D&D 5E Why does 5E SUCK?

Celtavian

Dragon Lord
Two comments to this.

One:
I felt they fixed the magic system in 4e and dramatically prefer the A/E/D power system over the old 3e spell system. Why? Because I didn't like the fighter<->wizard power divide, I grew tired of looking up spells in game and losing time, and I didn't like having to hope I picked the right spells for the day or poring through multiple books to find the right spell for the next day.

I'm not mentioning this to have a debate over which magic system is better because the answer is incredibly simple - the one you personally enjoy the most. But I'll come back to this in a moment.

I am mentioning this because clearly 5e has reverted to most of the things I disliked in pre-4e magic systems. Yes, I realize it's not completely the same, but it is the return of spell lists and the power divide and looking up spells. I consider this a huge step backward but that's because I don't like the "old" magic system. However I don't feel "screwed by WotC" because of this. WotC is a business, and as such they exist to make money. If what they feel they must do to best make money does not sync with my preferences in gaming, then so be it. It's not personal, it's just business.

So yeah, releasing 5e is kind of like them telling me they didn't care that I liked 4e, except for the fact that WotC did not make their decisions with my specific tastes in mind. No company is going to cater my specific tastes and it does me no good to take their decisions personally...because they will never be personal.

This time WotC sifted data and learned that the caster-martial disparity was not as big an issue amongst the overall player base as previously thought. It was another example of a few loud voices causing them to make changes they didn't need to make. They lost caster players that were happy with the previous system because they didn't bother to check what kind of magic system caster players wanted. They just focused eliminating the caster-martial disparity due to the loud voices and ended up alienating a huge part of their customer base with a magic system that did not satisfy them. That is a completely different approach to 5E where they tried to make martials happy and actually took the time to find out what caster players wanted.

No. They did not release 5E and tell you they didn't care. In 5E they accepted that you were an outlier on their data, apologized that the game didn't please you, and released the game that would attract the largest portion of their player base, including the caster players they lost.

That was very different from 4E where they didn't do much play testing. Didn't do much data sifting. They released a game we hadn't seen much of like did 5E and told us, "Here it is."

Mearls was much more careful. He sifted data for a long time and continues to do so. He ensured that the game they produced was going to hit wide. Even now Mearls and his team are sifting data for additional ways to improve the game. No, they didn't shove a new system down anyone's throat. It was a very different feel this time around.

Two:
I think you believe the magic system in 4e was broken and that it was the "main problem" with 4e and that they "fixed it" in 5e. This is of course personal preference and not empirical data. Perhaps its fair to guess that many people didn't like that about 4e, but it wasn't broken - it worked just fine for me when I ran a game with it for 5ish years.

I'm stating this because what you wrote very much reads like "4e was broken and I'm glad they fixed what was broken about it when they made 5e" when it should really read more like "the stuff in 4e that was a deal breaker for me was removed/changed in 5e, which is awesome because it means 5e doesn't have that thing I don't like in it."

Or in other words, as I stated earlier, neither system is better, its just about which one you like more and that's all there is to it.

It was broken enough that I would bet money it was number two reason the D&D player base was splintered with the number one reason being the OGL. As I've stated many times, I would not release another OGL if I were WotC. It opens to many doors. I would instead create a friendly licensing agreement with particular companies to focus on aspects of the game like adventure design that a smaller company can do well and that encourages the sale of your core rules.

I'd love to see how many players fled D&D solely because of the magic system. If that number is high, that is a system that failed to attract a huge part of their customer base. I get it. There is a loud minority that wanted to see casters taken down. Even I admit they needed to be taken down some from their insane 3E heights, but not as low as 4E took them. Magic is powerful. It's users should exceed the power of mundane weapon use or martial maneuvering, even if you have two demigods: one a martial, one a caster, the caster demigod should have more breadth of power even if not greater killing power. That is a major part of the fantasy genre.

The nice thing about 5E is you can make casters of varying power and versatility in all areas. Or martials of varying power along the caster-martial curve. It's very versatile, even more so than 3E.
 

