D&D 5E Why does 5E SUCK?

But a lot of non-combat does matter.

"Say yes or roll the dice" is one thing, and tends to work fairy well. "Say no without a die roll" tends to be trickier, in a context where an important part of character building is assigning bonuses (via skill choice, stat allocation and boosting, feats etc) that are meant to be useful against DCs.

This doesn't strike me as special to 5e, though. It's an aspect of 2nd ed AD&D that I didn't like. After all, a common label for the GM creating the fiction that s/he wants to is "railroading"!

I've never played 3E and have GMed a handful of sessions of it. It's had no impact on my play preferences.

The trad systems that influence my conception of how out-of-combat is resolved are AD&D Oriental Adventures, Traveller, Runequest and most of all Rolemaster. The "modern" systems that have influence me in this respect are HeroWars/Quest, Burning Wheel, Marvel Heroic RP and 4e.

Five of these systems use "objective", "world set" DCs: AD&D, Traveller, RQ, RM and BW. The others use "subjective" DCs (this is true at least for HQ in its revised version) - but the "subjective" DCs are not set by GM fiat, but by reference to encounter difficulty procedures (MHRP has probably the most complex version of this, in the form of the Doom Pool). The aspiration of these systems is that player resources interact with the GM-side mechanics to produce dynamic fiction that is not under the direct control of either GM or the players.

"Subjective" DCs with no constraints on the GM side is not something I've ever encountered, outside of the context of a certain approach to 2nd ed AD&D. And "rules lawyering" - a phrase that I first came across before 2nd ed was published - has no direct bearing on the working of either sort of system, at least in my experience.

Right, in the context of D&D, early versions were intended to be almost entirely a puzzle-solving type of challenge game. The PCs were almost wargame-like units and you moved around and explored a dungeon according to some pretty all-encompassing and specific rules, with the GM's only rules job being to 'fill in the blanks' when inevitably there was some detail that the rules couldn't cover. So the game was pretty 'coherent', the GM determined all the fiction, and the players simply stated their intentions, and perhaps RPed.

Later, during the later parts of 1e, say post-1985, the idea of telling a story with a game began to gain some real traction. Games like Gangster! began to break down the original OD&D paradigm. D&Ders began to do more than dungeon crawl or hexcrawl. There had always of course been 'high level play' where the rules got fuzzy and players did things outside of 'crawl mode', but 2e tried to embrace that for the first time. The result was VERY incoherent. The 2e mechanics are 1e mechanics, designed to deal with the minutia of dungeon-style adventure. Much of what 2e advocated simply didn't worth within the rules, and there were no generalized mechanics. It was a mess, and GMs responded with GM force. They kept the game working by fiat, and it sucked.

3e was a response in 2 senses. First they said "Back to the dungeon!" which literally meant "This didn't really work, better to concentrate on dungeon crawls", and secondly, they rewrote the game around a coherent d20 resolution system that can be generalized and thus at least suggests that anything you want to attempt can be handled by the rules to some degree.

Now, 5e is coming back and saying essentially, "yeah, that wasn't such a great idea, we're going to leave the d20 in place, but were going to encourage the DM to rule by fiat." At least that's what I'm hearing in this thread, that only some very narrow envisaged set of things is actually handled by the d20, and the rest is totally DM whim.

I certainly don't want to play that way at all.
 

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[MENTION=48965]Imaro[/MENTION], [MENTION=5834]Celtavian[/MENTION] and [MENTION=6784868]Erechel[/MENTION]. I haven't been following in the last short bit but I just wanted to make sure that play procedures (concerning DCs) for 4e have clarity. Remember, noncombat conflict resolution in 4e is abstract and systemitized (as it is in most Story Now systems); the Skill Challenge. During Skill Challenges, you're going to have either 0, 1, 2, 3, or 4 hard DCs, contingent upon complexity 1 - 5, to deploy against the PCs. The best analog I can think of for this is the Doom Pool in MHRP. The GM deploys their pocketed hard DCs as is necessary to maximally escalate conflict or to promote dramatic momentum/pacing and climactic resolution (success or failure).

