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D&D 5E Why does 5E SUCK?

Of course! I take it as a given that these numbers mean something because of what they represent. The traditional view of an RPG is that all numbers mean something. If I have +17 to my attack roll or lockpicking, then that's way better than having +3, because those numbers carry inherent meaning.

But how would they have fared, if your party of level 13 adventurers fought the same dozens (or hundreds) of hobgoblins, statted as they were in the first encounters? The hobgoblins would likely miss 90% of their attacks, but they would be (effectively) immune to single-target crowd control, and they might win through sheer overwhelming numbers. (Maybe. I don't have an intuitive grasp of how HP and damage scaled in 4E, except in that it was virtually impossible to bring down a non-minion in a single hit.)

And that's a problem. When you have two different ways that you can represent the same entity, then the mechanics are no longer inextricably tied to the fiction. Instead, the mechanics are tied to your choice of how to interpret that fiction. And the outcome of any encounter is highly dependent upon that choice. At that point, I honestly have no idea how to proceed, whether I'm a player or the DM.

Mechanics are a tool. They serve two purposes essentially. They limit what the players can do, and they enable the players to do things. Then they provide a procedure for the resolution of those things. All mechanics are simply a device that allows the game to be played, they are not a representation of the world. I feel utterly confident that Gygax would have agreed with this statement, and that this has always been the intent of D&D, with possibly 3e being at least partially a move towards a kind of simulationist rules theory. All that 4e ever did was to take this and other implicit or latent aspects of the game and bring them out transparently into the open. The reworking of a Standard into a Minion is simply an exercise of that transparency.

It is worth noting however: nowhere in the 4e rules, DM advice, etc is it ever stated as a technique. AFAIK there are no examples of 'minionized' creatures in any MM or adventure. Its not a technique that the designers of the game traded on. There's no official stat blocks for a minionized level 10 orc. In fact the technique, AFAIK, was invented right here on Enworld. It was a pretty obvious concept when you think about it, but any interpretation of 4e's rules as being independent of fiction is merely a choice that a GM might make.

All that being said, what's wrong with the technique? The rules serve the game, and the fiction is more central than any given rule. You can use any rules in any way you see fit to project the fictive reality of the game world that the PCs inhabit. Its perfectly fine if a level 10 minion orc goes down with 1 hit point of damage, etc. Its perfectly fine that the orc is represented as a minion of level 10. Its perfectly fine that its AC is different from a regular level 4 orc. Why is this fine? Because none of these concepts exist within the fiction. In the game universe AC, Hit Pints, attack rolls, damage, etc do not exist. You need 6 more pips on the d20 to hit the minion orc than the standard orc? So what?

The standard orc was a significant threat to the level 2 Dwarf Fighter Koruzd. With a mighty yell he leapt into battle with his traditional foe. As a fairly skilled warrior he quickly found that the orc was cunning and powerful, able to bat aside many of his blows, and seeming barely scratched by the rest. Worse still the orc battered his way past Koruzd's guard with its first blow, giving him a nasty bleeding gash in the side. Eventually, after the Glorion the Elvish Warlord reminded him of how he would sing of the dwarf's softness in battle if he didn't finish off his foe he was able to muster all his energy and land a mighty blow on the orc.

2 years later level 10 koruzd is jumped by 4 orcs as he enters about the 100th cave of the Howling Warrens he's explored today. 2 of them manage to make a minor impression on him with their blows, but his mighty Black Iron Mail stops the blows, leaving no more than a small bruise. Using his years of experience koruzd rolls with the last blow, surprising 2 of his foes and cutting them both down at once with a mighty sweep of his deadly magical axe. Sensing the third orc's attempt to turn and flee while he's otherwise engaged he turns quickly and attempts to cut it down, but the beast has already slipped out of axe reach. Suddenly a pair of icy rays flash out into the darkness, cutting down the 2 remaining orcs, just as a number of shouts and the sound of blows informs Koruzd that his 4 orcs were only a minor distraction...