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Celtavian

Dragon Lord
And just to have fun and quote myself... This may point out a place where 5e is incoherent. It not only says basically "DCs are based on objective physical reality", but THEN it says "and we don't want to make firm rules for that objective reality!" Its kinda weird. If your game is going to use objective DCs, it should go out of its way to explicate how to set them objectively. The most logical approach would be a very large and comprehensive list of DCs and factors which should modify them.

Where does 5E say DCs are based on objective reality?
 

He can still polymorph, fly, go invisible, etc etc etc. He can still do even more high level things than that, AND he can cast his lower level spells with slots right up to a 9th level slot, making them all relevant to play right up to 20th level. Maybe there are some extreme exploits he can't pull off, but my 14th level AD&D wizard never jumped through any of the hoops you list, some of which are highly suspect (IE polymorphing a mouse into a dragon is expressly forbidden).

Not in 2nd edition, it's not. Polymorphing a 1 HD Orc into a White Dragon is the canonical example of Polymorph Other usage. It's right there in the spell text, and because the target creature has more HD than the original creature the odds are good that the orc (or mouse) will lose its mind and become a white dragon (gold dragon) in truth, immediately. The only thing you have to worry about is a system shock roll.

The 5E wizard can fly for very short periods of time. Compare 10 minutes in 5E to 10 minutes per level plus 1d6 * 10 minutes in 5E. He can Polymorph himself into an animal, losing his Intelligence in the process, for one hour at a time whereas the 2nd edition wizard could Polymorph himself for 20 minutes per level into any creature in the right size range (hippo to wren) that isn't incorporeal, and he could shift freely between those forms at will. In 5E that takes a 9th level spell and doesn't even last as long.

Just about the only wizard spell in 5E that's better than it was in 2nd edition is Clone.

RE: "AND he can cast his lower level spells with slots right up to a 9th level slot," that's not really an advantage because you almost never want to do this because it's a terrible waste of a 9th level spell. About the only spells that benefit sufficiently from the scaling are the non-combat, strategic spells like Bestow Curse (becomes permanent) and Planar Binding (lasts for a year). I played with a guy who loved to blow his 9th level 5E spell slot on Chromatic Orb, in the first combat of every day. The memory still makes me wince. In any case, the 2nd edition wizard would have far more spells available to him including IIRC 2 9th level spells, 3 8th level spells, and 3 7th level spells compared to 5E's 1/1/2. Flexibility is nice but it's hard to make up for that raw power deficit, especially when 4th and 5th level spells in 2nd edition are as good as 5E's 9th level spells, and 5E RAW has no true equivalent at all for 2nd edition's best 9th level spells. Chain Contingency? Nope, doesn't exist in 5E. Shapechange? Nerfed, more comparable to Polymorph Self. Time Stop? Don't make me laugh. Prismatic Sphere? Extremely short duration, about half to one third as effective as the 2nd edition version (bear in mind that 1 HP in second edition ~= 3 HP in 5E, so it does about 2/3 as much damage, 175 vs. an effective 270, and has only 2 save-or-die effects instead of four).

The claim that 5E wizards are not just more versatile but actually stronger than 2nd edition wizards is laughable.
 

Celtavian

Dragon Lord
Yeah, and to me it is a complete backsliding. I had absolutely no problems with the 4e wizard. I have no idea why people call it 'neutered'. The classic D&D wizard was an example of vastly too broad class design. It stepped all over every other character at each and every turn, and the little bit that was done to tone down its ridiculously over broad capabilities was like a bandaide applied to a sucking chest wound, and even the bandaide fell off in 3e.

Did it ever occur to anyone that a huge part of the D&D player base that enjoyed playing casters like magic being this way? A larger percentage than WotC anticipated? A larger percentage than cared about the caster-martial disparity? WotC fell into the classic trap of the silent, satisfied customer that likes how things are versus the vocal customer that finds cause to complain. The caster-martial disparity complaints and WotC's design response to those complaints in 4E was a classic example of this phenomenon. They had a bunch of folks unhappy about wizards and other casting classes overshadowing martials. They had a large silent group of caster players happy with magic as it was. They decided to attempt to appease the people complaining about casters and boom the silent customers suddenly became the ones complaining. That other half of their customer base that sat silent in the caster discussions suddenly went, "What the hell did you do? This is absolutely intolerable." With another game that kept casting as they liked available they migrated in herds to the new game probably shocking the crap out of WotC after hearing about the caster-martial disparity for so long. It wasn't until the mistake was made they realized they just pissed off the caster portion of their player base.