Outside of that, you'll use either the medium (probably 75 % of the time) or the easy or hard DCs (the other 25 %) when the PC's action declaration involves stunting/improvising. The philosophy behind these DCs is basically genre logic.

Contrast with 5e where conflict resolution is not systemitized, task resolution is used to arbitrate higher resolution action declarations (and attendant outcomes), and the GM is directed to deploy DCs from a causal logic philosophy, using an "in-world perspective".
 

I'm not disputing that the physical mechanic works. You can clearly see examples of Paizo jumping in with it as well.
But in the bounded system it creates a different interaction because of the tighter range of numbers.

Obviously my observations differ from yours.
This wouldn't be the first time I've been told on these boards that my observations are not real because someone else with different tastes and preferences observe things differently.
I'm ok with that.

But again, 4E moves the range along with it and the play of highly diverse levels does not come off at all the same. And 4E brings a lot of other baggage along for the ride (for better or worse, depending on your taste).

To me the two systems have enough difference to be night and day.

Yeah, I agree they are different in totality, and the differences in power curve structure ARE part of that, just overall I don't see as huge a difference between editions as many people seem to in a larger sense. 4e certainly aims to present a wider distance between the top and bottom threats, it wants to range between the village champion and the mythic world-saving cultural hero in one smooth range. I thought that was quite successful. There's still a good bit of tweaking of that range that could happen, but 5e bent it out of shape too much.
 

SkidAce

Legend
Supporter
I never heard talk of rule lawyering prior to 3E. I played with lots of different groups and at conventions during that period. I don't think the term was used amongst D&D players much. Maybe some other system you played had rule lawyers.

I agree with 90% of your post, however anecdotally, there were rules lawyers, and the term was somewhat pejorative since at least 1st edition. In the circles I played in anyhow.
 

I never heard talk of rule lawyering prior to 3E. I played with lots of different groups and at conventions during that period. I don't think the term was used amongst D&D players much. Maybe some other system you played had rule lawyers.

The term 'rules lawyer' goes WAY back. It was a common term in use in wargaming in the late 70's, and my guess it predates even that. Given that 70's era RPG and wargame play were part of a single community the term was certainly current in RPG groups. Honestly, when was the first time I heard it applied to a player in an RPG? It absolutely certainly predates 1985 by a good bit, because I can think of players from the 1980-85 period that were branded with that moniker. Also it must LONG predate 3e because I pretty much didn't play ANY D&D between 1994 and 2008 except just a few sit-in sessions, and I sure didn't learn it after 2008.

My recollection is that back in the 1e days there were rules lawyers. They argued about things like exactly what their spell could do based on their (usually biased) view of how the wording should be read, etc. While 'RAW' was certainly not a term used in those days (THAT one I only heard in 2008), there was still 'what was written in the book' vs what the DM thought should happen, and possibly argued in terms of what the 'intent of the rules' was. And of course there were many games besides D&D, some of which, RM, Aftermath, etc had a LOT of rules and the presumption was you were supposed to follow them. So the term was certainly applied in those games (and often such games were denigrated as being fodder for rules lawyers).
 

[MENTION=48965]Imaro[/MENTION], [MENTION=5834]Celtavian[/MENTION] and [MENTION=6784868]Erechel[/MENTION]. I haven't been following in the last short bit but I just wanted to make sure that play procedures (concerning DCs) for 4e have clarity. Remember, noncombat conflict resolution in 4e is abstract and systemitized (as it is in most Story Now systems); the Skill Challenge. During Skill Challenges, you're going to have either 0, 1, 2, 3, or 4 hard DCs, contingent upon complexity 1 - 5, to deploy against the PCs. The best analog I can think of for this is the Doom Pool in MHRP. The GM deploys their pocketed hard DCs as is necessary to maximally escalate conflict or to promote dramatic momentum/pacing and climactic resolution (success or failure).