I see nothing about this fiction, which would be fully supported by 4e's rules that is disturbing or indicates a need for a rules revision. You could play out the same fights in 5e, though I suspect there's a bit more bookkeeping involved in running the orcs. It should still play about the same.
 

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I didn't claim the mechanics have no relation to the fiction... I claimed "awesome" fiction could be attached to the mechanics of almost any game... Now if we're speaking to a particular definition or opinion of awesome then cool, but that needs to be defined and stated upfront, and is then in the realm of pure subjectivity... as I said earlier in the thread, some of the "awesome" of 4e struck me and my players as gonzo silly or so over the top it became cartoony...

I think you could definitely play 4e in a 'cartoony' mode if you wanted. I had a group that was kind of 'doofy'. They had one particular player who was a great player and fun guy, and he kind of was the ringleader. He built a halfling rogue, and then took powers like Bowl Over and used them to construct a physical comedy out of his character. He'd pick up an ogre and throw it across the room, or whatever sorts of crazy interpretations of what his powers did. It was fine, that was a fun game, quite fun. 'Moose' the halfing rogue went on to do various amusing and heroic things. The rest of us played it pretty straight too, the game didn't feel ridiculous, but it was fun seeing how you could take the system in different directions a little.

So, yes, you can be gonzo silly. Probably in various ways. I'm pretty sure you can be gonzo silly in 5e too, its not a hard thing to do in most games really. I'm pretty sure you could run a very heavy grimdark sort of 4e or 5e game too. 4th Core was another example of a different way to spin the 4e system, something that would also work well in pretty much any system. Kind of just harkening back to the old meat grinder games of OD&D.
 

Imaro

Legend
I think you could definitely play 4e in a 'cartoony' mode if you wanted. I had a group that was kind of 'doofy'. They had one particular player who was a great player and fun guy, and he kind of was the ringleader. He built a halfling rogue, and then took powers like Bowl Over and used them to construct a physical comedy out of his character. He'd pick up an ogre and throw it across the room, or whatever sorts of crazy interpretations of what his powers did. It was fine, that was a fun game, quite fun. 'Moose' the halfing rogue went on to do various amusing and heroic things. The rest of us played it pretty straight too, the game didn't feel ridiculous, but it was fun seeing how you could take the system in different directions a little.

So, yes, you can be gonzo silly. Probably in various ways. I'm pretty sure you can be gonzo silly in 5e too, its not a hard thing to do in most games really. I'm pretty sure you could run a very heavy grimdark sort of 4e or 5e game too. 4th Core was another example of a different way to spin the 4e system, something that would also work well in pretty much any system. Kind of just harkening back to the old meat grinder games of OD&D.

I'm not speaking to purposefully being silly but to some of the possibilities that struck us as more goofy then serious... case in point a halfling pushing and/or knocking giants prone, some may think this is awesome and yes I'm sure appropriate fiction could be attached to it (over and over and over again) so that it wasn't necessarily a comical action... but I'm trying to think of any fantasy movie, novel, etc. where a hobbit/halfling regularly knocks giants (or large creatures in general) around... and I can't. For us it registered on the silly side of fantasy, something that would be in Discworld as opposed to LotR or Conan...

EDIT: My larger point being "awesome" or "amazing" fiction is very subjective and unless the mechanics are doing something totally opposed to the genre of play (Allowing Cthulhu to be killed with a .22)... I'm not sure how a ruleset would force a DM to create non-awesome or non-amazing fiction around them.
 
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Just noting the incongruity here: from a mechanical perspective, in your Rolemaster example, a player rolled dice twice and one-hit-killed a boss monster. You think that's good and that the player "lived that experience".

Your second example is a player rolling dice once, and one-hit-killing a (boss?) monster. You think that's bad and this player did not "live that experience".

