within the fiction, it is easy to imagine that the only more knowledgeable being in the cosmos is the god Ioun.

How does this manifest in play? One way is that this player virtually always succeeds on those checks - which creates certain GMing challenges I've discussed in another recent thread.

Another way is relevant to the current discussion: when the players are discussing some issue of cosmology, or campaign backstory, or similar thing (eg "How was X related to Y in the Dawn War?" Or, "What exactly is at stake in our confrontation with Primordial Z?" Etc) the player of this character will frequently answer those questions. What answers does the player give? Ones that are made up, based on extrapolations from established campaign lore, plus established D&D lore more generally (this player has been a D&D-er for 30+ years), plus knowledge of my inclinations as GM (the player and I have been RPGing together for 20+ years).

From what you've said, for you (innerdude) this would take you out of the head of your character, because you are narrating stuff. For my player, this is essential to being in the head of the character, because part of being in the head of the most knowledgeable being in the cosmos other than the god of knowledge is knowing the answers to things.

Energy spent trying to couple the use of a power to the fiction is wasted time in the game for me, and dramatically reduces my enjoyment of and inducement to play the game.
I'm sure that's true for you. It doesn't generalise though.

As I've just tried to show, for my players no energy is spent coupling these abilities to the fiction. They are just playing their PCs, making decisions from within the headspace of their PCs, and their abilities on their PC sheets shape those decisions just as, for the PCs in the gameworld, the circumstances around them and known to them shape their decisions.

They are not "wasting time" in a way that reduces their enjoyment. They are playing their PCs. In particular, they are playing their PCs' competences: combat prowess, in the case of the fighter; intellectual prowess, in the case of the sage of ages. The player of the fighter would feel less competent, and hence less in the head of hi PC, if he didn't have a suite of resources to draw on to influence and optimse his choices, just as his character has a whole suite of polearm techniques in which he is trained. The player of the sage would feel less competent if every answer he provided to fellow party-member's questions in fact had to come from me as GM.
 

Pemerton you know perfectly well folks who value immersion and find dissociated mechanics a useful concept have traditionally rejected Edward's attempts to analyze their style of play (and generally rejected most of his ideas as well). .
And you know perfectly well that folks who play 4e reject The Alexandrian's so-called theory of "dissociated" mechanics. Yet you deploy it and defend it.

Do you disagree with Edwards? He points out that there is a style of mechanic that is fairly common in (what he calls) non-simulationist RPGing: namely, mechanics that do not establish, via linear causality, exactly what is happening in the fiction and rather set parameters within which the content of the fiction is established via "causal narration" (ie making stuff up).

It seems to me that this is exactly what those who dislike 4e have been complaining about for 7 years (including in this very thread). What do you think Edwards has got wrong in his characterisation of those mechanics?
 

Isn't that even more weird, though? I mean, the fighter who can only perform a particular maneuver once per combat is one thing, but you've described a fighter who can engage in a dozen different maneuvers that all have the same result.

I can only perform this action once per short rest, vs. I can only perform an action that has this result once per rest.

To be fair though, very few powers for the same character would have the same result. And, in play, why would you choose powers with the same result? It's not like there's any advantage to do so and there are distinct disadvantages in doing so.

Hence the second portion of my post: a system where I can add riders (slowed, tripped, etc) and extra damage dice or attacks (to recreate the damage spikes of encounter/daily powers) and then call on them in any combination as long as it equalled what the standard ADEU amount of uses would be.

For example, a first level fighter would have four riders (CA, push, prone, and slowed), could add one extra dice of damage per encounter (call it Power Attack) and once per day could add two riders in one hit (his daily). He'd have the same relative power* as a first level fighter with at-wills, encounters, and dailies, but he wouldn't be limited to a single encounter-power (2[w] + prone) and a single daily (push and slowed) that never changes, despite the times a PC would want to mix it up (slowing a foe for a round without wasting his daily or repeatedly slowing them with an at-will).

[Note: this is spit-ball. I'm sure broken combos would emerge and checks put in, but this is the spit-ball idea phase]

Alternately, I wonder what a fighter with just encounter powers (and a lot of them) and no dailies would have been like?

I guess something similar came in the form of the Essentials Fighters and later the Battlemaster Fighter in 5e. Might have been nice to see such mechanical/resource differences earlier though.
 

I've seen you make this statement a few times... that 5e is "basically" 4e essentials... I'm curious exactly what you mean by it?
I mean that PC building in 5e is a development of PC building in Essentials.