Outside of that, you'll use either the medium (probably 75 % of the time) or the easy or hard DCs (the other 25 %) when the PC's action declaration involves stunting/improvising. The philosophy behind these DCs is basically genre logic.

Contrast with 5e where conflict resolution is not systemitized, task resolution is used to arbitrate higher resolution action declarations (and attendant outcomes), and the GM is directed to deploy DCs from a causal logic philosophy, using an "in-world perspective".

Right, genre logic, or one might call it narrative logic is a driving force in 4e's resolution system. It appears to me that 5e's system simplistically deploys DCs as a sort of 'minefield'. There are lots of checks at fairly low success levels, with potentially DCs being arbitrarily high even in situations designed for low level PCs. The theory being to just 'make it all challenging' and hope it works out. A 4e adventure is structured (ideally, many are poorly written) such that the DCs provide story variation, which character gets the spotlight now, and perhaps which path you take based on choosing a risk/reward level.

That is the players could choose to fight the hobgoblins, or they could choose to cross the Great Gulch on the rickety bridge. The fight might be a pretty sure bet, but plainly going to cost some surges and whatnot. Crossing the bridge is riskier, if the bridge fails someone could die, but if its successful then you got by with just skill checks (an SC probably).

The point being, if you examine the chances of success in 4e checks, they're not very tough to pass in general. The game WANTS you to succeed. The average level 1 PC has say a +5 on a check, and the medium DC is 12, so mostly the system is saying 65% or more success, and in an SC you probably have your best guy, he's got an 80% success on a medium check. The hard checks are then used by the GM to force the PCs to plan ahead, use some extra resources, or change tactics, but (again its an SC) not to outright fail the encounter in most cases. Cumulatively the situation could be quite iffy, but if the DM is putting narrative logic of conflict, the protagonist PCs are moving through a narrative conflict with whatever the current antagonist is, then they're always making some sort of progress. You CAN of course fail, but the story is more about the cost of success.

This is why the SC system is really so core to everything. While we've debated the check mechanics of each system, the truth is the raw check mechanics of 4e are intended for a rather different purpose than in 5e. They inject tension and some uncertainty, but they're not intended to create hard obstacles to success, at least not until the players have chosen to trust their fates to pure chance.
 

Erechel

Explorer
Right, genre logic, or one might call it narrative logic is a driving force in 4e's resolution system. It appears to me that 5e's system simplistically deploys DCs as a sort of 'minefield'. There are lots of checks at fairly low success levels, with potentially DCs being arbitrarily high even in situations designed for low level PCs. The theory being to just 'make it all challenging' and hope it works out. A 4e adventure is structured (ideally, many are poorly written) such that the DCs provide story variation, which character gets the spotlight now, and perhaps which path you take based on choosing a risk/reward level.

That is the players could choose to fight the hobgoblins, or they could choose to cross the Great Gulch on the rickety bridge. The fight might be a pretty sure bet, but plainly going to cost some surges and whatnot. Crossing the bridge is riskier, if the bridge fails someone could die, but if its successful then you got by with just skill checks (an SC probably).

The point being, if you examine the chances of success in 4e checks, they're not very tough to pass in general. The game WANTS you to succeed. The average level 1 PC has say a +5 on a check, and the medium DC is 12, so mostly the system is saying 65% or more success, and in an SC you probably have your best guy, he's got an 80% success on a medium check. The hard checks are then used by the GM to force the PCs to plan ahead, use some extra resources, or change tactics, but (again its an SC) not to outright fail the encounter in most cases. Cumulatively the situation could be quite iffy, but if the DM is putting narrative logic of conflict, the protagonist PCs are moving through a narrative conflict with whatever the current antagonist is, then they're always making some sort of progress. You CAN of course fail, but the story is more about the cost of success.

This is why the SC system is really so core to everything. While we've debated the check mechanics of each system, the truth is the raw check mechanics of 4e are intended for a rather different purpose than in 5e. They inject tension and some uncertainty, but they're not intended to create hard obstacles to success, at least not until the players have chosen to trust their fates to pure chance.