The mechanics in the first (good) example were: get two unusually lucky rolls.
The mechanics in the second (bad) example were: get one unusually lucky roll.

I suspect that the differences which cause you to think the "good" experience was good are not only the mechanics.

I think you're misapprehending his example. In BOTH examples I think the idea is that the character was mechanically beaten down to a hairs breadth of defeat, but that such a situation is much more tense and the mechanics bring it out much more in the RM example. He's also implying that 4e has that characteristic.

The difference between 4e and 1e for example would be the 4e fighter is forced to keep utilizing powers etc to dig into his HS reserves in order to keep going. He's blowing his daily and encounter powers in an all-out attempt to beat the monster before it beats him, burning his AP, etc. In 1e its just down to hit points, nothing else. There's no mechanical representation of any reserves beyond that, just a cleric and spellcasters possibly tossing him some protection or healing. Its a thinner representation, and if the 1e fighter survives and gets healed, he's as good as new, the 4e fighter will be remembering that fight in a very real way until his next long rest.

5e is a bit in the middle. There are some expendable resources, but it doesn't make the central ones accessible in combat, certainly not in a routine way. Fighters do get some additional 'chits' of their own of course, but the game eschews the sort of feel of being knocked back and then marshalling your reserves to beat your way back to victory that 4e mechanics were designed around.
 

Nifft

Penguin Herder
You've elided my discussion of 4e's mechanical implementation of "deep reserves", which is what the "lived experience" reference was about.
Ah, gotcha. Somehow I thought you were comparing Rolemaster to AD&D, rather than 4e to AD&D.

In Rolemaster, what is "lived" is an incredibly improbable victory: 1-in-400-ish for the double-open-ended roll, and then 1-in-5 for the 80-ish crit, or 1-in-2000 or so overall. This can't happen in AD&D combat, as there is not sufficient granularity of resolution, and there is no mechanic for instant kills outside of spell or poison use.
Well, 1-in-400 is nothing more than rolling a natural 20 twice in a row. There have been optional rules in D&D for special things happening on such occasions, but they aren't usually automatic fight-enders.

No PC build in AD&D that I'm aware of can kill a powerful warrior or balrog with a single blow. Maximum damage is in the neighbourhood of 18 for 3d6 on your lance or two-handed sword, +8 for magic and specialisation, +12 for storm giant strength, or 38. A powerful fighter or (say) 10th level will have 60 or more hit points (and doesn't take the 3d6, either). A Type VI demon will have 44 hit points on average, and a powerful balrog might be a bit higher than that.
Backstab x5 by a Half-Orc Assassin with an appropriate magical weapon -- a Staff of Striking, perhaps?

I think you're misapprehending his example. In BOTH examples I think the idea is that the character was mechanically beaten down to a hairs breadth of defeat, but that such a situation is much more tense and the mechanics bring it out much more in the RM example. He's also implying that 4e has that characteristic.

The difference between 4e and 1e for example would be the 4e fighter is forced to keep utilizing powers etc to dig into his HS reserves in order to keep going. He's blowing his daily and encounter powers in an all-out attempt to beat the monster before it beats him, burning his AP, etc. In 1e its just down to hit points, nothing else. There's no mechanical representation of any reserves beyond that, just a cleric and spellcasters possibly tossing him some protection or healing. Its a thinner representation, and if the 1e fighter survives and gets healed, he's as good as new, the 4e fighter will be remembering that fight in a very real way until his next long rest.

5e is a bit in the middle. There are some expendable resources, but it doesn't make the central ones accessible in combat, certainly not in a routine way. Fighters do get some additional 'chits' of their own of course, but the game eschews the sort of feel of being knocked back and then marshalling your reserves to beat your way back to victory that 4e mechanics were designed around.
The "deep" resource in 5e seems to be Hit Dice. Those come back slowly.

Some way to spend Hit Dice in combat could give the 4e "deep" experience.
 

