D&D 5E Why does 5E SUCK?

These are the many reasons why I hate it when people try and model works of fiction into a D&D, or any RPG game.

Comics, novels, and movies are written with a specific story in mind that is planned from the beginning to the end without anything changing.

Comics are probably the worst because you can have a single city like New York that has many many comic heroes and villains that will not run into each other in the comics or you have instances where one is super powerful while another is not but through the action of the author, the lesser powerful finds a way, or circumstances come into play that allow him, to overcome the more powerful character and win the day.

D&D doesn't work this way because dice are involved and it is a living game. Even in D&D legendary heroes die and evil can win the day and end up ruling the world.

You have to tailor the story to the game. In a book, rarely are the heroes equal. I can't think of many stories where a bunch of equal level individuals of relatively equal power and experience join together to fight.

Maybe a movie like The Expendables or The Losers? Not fantasy, but a group of highly trained individuals with similar backgrounds working cooperatively to defeat a villain. You don't see this a ton in fantasy stories. D&D is a unique framework for a particular type of cooperative play. It's a bit of story-telling game and a bit of a war game blended together. It wouldn't be much fun if you didn't feel like you were playing in some kind of story regardless of which aspect you focus more on. Even MMORPGs try to have some kind of story.
 

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I just much preferred the way in which these abilities were all expressed in a common format within 4e's system. ...It made it pretty easy to both reflavor as well as easy to simply graft powers onto characters.

This is what lead me to basically discarding the notion that what you can do should be dictated by class at all per-se. Instead I've taken my inspiration from the DMG2's concept of generalizing 'items' to be things like training, god-given benefits, etc. I was pretty disappointed that 5e didn't carry on this design concept and extend it.
When 5e/Next was still just speculation, there was a little speculation that the 'directions' suggested by 4e would lead to putting class, race, background and other descriptors on the same level as a Theme: that each would open up a selection of powers, and you'd just pick the ones you wanted. So you could be a Dwarf, Cleric, Soldier, and choose to take mostly Cleric powers, or mostly Dwarf & Soldier powers, or whatever mix appealed to you.

5e, of course, could never have gone that way, since WotC, even then, had realized that it was far more important to sales (and peace on their forums) for D&D to be familiar than for it to be innovative.

Looks to me like 5th edition does all this much much easier.

All you have to do is look at your stats and then do improvisation? What's the difference in a designer coming up with a power and a player coming up with something they want to do while getting the DM's okay followed by an appropriate roll.
There are several quite significant differences:

One, of course, is that the designer saves a lot of space and does a lot less work with such a 'rules lite' approach. That's why you see it a lot in micro and indie games done on a shoestring by a lone enthusiast.

Another is that the player, especially a new player, is left with little idea of what his character can do. Some players will see that as a license to try anything (which gets really old for the DM), and others an inability to do anything (equally frustrating for the DM in a different way).

Similarly, the player doesn't know how anything he might be able to do stacks up. He can't be sure how a stated action will play out, either in fiction or mechanically. What kind of action will it use, how likely will it be to succeed, how will it interact with what other characters (and enemies) are doing?

Which brings us to the DM. The DM is left to do all the work the designer saved himself, he also doesn't really know what the characters can do, but he does have the luxury of deciding that on the fly, as they try to do things. A DM can use that keep a party railroaded on his 'story,' keep them entertained, keep himself entertained, try to maintain genre fidelity, try to maintain realism, or whatever is important to him at the moment he rules.

So, really, the 'oh just improvise and the DM will figure something out' no-rule is pretty awful. Because RPGs are ultimately run by the DM, who can always rule as he likes, it is always a model any DM can fall back on any time. And, because no rule set can cover everything, it's a model that every DM probably will fall back on from time to time. In other words, that rule is already implicit in every RPG, and, in the no-rules-at-all Freestyle mode of play that declines to use any game at all.

It is nice when an otherwise detailed game acknowledges that reality, though. Games that pretend they've handled everything (and I can't think of an example - certainly no version of D&D has done that - even 3.5, the most voluminous and detailed edition had Rule 0, and 4e, the most balanced and consistent, had p42) can blow up when the players eventually try to do something they can't.


I don't agree with 4th edition doing it any better because you would then need to go through each and every power and see if there was one that fit and since you were limited to the amount and types of powers you could have, you could be stuck doing basically the same thing over and over again until you finally gained a level and swapped out "one" power.
Powers gave you a nice, consistent, set of signature (encounter) and dramatic (daily) things you could count on your character being able to do. In addition, you had skills, and, just as in 5e, ability checks, and a set of guidelines for improvisation in the DMG.