I don't know if any of you are actually working on Literary Theory (professionally or just Goodreads/ TV Tropes). I do both of them (sorry, but it's in Spanish). I'm not trying to sell you an Authority Fallacy, but the fact is that there is enough evidence to say that world construction (and the rules within) are actually a hell lot of important in order to determine the genre and its narrative conventions (check out also Mendlesohn Rethorics of Fantasy). In this way, "In-world rules" are genre conventions too.
Look at fantasy writers: Tolkien, Martin, Jordan, Bodoc, Gorodischer. They actually work a lot to construct their worlds and their verosimiles, which allow their stories to function in their own genres within a coherent mainframe. A laser gun, or even a Fireball, in A Game of Thrones would break the verosimile and genre conventions, as well as it would modify the narrative structure. So I will say too that the above statement (about narrative vs world) is blatantly false, as is the claim of the obstacles vs narrative consequences. Obstacles are actually a way of constructing narrative tension, and to encourage taking decisions too. They are also the chance to shine of several classes outside combat. In fact, thanks to the direst consequences of fighting in 5 ed (the drainage of resources is severer, and there is a good chance of a fight going bad) the choice becomes more legitimate.

In fact, there is where the DM agency comes around. Does the DM want to encourage problem resolution? Or does he want to encourage bravery and bold action? Or to make significant the skill sets and differences between characters (for example, giving world significance to the fact that the Fighter is stronger than anyone else).

Every approach works perfectly with the worldly DC resolution, which absolutely can escalate. And The 20th level wizard can admire how well the Fighter saves the children from drowning boldly swimming against the flow, with a good or not that good chance of success (depending on the table's interest).

In several ways, magic is never enough to solve every problem partly because the spells don't last forever, and partly because they have a limited application. There is where the skill checks become relevant. And the Bounded Accuracy and Proficiency rules are there too to make the stats very important, on pair with the powerful feats, because a miserable +1 actually is a lot here, not that much the level or the skill points (because they are gone). Being trained or not makes the difference here. Also, it is here where the superior ASI of the fighter means a lot (and hence, the RA ability comes around with a magnificent +2 to non trained skills). DM agency, here, means keeping true to the genre conventions and the "world" conventions. When and how or why make a skill check is up to the DM (and hence, the table, the players).

Being trained or not is relevant narratively (the strong sailor is expected to swim better than the squishy bookworm wizard, no matter the level to make a narration diverse and grounded) and table-wise, and if a non trained but higher level character have the same ammount of success (high, low, whatever) than my well trained, stat strong character, I would be extremely angry, and maybe I'll punch you on the face before leaving. Why do I waste a resource if, in the end, it does not matter, only my level? Where is the difference between playing a magician, a rogue or a fighter, or to train an ability? And narratively, it generates different tension if the bookworm, no matter his lack of training, for pure heroism swim against the flow, whereas the sailor don't dare.
 


Celtavian

Dragon Lord
Right, genre logic, or one might call it narrative logic is a driving force in 4e's resolution system. It appears to me that 5e's system simplistically deploys DCs as a sort of 'minefield'. There are lots of checks at fairly low success levels, with potentially DCs being arbitrarily high even in situations designed for low level PCs. The theory being to just 'make it all challenging' and hope it works out. A 4e adventure is structured (ideally, many are poorly written) such that the DCs provide story variation, which character gets the spotlight now, and perhaps which path you take based on choosing a risk/reward level.

That is the players could choose to fight the hobgoblins, or they could choose to cross the Great Gulch on the rickety bridge. The fight might be a pretty sure bet, but plainly going to cost some surges and whatnot. Crossing the bridge is riskier, if the bridge fails someone could die, but if its successful then you got by with just skill checks (an SC probably).