I recently started listening to Happy Jacks RPG Podcast, and they endorsed that house rule for the duration of their 4E campaign. It's fun because you can follow the common arc of 4E players: Starting out with optimism, then growing frustrated with the slow combats, to implementing house rules, and eventually moving on to another game around the time they would hit Paragon level.

As far as house rules go, though, I understand that this was a common one.

I thought it was a poor response. They didn't sufficiently analyze their game play issues. If they had they could have concluded, as we quickly did, that you were not supposed to stand around hacking at squads of monsters all day. Instead you're supposed to be say fighting the monsters on a runaway wagon while trying to dump the cargo before it goes off a cliff. In that paradigm the way the monsters work is actually quite beneficial.
 

I'm not so interested in the details of the physics - obviously it's all nonsense - but in the question of how that sort of thing, using powerful magic for improvisational purposes, is handled in 5e.

Another example would be using a Cyclonic Vortex to suck in the energy radiating from a dead fire drake to turn a finely crafted horn into a Fire Horn; or using a possession spell to read a target's mind and thereby learn a password.

I think there are some system differences that matter - such as 5e's approach to DCs, and its approach to spells (and perhaps class abilities?) but I'm not sure exactly what difference they make and would be interested in thoughts/experiences.

The "mind-reading via possession" would be handled at my table my reading the spell text ("no, Magic Jar says that won't work") but the Fire Horn issue would be handled basically the way you handled things in 4E: by handwaving. Just as you said, "Yeah, your physics is nonsense but I like the idea so I'm going to let you improvise something out of your existing abilities," I'd let my players make their case for why they should be able to do it ("you've said all magic items are sentient by definition and that magic comes from its identity, so wouldn't the fact that I spent the whole battle blowing music on the horn make the horn think it's responsible for all the fire that happened, and become a Fire Horn?" [n.b. I don't actually know what a 4E Fire Horn is but I'm assuming it's something like a Bard's Tale Fire Horn: makes flames when you blow on it]), and then I would either just say, "Yes, that works!" or assign an probabilistic target (10% chance your horn buys your argument that it was really the mastermind behind all of this, and becomes magical) which might or might not be related to any of their in-game statistics ("Since I understand magical theory, does my Arcana increase the chance of my tricking the horn into becoming magical?" "But you said you weren't deliberately tricking the horn, you're arguing that it just happened during battle. No, it's just a flat percentage roll.").

That is, assuming that I bought their argument in the first place and wanted to make it happen. Honestly I don't think being around a simple dead Fire Drake is enough to convince me that any item ought to become magical.

In short, I think 5E would work the same way that your 4E anecdote worked: by DM fiat and handwaving and the Rule of Cool. Since D&D is a vehicle for playing out stories that you think are cool, by whatever definition of cool you have, your chances for success at your ad hoc plan are directly related to whether the DM and other players share your opinion about what's cool. If they all think your plan is cool and want it to work, a way will probably be found.
 

I'm A Banana

Potassium-Rich
Two things. First, in 4e, if you can pick the lock of Vecna's safe, then you are a MASTER at the task in question. There is nothing about 4e, or the fiction that it generates, that prevents characters from being MASTERS, or that precludes players from knowing this to be true of their PCs.

If you pick Vecna's lock as a level 5 character, at a hard DC (because the story took you there) then it is hard to feel like when you're picking tomb locks as a level 10 character at a hard DC (because that's where the story is then) that you've actually gained much mastery.

That's the show vs. tell distinction.

Second, your presentation of 4e's DCs is relatively controversial. For instance, nothing in the way the books are written suggests that a DC 20 lock might be both an adamantium dwarven lock and a rusty tin lock. A rusty tin lock sounds fairly easy even for 1st level PCs. And DC 20 is a moderate 10th level DC (in fact 10th level moderate is 21 on the DMG p 42 chart and 18 on the Rules Compendium p 126 chart).