I still wonder to this day if anyone at WotC that was part of the 4E design team said, "If we do this to the magic system, won't we alienate the caster player base?"

Now comes the 5e wizard, which in many respects even adds to the problems! Instead of being forced to at least pre-declare which of the vast array of wondrous class features you were going to pick from today you now get to spam the most appropriate one or two again and again, and even amp them up to better handle higher level situations if you want. Beyond that you can cast many key utility spells over and over as rituals without even needing to select them! I grant you, SOME of the spells are more limited in certain ways, but overall a 5e wizard IMHO is mostly a pretty nice power boost from a 2e wizard, which was already kinda game-breaking.

Not really. I played a lot of 2E wizards and wizard multiclass characters allowed to gain a lot of xp due to the gold xp system of that edition. 2E wizards were quite powerful, more powerful than 5E wizards. Not quite as powerful as 3E wizards due to no metamagic or DC boosting powers. 2E wizards had a lot of save or die effects. A few no save effects. A lot of powerful offensive and defensive abilities and the were fighting creatures with far fewer hit points. About the only thing they had real problems with were magic resistant creatures. A creature with a high MR like a Mind Flayer was a huge pain for them. You had to get creative defeating them.

The 5E wizard is somewhere between the 2E wizard and the 4E wizard. Less powerful than 2E due to spell design, legendary resistance, and concentration, but more powerful than 4E by quite a wide margin because of spell versatility. The 2E and 5E wizard are not comparable at similar level.

I mean really, the 4e wizard had unlimited rituals (albeit they weren't all free to cast, but they covered a HUGE range of capabilities) and a pretty nice selection of powers, many of which were pretty handy outside combat situations (and a slew of which were utility powers that were often the equal of any 5e wizard's utilities).

I did like 4E's ritual system. I'm glad they kept a little bit of it for 5E. Ritual magic was both conceptually and mechanically interesting. I liked that 4E addition, though I had seen it in other game systems. It was nice to finally see it in D&D.

I will agree on one point. The original Vancian AD&D wizard's powers are more straightforwardly tied to fiction and each edition of the game up until 4e went out of its way to establish the nature of that fiction (it varied a bit across editions). 4e's wizard, while it does have a bunch of fluff, doesn't get its mechanics mapped in such an explicit way to a specific fictional interpretation. In 1e you have a book, a memorization procedure, and casting spells causes them to be forgotten. In 4e only a few spells can only be cast once, the book's mechanics don't exactly match up with 'a library of spells', and there's no attempt to explain in concrete terms how the process of memorizing and casting works narratively. If you interpreted it roughly like 1e does, at least for daily powers, you COULD find that the mechanics didn't quite support you, if you say decided to retrain one of those powers. Encounter spells didn't fit well at all with the central idea of Vancian magic, though at-wills could be passed off pretty easily (as were cantrips in 5e).

My group would have probably played 4E if they had not done what they did to the casting system. I actually found a lot of what they did with martials interesting. I liked martials having other interesting options that tried to replicate fictional powers of martials. But what they did to casting was something I did not feel like playing. My entire enjoyment of casting classes was spell versatility used to devise interesting strategies for victory. I loved this aspect of D&D. 4E completely robbed me of an aspect of the game I had enjoyed for a few decades. I tried to enjoy the new wizards and casters, but it was so limited in scope I couldn't enjoy it. I felt nothing like this amazing mystical master when playing a 4E wizard.