The point being, if you examine the chances of success in 4e checks, they're not very tough to pass in general. The game WANTS you to succeed. The average level 1 PC has say a +5 on a check, and the medium DC is 12, so mostly the system is saying 65% or more success, and in an SC you probably have your best guy, he's got an 80% success on a medium check. The hard checks are then used by the GM to force the PCs to plan ahead, use some extra resources, or change tactics, but (again its an SC) not to outright fail the encounter in most cases. Cumulatively the situation could be quite iffy, but if the DM is putting narrative logic of conflict, the protagonist PCs are moving through a narrative conflict with whatever the current antagonist is, then they're always making some sort of progress. You CAN of course fail, but the story is more about the cost of success.

This is why the SC system is really so core to everything. While we've debated the check mechanics of each system, the truth is the raw check mechanics of 4e are intended for a rather different purpose than in 5e. They inject tension and some uncertainty, but they're not intended to create hard obstacles to success, at least not until the players have chosen to trust their fates to pure chance.

Why do you believe this to be the case? Why do you believe a 5E DM could not construct a DC system that does what you want it to do? Or determine percentages that create dramatic tension in a non-combat scenario? Why do you believe you can't accomplish exactly the same effect in 5E as 4E? That is what I don't understand. There is nothing that prevents a DM from using the skill system to do exactly what you outlined above. I don't understand why you believe that to be the case.
 

Celtavian

Dragon Lord
[MENTION=48965]Imaro[/MENTION], [MENTION=5834]Celtavian[/MENTION] and [MENTION=6784868]Erechel[/MENTION]. I haven't been following in the last short bit but I just wanted to make sure that play procedures (concerning DCs) for 4e have clarity. Remember, noncombat conflict resolution in 4e is abstract and systemitized (as it is in most Story Now systems); the Skill Challenge. During Skill Challenges, you're going to have either 0, 1, 2, 3, or 4 hard DCs, contingent upon complexity 1 - 5, to deploy against the PCs. The best analog I can think of for this is the Doom Pool in MHRP. The GM deploys their pocketed hard DCs as is necessary to maximally escalate conflict or to promote dramatic momentum/pacing and climactic resolution (success or failure).

Outside of that, you'll use either the medium (probably 75 % of the time) or the easy or hard DCs (the other 25 %) when the PC's action declaration involves stunting/improvising. The philosophy behind these DCs is basically genre logic.

Contrast with 5e where conflict resolution is not systemitized, task resolution is used to arbitrate higher resolution action declarations (and attendant outcomes), and the GM is directed to deploy DCs from a causal logic philosophy, using an "in-world perspective".


I don't look at it in this fashion. The way I see it is a return to the time when you wing it with some loose rules for how to do it. The focus is on the imagination. You make up what you want to do.

For example, a 5E DM could incorporate a 4E skill challenge. He would write out what he wants accomplished like say negotiating with a steward to gain entrance to a castle. He turns it into a skill challenge. You have the rogue make a Deception and Sleight of Hand check to acquire a letter providing information on deliveries to the castle. You could then have the Paladin use persuasion to get the group hired as delivery men to the castle. Then you have the wizard make an intelligence check with a Forgery kit to properly forge the documents for the delivery. You set the DCs according to what you deem each tasks relatively difficulty. Let the players roll, resolve the situation without combat using skill checks. ALl very possible in 5E.

Or you can use DCs if a rogue is climbing a cliff and he is suddenly catches on a series of slippery stones. You have him make Athletics checks to get past the slippery area.

You can use the DC system in whatever fashion suits you. You may wing it at times forcing checks on the fly to create some dramatic tension. You may plan it all out in advance having the skill challenged written out. There are not inherent limitations in 5E that disallow you from using a 4E skill challenge or a 3E DC for acrobatics. I don't understand why anyone believes there is something in place to stop them from doing so. If you want the world to seem static and real, write up a bunch of DCs for common acts. Problem solved. If you don't, then don't. The 5E skill and DC system can be used in a similar fashion to either 3E or 4E. The complaint seems to be "It isn't codified for us like 3E or 4E." It isn't. That doesn't mean you can't use either system or devise one to your liking. There is nothing in 5E to stop you from doing so.
 

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