But it's up to the DM to determine what those DC's mean in the fiction, they don't have any inherent qualities. So there's no reason presume that an adamantium dwarven lock or a rusty tin lock have ANY particular DC - they have the DC that seems relevant to the DM at the time, whatever offers the players that narrow band of success.

It's hard to feel that sense of accomplishment when there's no objective basis for determining what you've actually accomplished.

The Rules Compendium even explicitly talks about this: "Some DC's are fixed, while others scale with level. A fixed DC represents a task that gets easier as an adventurer gains levels...In contrast, a DC that sales with level represents a task that remains at least a little challenging throughout an adventurer's career."

5e just decided that its DC's are fixed by default (and they can do that because even an easy DC has some chance of failure for even high-level characters and even a difficult DC has some chance of success even for low-level characters).

But in fact there are guidelines, and I imagine that most 4e GMs do at least try to maintain a consistent fiction. And hence wouldn't set a "rusty tin lock" at DC 20.

Good DM's magically fix all problems, yes. You can't use the best case scenario as the basis for rules discussions, though. My argument was never that all 4e tables inevitably must always have this problem, merely that 4e's structure can create this problem.

This is what I am denying. Not the flexibility, but the irrelevance of the fiction.

The fiction is where 4e generates its payoff in play.

In the Neverwinter Campaign book, paragon-level threats are rewritten with Heroic tier stats, so that players can have the full Heroic-Paragon experience (fiction, not so much mechanics) in 10 levels of play. That is a different experience - an accelerated one - compared to default 4e. The flipside is that you don't use 10th level Neverwinter mindflayers and aboleths in a default 4e campaign.

Neverwinter mindflayers and aboleths are a signifier of what I'm talking about. If you save the world at level 7, when there's 23 levels left to go in the game, there's no mechanical accomplishment there, so it can make the fiction feel entirely empty of relevance.

This "mechanical relevance" thing is puzzling to me. Just looking at the DM PDF for 5e, a CR 17 dragon has about four times the hit points of a CR 2 awakened tree. That seems to correlate, more-or-less, to the four-times damage output of a 17th level compared to a 2nd level character. They also have a 6-point difference in AC, which seems to correlate, more-or-less, with the expected growth in to hit bonus over the course of those 15 levels.

Is it irrelevant to 5e play to fight a dragon as a 17th level PC rather than an awakened tree as a 2nd level PC because the mathematics is roughly the same in both cases?

Bounded accuracy means that you might go up against that dragon at level 11 or level 20 rather than level 17, if the story leads you there, and it will still be the same threat. It doesn't change into a lower-tier threat just because you're confronting it at level 5. That consistency is key for this feeling of achievement, because it means there's something to measure yourself against.

If you always fight precisely on-level monsters, I imagine it would indeed feel more like a treadmill than it currently does. Some tables have a high treadmill tolerance and appreciate a more regular experience. That's possible to achieve fairly easily. Bounded accuracy introduces a flexibility - you can fight divergent threats. At a table where the treadmill is a concern, the DM just doesn't worry too much about the level of his monsters, and the game works just fine. The option to get off the treadmill is there.

You can't even begin to identify the difference until you start to talk about the relationship between maths and fiction (eg different principles for setting DCs, or different ways of resolving PCs vs phalanxes), and then we are in a realm where there is no change in the fiction without mechanical relevance.

A +5 to hit a DC 20 and a +10 to hit a DC 25 can be a change in the fiction, but it's mechanically irrelevant.

In part because I don't even understand what "doing some action to move that bonus" means, in an RPG, other than engaging the fiction so as to improve your PC.

In an RPG, that's usually what it means. But as a general principle of game psychology, the fiction is irrelevant for the feeling. You can get the feeling without any fiction whatsoever.

A +5 to hit a DC 20 and then after flapping your arms and squaking like a chicken, getting a +10 to hit that SAME DC, feels like you've accomplished something, but you've done nothing narratively speaking.