Regardless of whether caster players speak up or not, they're looking for a particular experience. That experience isn't necessarily power in terms of raw power to kill something. They're looking for the power to manipulate, to strategize, to overcome puzzles with magic in the same way a scientist uses science to overcome something. This aspect of spell versatility is extremely important to caster players. Any magic system that doesn't allow a caster player to spend extensive time thinking up an interesting spell strategy is going to fail to satisfy an extremely large number of caster players. In all my years of playing D&D, caster players are the guys that spend the most time reading the book poring over spell lists dreaming up spell strategies to unleash. Spell text is extremely important to them. Spell strategy is their fun. Any edition of D&D that takes that way from caster players will never be popular amongst the large number of caster players in the game.
 
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Celtavian

Dragon Lord
Not in 2nd edition, it's not. Polymorphing a 1 HD Orc into a White Dragon is the canonical example of Polymorph Other usage. It's right there in the spell text, and because the target creature has more HD than the original creature the odds are good that the orc (or mouse) will lose its mind and become a white dragon (gold dragon) in truth, immediately. The only thing you have to worry about is a system shock roll.

The 5E wizard can fly for very short periods of time. Compare 10 minutes in 5E to 10 minutes per level plus 1d6 * 10 minutes in 5E. He can Polymorph himself into an animal, losing his Intelligence in the process, for one hour at a time whereas the 2nd edition wizard could Polymorph himself for 20 minutes per level into any creature in the right size range (hippo to wren) that isn't incorporeal, and he could shift freely between those forms at will. In 5E that takes a 9th level spell and doesn't even last as long.

Just about the only wizard spell in 5E that's better than it was in 2nd edition is Clone.

RE: "AND he can cast his lower level spells with slots right up to a 9th level slot," that's not really an advantage because you almost never want to do this because it's a terrible waste of a 9th level spell. About the only spells that benefit sufficiently from the scaling are the non-combat, strategic spells like Bestow Curse (becomes permanent) and Planar Binding (lasts for a year). I played with a guy who loved to blow his 9th level 5E spell slot on Chromatic Orb, in the first combat of every day. The memory still makes me wince. In any case, the 2nd edition wizard would have far more spells available to him including IIRC 2 9th level spells, 3 8th level spells, and 3 7th level spells compared to 5E's 1/1/2. Flexibility is nice but it's hard to make up for that raw power deficit, especially when 4th and 5th level spells in 2nd edition are as good as 5E's 9th level spells, and 5E RAW has no true equivalent at all for 2nd edition's best 9th level spells. Chain Contingency? Nope, doesn't exist in 5E. Shapechange? Nerfed, more comparable to Polymorph Self. Time Stop? Don't make me laugh. Prismatic Sphere? Extremely short duration, about half to one third as effective as the 2nd edition version (bear in mind that 1 HP in second edition ~= 3 HP in 5E, so it does about 2/3 as much damage, 175 vs. an effective 270, and has only 2 save-or-die effects instead of four).

The claim that 5E wizards are not just more versatile but actually stronger than 2nd edition wizards is laughable.

Yep. 2E wizards could hammer. I played a ton of them. My favorite character of all time is my screen name. He was a fighter/cleric/wizard. I reached level 14 in all three classes. His ability to alter the world was amazing. I played him as the guy that didn't do much until it needed to be done. Then he would completely shift the tide of battle with a few well placed spells. I love that feel as a wizard. You quietly wander about with the martials letting them do their thing hammering stuff, covered in blood, and looking for more until they run into something they can't handle alone. The quiet wizard steps up changes the outcome with intelligent use of magic as a force multiplier. Really gives you that feel of being Gandalf or Alanon or The Dragon Reborn or the numerous other wizards that backed up martials on their quest pulling out their magic when it was needed to turn the tide in the hero's favor.
 
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pemerton

Legend
I think objective DCs have to be spelled out. That is a system really needs to list them out because the only way to determine them is by analysis of game world
That seems right to me.

Knowing how fond you are of the RM skill list and tables, I can only imagine how much you would love Burning Wheel's page after page of skill descriptions with DCs (how hard is it to make a candle, or etch a design onto a sword blade, or . . .)!