These are the many reasons why I hate it when people try and model works of fiction into a D&D, or any RPG game.
It is often problematic. RPGs set out to model a genre, or even license a work of fiction. But, RPGs have existed for 40 years now, while people have been writing fiction in forms like the novel for centuries, and telling stories since the dawn of the human race. RPGs haven't yet done a fantastic job modeling genres and works of fiction. Early RPGs, like classic D&D (and thus, 5e, which emulates the classic game so devotedly), in particular have been truly awful at it.

So not even trying is an understandable impulse. Afterall, there are other ways to approach an RPG. It's a game. You make decisions, deploy resources, roll dice and win or lose. A story can emerge from that. It might be a pretty boring story, or a 'you kinda had to be there' story, but it can happen.

Comics, novels, and movies are written with a specific story in mind that is planned from the beginning to the end without anything changing.

Comics are probably the worst because you can have a single city like New York that has many many comic heroes and villains that will not run into each other in the comics or you have instances where one is super powerful while another is not but through the action of the author, the lesser powerful finds a way, or circumstances come into play that allow him, to overcome the more powerful character and win the day.[/quote] Comics, serial as the are in nature, often /don't/ have specific story planned from beginning to end that actually unfolds, unchanged. Editors can decide a story has to change in the middle because of fan outrage or censorship, an artist or writer can leave the book, etc... They can be a pretty unstable medium.

D&D doesn't work this way because dice are involved and it is a living game. Even in D&D legendary heroes die and evil can win the day and end up ruling the world.
Ironically, the more you 'Empower' the DM - by, for instance, taking away players' control over their characters' abilities and effectiveness, the more easily a DM could conceive a story, and railroad his players through it...
 

From John Byrne in response to a post at byrnerobotics.com about the Marvel Handbooks being a " D&D-like reference manual that categorically defines all powers using a rather arbitrary scale":

"Sadly, that was not what OHOTMU was originally intended to be.

As conceived, it was meant to be a quick reference guide, listing significant appearances (to make them easier to find, for research) and a synopsis of powers. Alas, very quickly it turned into a catalog of QUANTIFICATION, largely at Shooter's insistence (tho Mark Gruenwald was more than happy to go along!).

Shooter had grown increasingly displeased with the sometimes loosey-goosey approach to handling powers and limitations. Mostly it was just a few instances in which sloppy writing (especially from writer/editors) would confuse the issue, but Shooter liked grand, sweeping rules that covered EVERYBODY. So he pushed for precise defining AND limiting of the powers as described in OHOTMU. (WHO'S WHO, coming later, followed OHOTMU's pattern.)

Two things went very sour right away. First, Shooter used OHOTMU so slip in "stealth rewrites" of characters' origins, as when the first edition told us that Spider-Man's wall-climbing came from a "molecular interface", not from abilities he'd picked up from that spider bite. (Misinformed, Shooter thought spiders "stuck" to walls, with adhesive, and declared that "icky".) Second, when Mark could not find a previously published description of how powers worked, he made one up. Sometimes he also did that if he simply didn't LIKE the previous description. (Which is how Cyclops came to be "channeling" energy from a parallel dimension, rather than simply absorbing it from the Sun as had been stated in the X-Men's own book years earlier.)"

Thanks for this, and some xp... Wow I had no idea... fascinating stuff
 

Trying to get my head around this one a little bit Imaro. I absolutely agree with the first part of your statement. A really good encapsulation. MHRP's systemization of comic books into a TTRPG captures those genre tropes beautifully. However, I'm really trying to figure out how the second part of your position works out. It certainly hasn't in my table experience of GMing it (probably...10 sessions at about 2-3 hours apiece?) but I'm struggling to grok your surmise at even the theoretical level. Here is a one quick example of how this systemization has worked out to produce both excellence in genre and fictional character modelling.

Take this Deadpool datafile that we use for our home game. To properly model Deadpool, he needs to exhibit equal parts:

1) Wile E Coyote - his indestructibleness, his ridiculous ACME toolbox, and his absurdly zany plans that have a tendency to backfire in interesting ways.

2) Bugs Bunny - his 4th wall breaking, relentless wise-cracking, and absurdly zany plans that somehow work out in the end.

3) Super Ninja Mercenary Assassiney-guy.

Current home game features The Avengers + Deadpool vs Thanos. How is the fictional modelling of Deadpool systemitized by MHRP?

* His Milestones reward 4th wall breaking, recklessness and unpredictability.
* His Godlike Stamina, Psychic Stamina, Healing Factor and Immunity make him indestructible.
* His Reckless Limit gives DP's player 1 PP while adding an open descriptor d8 to the Doom Pool, complicating his and the heroes' lives, when he fails a dice pool that includes Bottomless Satchel or Grenades.
* His Unpredictable SFX incentivizes the player to add a DAMN IT DEADPOOL d8 complication on an ally so the Deadpool's player can reroll his action dice pool.
* Obviously his Specialties model his combat acumen while his Affiliations and Distinctions cover the rest of his thematic portfolio.