Martial PCs have at-wills with some spike encounter powers. Spell-casters have at-will and dailies (more dailies than they have in Essentials, but far fewer than previous versions of D&D) plus various more-or-less convoluted mechanisms for turning some of those dailies into encounter powers.

Like Essentials (and 4e more generally), the spells have fixed damage dice (and fixed effects more generally) rather than level-scaling. Which is a huge part of how Essentials and 5e achieve a degree of mechanical balance across PC builds despite their asymmetric resource suites.

The biggest difference from Essentials is the fact that spell users can spam particular effects. The only 4e PC builds that permitted that were power-point using psions, and it was always a point of contention for those classes. I'm sure that Mearls et al did this best to take the lessons learned from power-spamming with 4e psionics and apply it to the design of the 5e spells.

Not quite. Essentials is still rooted in ADEU for casters, 4e's grid and combat resolution, healing, and the general unbounded accuracy of 4e's math.
I agree with some of this.

5e casters still have at-will and encounter powers. Plus there is a ritual system for decoupling utility effects from combat prowess. So I don't think that 5e departs as far from "ADEU" as you seem to.

On bounded or unbounded accuracy, I think that 5e is very close to 4e. Just take out the half-per-level bonus from 4e and you get bounded accuracy (or, to put it another way, 4e is built on bounded accuracy provided that the advice in the DMG on level-appropriate encounter building is followed).

The change in this respect from 4e to 5e has knock-on consequences for monster design. 5e at least ostensibly doesn't need minions or solos, though the actual play reports I've seen seem to imply that action economy - which solos are meant to address - remains a big issue, and legendary actions are, in effect, a solution to the solo action economy problem which is more "dissociated" - ie metagame - than anything I can think of in 4e, being nothing but fate points for monsters.

I agree that 5e differs from 4e in certain key elements of action resolution (including combat, especially the action economy, and healing). I was referring primarily to PC builds in my earlier remarks.
 

I'm sorry, but how can a term, whose sole purpose was to "prove" that 4e wasn't an RPG, not be considered pejorative? A term that was used to bash 4e fans over the head for several years, isn't pejorative? Really?

Really. It's a very useful term in describing game preferences and there's no equivalent. I understand 4E fans are sensitive to the term because it explains why lots of folks didn't care for their game, but that does not eliminate its usefulness. It's a useful idea when discussing games in general.

And just because I think it's a useful term doesn't mean that I think 4E wasn't an RPG. That was Alexander's conclusion, not mine, and I don't agree with it. It sounds like your assuming that people who use the term all agree with that assessment, which definitely is not the case. Most RPGs will have some degree of dissociative mechanics; it's not a binary question of has it/ doesn't, but more a question of how much.
 

Now, here is something which is a puzzle to me: most people who are dissatisfied with 4e encounter powers because they don't come with inbuilt narration are perfectly happy with climb checks that don't come with inbuilt narration. That is, "The thief fails a climb check and therefore falls" is considered perfectly adequate, but "The fighter has used his/her encounter power and so can't use it again" is considered inadequate. But both contain exactly the same amount of information about the ingame situation: neither tells you what the cause is (why did the thief fall? we don't know; why can't the fighter use the power again? we don't know) and both dictate a new ingame situation (the thief is back at the bottom of the cliff; the fighter is not in a position to use that technique again).

My best conjecture as to an answer to the puzzle is that knowing the thief is back at the bottom of the cliff has a higher degree of specificity than knowing that the fighter is not in a position to use the technique again..

Pemerton, I am fairly sure that you are a savvy sort of individual. You come across as fairly intelligent, so I am always puzzled by your inability to sometimes empathize with other viewpoints.

For instance, in the case you cite, you miss the most obvious difference between the two events: the thief at the bottom of the cliff can try again as soon as he gets up. A fighter who has used the encounter exploit cannot try to use it again in that encounter.

Granted other's might raise various other objections, of greater or lesser validity, but in the end, the problem with mundane abilities that you cannot use again is that it doesn't make any sense to some of us why you can't use them again, except for, mechanical balance. Which is fine for a board game, or if you like that sort of mechanic in your RPG, but for some of us, it simply is not what we want in a Role Playing Game.

And please note I did not say that 4e was a Board Game, I said the mechanic was, for me, more suitable for a Board Game than an RPG.
 

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