This may point out a place where 5e is incoherent. It not only says basically "DCs are based on objective physical reality", but THEN it says "and we don't want to make firm rules for that objective reality!" Its kinda weird. If your game is going to use objective DCs, it should go out of its way to explicate how to set them objectively. The most logical approach would be a very large and comprehensive list of DCs and factors which should modify them.
I think this is a point where 5e is trying to straddle approaches and avoid prescription.

Hence some posters in this thread (eg [MENTION=6784868]Erechel[/MENTION]) can insist that 5e uses objective DCs, while others (eg [MENTION=5834]Celtavian[/MENTION]) can argue that it uses subjective DCs pretty similarly to 4e (but without the handy guidelines for level-appropriateness).

I don't think it even HAS to be boring, its just up to the DM to elaborate the fiction if he wants to have a plethora of Cave Slimes. They could be the spoor of some sort of Far Realm entities that the PCs are after, with each one being the sign of a different aberration.
True.

I guess the theory is that a purely 'emergent story' is in some sense better than one which is an explicit above-board consideration. The usual response is "but you just plan these things covertly instead, which leads to various forms of DM force being applied to get there." etc.
On the aesthetics of "emergent" vs "authored" story, I incline towards Ron Edwards's view:

How do Ouija boards work? People sit around a board with letters and numbers on it, all touching a legged planchette that can slide around on the board. They pretend that spectral forces are moving the planchette around to spell messages. What's happening is that, at any given moment, someone is guiding the planchette, and the point is to make sure that the planchette always appears to everyone else to be moving under its own power.

Taking this idea to role-playing . . . [t]he primary issue is to maintain the facade that "No one guides the planchette!" The participants must be devoted to the notion that stories don't need authors; they emerge from some ineffable confluence of Exploration per se. It's kind of a weird Illusionism perpetrated on one another, with everyone putting enormous value on maintaining the Black Curtain between them and everyone else. . . .

My call is, you get what you play for. Can you address Premise this way? Sure, on the monkeys-might-fly-out-my-butt principle. But the key to un-premeditated artistry of this sort (cutup fiction, splatter painting, cinema verite) is to know what to throw out, and role-playing does not include that option, at least not very easily.​

Once GM force is introduced to "move the planchette" (as you describe) then we're out of ouija board roleplaying in the strict sense and just back to good old-fashioned illusionism.

If you think about even the simplest form of fantasy story - say, finally defeating a recurring villain - that won't occur in an RPG unless (i) the GM decides to set up situations in which the same villain recurs, and (ii) the players play their PCs in a way that orients themselves towards caring about this recurring villain.

When I look at a lot of fairly typical railroading modules, they are especially weak in respect of (ii): the recurring villain (or the princess who needs rescuing, or whatever) is just a McGuffin, a plot device to motivate the encounters which are the real crux of play (and carry no real story weight).

To avoid GM force in respect of (i) and failures in respect of (ii), you need some sort of device for the GM to exercise control over scene-framing in an overt way, and some sort of device for giving players a degree of control over the content of those scenes, so their emotional/thematic concerns can be dealt in. (Upthread, [MENTION=6696971]Manbearcat[/MENTION] was talking about Sorcery-style "kickers" as a way of doing this.)

You can see a fairly simple illustration of how 4e tackles this just within the context of a combat encounter - assuming that (ii) hasn't been completely mishandled in setting up the encounter in the first place, the system (a) lets the villain "recur" by preventing insta-kills and pushing the combat to unfold through a series of interactions between monster/NPC and PCs, and (b) sets up a dynamic of the monsters/NPCs starting more strongly which helps to answer (ii) simply by giving the players a basic reason to care about defeating the villain.

One thing that I find weird is to hear the 4e approach to combat (including power-rationing, the need to unlock surges, etc) decried as "artificial" or "gamist" (sic), from people who are perfectly happy with hit points, as if the latter aren't an artifice!

If you prefer your artifice to be one that makes repeated combats possible (the basic function of hit points, as a non-death spiral ablative barrier against PCs being killed) rather than an artifice intended to produce story dynamics, there's no faulting that - but supposing that one is artificial while the other natural has always struck me as bizarre.