What does this produce in play? Hilarity, death-wishey, super-powered, over-the-top swashbuckling Looney Toons. Deadpool kicks all kinds of butt. He gets himself in WAY over his head but rallies and recovers in the ninja-est, silliest ways possible (because he is indesctructible with an endless bag of zany tricks). He talks to the audience causing Thor/Cap/Iron Man (one player switches between those three) and Black Widow to go :erm: He drives the team crazy but pulls his weight nonetheless. And he rarely "buddies up" because no one wants to be alone with him because he tends to get that other person in a lot of trouble that is difficult to recover from. And he has a tendency to do solo hijinx to help the team out while the other two buddy up and do normal Avenger-ey stuff.

That is just Deadpool, but Thor, Cap, Iron Man, and Black Widow couldn't possibly manifest more like themselves within the Avenger's genre tropes. I'm not even sure how they could. I suppose if you literally tried your best to ignore all the thematic incentives and synergy embedded into your datafile that brings these characters to life...and somehow engaged in conflicts and approached resolution in ways entirely at odds with the character...

Maybe then?

But then I would be wondering...Ummmm why are you doing this? If you want to be Cyclops, why are you making action declarations, thematic decisions, and RPing him like Deadpool? If you want to be Doctor Strange, why are you playing him like The Thing?

This is feeling somewhat similar to the Paladin vs Fighter conversations we've all had in the past.

Yes but it's not the powers I'm speaking too (a part I actually think MHRpg does pretty good) It's the relative comparisons between two characters because of the abstract/non-granular aspects of the resolution system where I think MHRpg doesn't do such a hot job. And while we may think that something like the Emma Frost beating Hulk in an arm wrestling competition is playing against character... we've seen things like this in the comics at times... the one I love to throw out there is that the Black Panther was actually able to disable Silver Surfer with an arm bar... a freaking arm bar disabled cosmic power... are you serious??

Is the fact that MHRpg facilitates something like this happening a strength in characterizing BP and SS or is it a weakness? Now IMHO, that issue was absurd and didn't characterize either hero correctly Could BO defeat SS, sure but it wouldn't be through an arm bar :confused:)... that's a weakness in the writer which should have never happened... but then is a game better at characterizing both Silver Surfer and Black Panther better because that can be replicated, again IMO, not a good thing, YMMV of course...
 

there's nothing objectively better about modeling magical powers with spells vs. modelling them with discrete abilities
That depends on what you're trying to model. If I was trying to model Hercules' toughness, for instance, I don't think spellcasting would be a very good model. Hercules doesn't have to perform a mini-ritual involving verbal and somatic components in order to become tough, with the toughness then lasting only a limited duration.

5e has a lot of magical effects that are not spells: on the PC side, there is wildshaping, monk's ki, some warlock invocations, some paladin class features, etc; on the NPC/monster side, breath weapons, a ghost's intangibility, a vampire's regeneration, etc.

Many legendary/mythic warrior abilities might be better modelled in this fashion.
 

You have to tailor the story to the game. In a book, rarely are the heroes equal. I can't think of many stories where a bunch of equal level individuals of relatively equal power and experience join together to fight.

Maybe a movie like The Expendables or The Losers? Not fantasy, but a group of highly trained individuals with similar backgrounds working cooperatively to defeat a villain. You don't see this a ton in fantasy stories. D&D is a unique framework for a particular type of cooperative play. It's a bit of story-telling game and a bit of a war game blended together. It wouldn't be much fun if you didn't feel like you were playing in some kind of story regardless of which aspect you focus more on. Even MMORPGs try to have some kind of story.

Or you tailor the game to the story... thus why there was and will be coming soon a Conan rpg... D&D is not the Conan, Elric, Aragorn, Gandalf, Arthur, etc. rpg... it's the D&D rpg and things work a certain way in said default world.
 

That depends on what you're trying to model. If I was trying to model Hercules' toughness, for instance, I don't think spellcasting would be a very good model. Hercules doesn't have to perform a mini-ritual involving verbal and somatic components in order to become tough, with the toughness then lasting only a limited duration.

5e has a lot of magical effects that are not spells: on the PC side, there is wildshaping, monk's ki, some warlock invocations, some paladin class features, etc; on the NPC/monster side, breath weapons, a ghost's intangibility, a vampire's regeneration, etc.

Many legendary/mythic warrior abilities might be better modelled in this fashion.

But by default D&D isn't trying to model Hercules... and your assertions that they could be better represented that way are again your personal preference... in the same way some people felt 4e powers weren't a good way to represent certain class abilities... That's not an objective statement and it doesn't somehow make classes who use powers invalid, cheating or not count...
 