A +5 to hit a DC 20 and then after a months-long story about slaying evil and triumphing and saving people and restoring order to the world, getting a +10 to hit a DC 25, feels like you've accomplished jack diddly.

In 5e, monster AC's are not a bad poster child for this. The AC of CR 1/2 svirfneblin is 15 - tough to hit! The AC of a CR 13 storm giant is 16. At first level, you were cursing that slippery little gnome. At 13th level, you are comfortably hitting that massive giant, and it's AC is nearly the same! The intervening months of story have done something.

Can you give examples, because I've got not idea what you mean here.

Well, since I've got it open - rules compendium, skill DC's: "the goal is to pick a DC that is an appropriate challenge for a particular scenario or encounter."

IE: "stay within these careful guidelines because the game kind of breaks if you don't."

or: "Don't do anything too weird, that would be inappropriate."

But in 4e you could easily achieve that result too, if you wanted to, by restatting balors.

That's exactly the problem - the goalposts keep moving, so it can be difficult to feel that mechanical achievement. The stats don't MEAN anything, they're just a pacing tool. That can cause issues with that feeling of achievement and accomplishment.

He means that the mechanics don't, on their own, determine the fiction. You can use 4e's system to play a Neverwinter game - go from zero to mindflayer killer in 10 levels - or a default game - go from zero to mindflayer killer in 20 levels, then take on Demogorgon by level 30 - or to play a Dark Sun game, where even at 30th level you are still confronting more-or-less mortal threats. To achieve this all you have to do is rewrite, or relabel, the monsters (which is what Dark Sun and Neverwinter do), and have the GM change the way s/he adjudicates and applies the fiction.

Yea, that's mechanical irrelevance, numbers without meaning in the game (just in the fiction, as the DM decides). That's the problem.
That doesn't mean the mechanics are irrelevant to play, though. They actually settle action resolution. A game of default 4e, or Neverwinter, or Dark Sun, or Gamma World can't get going until the players and/or GM start to engage the mechanics.

Oh there's action resolution, it just doesn't vary much from the narrow possibility window 4e paints for it over the course of 30 levels.
 

Unlike you I do not consider railroading a pejorative. I call it plotting. I make the plot so compelling the player has no reason to choose a different path. I make it seem as though the choice of paths is attractive and a natural choice. I'm not into this sandbox thing others claim they love. I want to take my players on an adventure. Not let them wander about some world killing a few orcs here, a few kobolds there, stopping a robbery over here. I want them to have a direction, an adventure, a quest, some great deeds to do. I'm not creating a fantasy version of the The Sims. I'm taking my players on a ride like their favorite movies or books. If it's a train, it's the Crazy Train. "All aboard. Hahaha."

That's a false dichotomy. Sandboxes can have crazy trains and plots and villains. They just don't force players to engage with any particular plot in any particular way. If you've ever played any gonzo wargames like Dominions 4 where the flying birdmen with wooly mammoth cavalry are at war with the bat-people of Xibalba while the cannibalistic fallen angels of Hinnom plot to backstab them both as soon as they've exhausted each other, you will immediately see potential for dropping PCs into a setting like that to add to the chaos, or shape it in a way that they choose. (Or they could fail and just get eaten by a Melqart from Hinnom.)

Sandbox != static and boring.
 

I think 5e aims for the same thing. I liked the HS/healing concept in 4e a little better, you weren't stuck with a cleric in every party, which seems kind of weird and genre-limiting. Still, in basic concept you're getting the same thing. I'll have to go back and see how 5e's advice on that sort of thing is written since I can't comment on that right now.

In 5E, unlike AD&D, you're not stuck with a cleric in every party. Prior to two weeks ago I believe no one at my table had ever cast a healing spell. Short rests, long rests, Vampiric Touch, disposable minions, and running away covered all the bases prior to that.
 

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