(The weirdness gets even weirder when someone follows up with a criticism to the effect that clever plans can't work in 4e because there's no bypassing the hit point system, without regard to the fact that (i) a SC might do just that, or (ii) in traditional D&D non-magical efforts generally can't bypass the hit point system either - non-hp condition infliction is almost entirely the province of magic-users except in 4e.)
 
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Bluenose

Adventurer
Did it ever occur to anyone that a huge part of the D&D player base that enjoyed playing casters like magic being this way? A larger percentage than WotC anticipated? A larger percentage than cared about the caster-martial disparity? WotC fell into the classic trap of the silent, satisfied customer that likes how things are versus the vocal customer that finds cause to complain. The caster-martial disparity complaints and WotC's design response to those complaints in 4E was a classic example of this phenomenon. They had a bunch of folks unhappy about wizards and other casting classes overshadowing martials. They had a large silent group of caster players happy with magic as it was. They decided to attempt to appease the people complaining about casters and boom the silent customers suddenly became the ones complaining. That other half of their customer base that sat silent in the caster discussions suddenly went, "What the hell did you do? This is absolutely intolerable." With another game that kept casting as they liked available they migrated in herds to the new game probably shocking the crap out of WotC after hearing about the caster-martial disparity for so long. It wasn't until the mistake was made they realized they just pissed off the caster portion of their player base.

I still wonder to this day if anyone at WotC that was part of the 4E design team said, "If we do this to the magic system, won't we alienate the caster player base?"

That people believed it when Forgotten Realms and 2nd edition and 3rd edition told them casters were supposed to be at the top of the pile didn't like it when 4e came along and flattened the pile out so everyone was more equal is perfectly plausible. Still, what were people complaining about then?

"Casters are weaker"" Yes, relative to 3e certainly. If the only acceptable standard for magic is that of 3e which was the apex of magic power - nerfing saving throws being merely one of the stand-out features - then all the previous editions were also "absolutely intolerable". Even 5e isn't that far along, though it's far more caster friendly than non-3e editions.

"There's no simple class for the person who just wants to turn up and roll dice!" No, there isn't. Guess what. Because of the nature of saving throws in 3e (and now 5e), the person who just wants to turn up and play a simple class - the Fighter - gets to turn up, roll a dice, fail a saving throw, and not roll any more till the spell wears off. Well, that seems to meet the requirements of the caster players well enough. Their 'friend' doesn't seem to be getting what they want.

"Martials have Powers!" And another of the major complaints. Martial characters now have an ability which used to be solely associated with magic, their player can say to the GM that this is what the <Thing> does. Outrageous, when they're supposed to have to negotiate a solution that a sensible GM will restrict to what seems reasonable to someone who probably isn't an expert in martial arts. Worse, some of those non-magical abilities were as good as magical powers. Outrage. Magic is supposed to be special, and special things are magical, and special things are better than non-special things, and if a non-magical effect is as good as a magical effect that means the magical effect isn't special after all - if it was, it would certainly be better than the non-magical/non-special thing. "I've got mine, and if you get yours then that'll ruin my fun by not letting me feel superior enough."

So, yes. Caster entitlement isn't an inherent part of D&D, or wasn't when it started out. And since that's the way the game has decided to go, good luck to WotC. But they'll never satisfy the entitlement complex of the caster players as well as 3e and PF do.
 

pemerton

Legend
I get the distinction a bit better now, but not sure I get how it applies to 4e.

<snip>

4e doesn’t really have this kind of meta currency though. The 4e suggestion that “at level encounters will produce good drama” is in service of narrative/pacing, but I fail to see how it’s different than an older D&D game (or 5e) where higher level PCs are going to be given rumors and hooks for higher level dungeons.

<snip>

4e just gives you more tools to calibrate the threats.
[MENTION=6696971]Manbearcat[/MENTION] has said a bit about this not far upthread,in the skill challenge context. What I would add is that even "calibrating the threats" is seen by some as departing too far from ingame "objectivity" (see eg [MENTION=10021]kamikaze[/MENTION]Midget's remarks a way upthread about confronting a dragon in a low-level adventure).