These are the many reasons why I hate it when people try and model works of fiction into a D&D, or any RPG game.

Comics, novels, and movies are written with a specific story in mind that is planned from the beginning to the end without anything changing.

<snip>

D&D doesn't work this way because dice are involved and it is a living game. Even in D&D legendary heroes die and evil can win the day and end up ruling the world.
Even putting to one side [MENTION=996]Tony Vargas[/MENTION]'s observation that comics, as serial fiction, are often written with no particular end point in mind, I don't see how this bears upon the issue of modelling characters.

Modelling Lancelot, or Wolverine, or Aragorn, or whatever other fictional character one has in mind doesn't dictate the plot or the conclusion of any story. It means that, in the play of the game, the character as played feels like the fictional character. This is not that hard to achieve in RPG design. The fact that D&D sometimes makes it tricky is an idiosyncratic result of the details of D&D's class system.

But by default D&D isn't trying to model Hercules... and your assertions that they could be better represented that way are again your personal preference
As to whether or not D&D is trying to model Hercules - I am not the one who, on this thread, brought up the Eldritch Knight as a way of modelling mythical warriors (I thought it was you, but I haven't gone back and checked). And at least two editions of D&D (Moldvay Basic and 2nd ed AD&D) nominated Hercules as an exemplar of a fighter character.

As for the issue of "objectivity", I don't know what your standard for objectivity is, but I've never seen an interpretation of Hercules (either classical or modern) that presents him as a spell caster. He doesn't chant secret formulae while waving his hands around.
 

the one I love to throw out there is that the Black Panther was actually able to disable Silver Surfer with an arm bar... a freaking arm bar disabled cosmic power... are you serious??

Since I have seen this brought up before.... According to Dwayne McDuffie, the writer, BP didn't. Silver Surfer let him think he had to get more information. According to McDuffie, people ignored the following page.

"Read the scene again and this time pay attention. The Surfer allowed the Panther to "restrain" him in the hope of finding out what the FF was up to. A panel later, the Surfer's assistant blasts the Panther unconscious. The Surfer is irritated because he wanted the Panther to talk, which he thought he might do if the Panther believed he had the upper hand. Most of the people who bitch about this have only seen a scan of one page, or have poor reading comprehension skills.""

Now, to be fair, in my opinion, McDuffie and the artist failed to convey their intent. From the following page, it was clear that SS wanted more information, but it was not clear that he allowed himself to be "restrained" to get it (some kind of thought bubble before hand or stating it afterward would have been helpful).
 
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MHRpg fails to model characters at the resolution level because it is not granular enough and then relies on the players to justify why their combination of dice resulted in a victory. As an example there is nothing in the game that stops say Emma Frost from beating the Thing in a straight up arm wrestling contest if she rolls high enough
There are at least two reasons why this can't happen.

First, it is probably not a valid action declaration. Emma Frost has no strength-oriented power set (in diamond form she gets d8 enhanced strength), and so (assuming non-diamond form) can't declare an arm wrestle at better than d6 (by spending a plot point for a push). That is not enough to attempt to degrade the Thing's d12 godlike strength. From the rules (p OM 55, emphasis original):

The action you take against an asset, complication, or trait must fall within the realm of possibility for you, given your Power Sets and Specialties. Even before you roll the dice, check to see whether the targeted trait is too strong (dice rating) or just untouchable (situation).​

Second, if Emma Frost's player persuades the GM to permit the action declaration (eg Emma Frost is using her telepathy to stop the Thing applying his/her full strength), then the system sets up a perfectly straightforward resolution situation:

The Thing's pool is (say) d6 solo + d8 It's Clobberin' Time + d12 Godlike Strength + d8 Combat Expert. That's before any SFX use (say, Haymaker to add another d12 to the pool in return for adding a die to the Doom Pool).

Emma Frost's pool is (say) d6 solo + d6 strength (from a push) + d8 Icy Confidence + d10 Mind Control + d10 Psych Master.​

If Emma Frost wins it's not because she is the stronger character. It's because she can use her Telepathy to undermine Ben Grimm's confidence in his own strength and manipulate him into letting her win. If she wins the contest and imposes a d8 or d10 consequence, it will be Emotional Stress or a Shattered Confidence (or similar) complication.

The best way for the player of the Thing to win is to use Haymaker, get an extra d12 in the pool, and thereby inflict some sort of complication or physical stress on Emma Frost in return for adding a die to the Doom Pool (which probably corresponds to Ben Grimm getting increasingly angry and worked up, which everyone who reads the FF knows tends to lead to unhappy outcomes).

To me, that all seems true to the characters.
 

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