In the context of a combat, the 4e GM doesn't have Doom Pool-style currency to spend, but can just introduce more opponents! Of course GMs in other versions of D&D can do this too, but 4e supports it robustly in a way that other versions of D&D perhaps don't: first, its calibration techniques allow the GM to do this with a lot more precision than in other versions; second, 4e players have a depth of resources to draw on (surges, daily powers, etc) that allow them to respond to this sort of spontaneous amping up in a way that is different from other versions of D&D.

Could you say more about “setting a high DC and justifying it by reference to fate or luck, or a spontaneous "wild magic zone"”? How would this work in 4e? Not that it couldn’t handle this, but not sure I see this as a normal way to link the fiction and DCs in 4e (at least, I’ve never seen it in play).
Because 4e is much more "relaxed" about how magic works, and about world metaphysics in general (eg there is no Anti-Magic spell, hence no notion of EX/SU/SP, etc), the GM can easily set a level appropriate DC and narrate in some sort of magical effect or burden to explain, in the fiction, where that hardness comes from - whereas in a game which anchors fiction and mechanics more tightly, the GM would be more likely to feel an obligation to explain the higher DC by reference to codified effects like a curse, a trap etc.

As for fate/luck, this is where some of 4e's "looseness of fit" comes into play. To give a concrete and (I hope) clear example, think about the heroslayer hydra, which gets a damage bonus vs an opponent that has marked it. In the fiction, this means that the heroslayer hydra will tend to overwhelm the hero who marks it (ie tries to solo it) compared to the harm it will do to a member of a group. But I don't think we therefore infer that, in the fiction, the hydra has some sort of magical power to slay heroes. It's a type of metagame device which helps make it true, in the fiction, that this hydra is fated to slay heroes.

Another example is the paladin's at-will power Valiant Strike, which grants a bonus to hit for every adjacent enemy. I think this is best seen as a metagame effect that rewards the player of that PC for making his/her PC be valiant - ie charge into the thick of things. It provides mechanical reinforcement for a type of fate/destiny/archetypical persona for that character.

On the non-character based DC setting side of things, a GM could set a cliff's climb DC very high not because of its slickness or lack of handholds but because the cliffs are fated never to be climbed. Or to be climbed only by a demigod. Etc. This is the same sort of thing, using DC-setting to convey ideas of fate or luck or destiny or archetype rather than more-or-less mundane facts about the gameworld.

A game based on "objective" DCs can still incorporate this sort of thing, I guess - there could be a known ingame state of "Fated not to be bested by mortals" which causes a +10 DC boost or something similar - but I think this tends to push against the whole thrust of an objective DC approach, which is DCs transparently anchored in more-or-less transparent ingame realities.

I hope that makes some sense.

I fail to see how this is “subjective”. The DCs are always linked to the fiction, and once the DCs are defined in play they don’t change.

<snip>

I’m only familiar with the 4e examples, but isn’t this just the case of resetting the DCs to a new ‘reality’. So it’s certainly ‘subjective’ to the reality you are playing in but once you decide on the reality it basically reverts back to ‘objective’ (within that reality).
I agree with the second paragraph - though it's still a difference from a truly "embedded" objective system where that sort of resetting just doesn't work (eg the meaning of a certain mechanical element might just be the typical strength of a human or the amount of hurt a typical person suffers from being struck by a sword).

I mostly agree with the first example, except that if some of the link between DCs and fiction is the ineffable luck/fate/destiny/meta- element, then when that becomes irrelevant DCs can change (eg once the Cliffs of Insanity have been climbed for the first time, we might just handwave from then on - the meta-/story element that underpinned their high DC first time round has been discharged). I think 4e, and similar "subjective" systems, are much more flexible in this respect then the typical "objective" system.

I'm really struggling to see the difference between 4e and 5e/3e, other than 4e lays bare the math.
I agree that 4e lays bare the maths. What I've tried to explain in this post how that laying bare, plus some other elements of the game (the associated looseness of fit, the largely independent system for depth of player/PC resources), allow a quite different approach to scene framing and narration of the fiction around action resolution from a more gritty, "objective" game.
 

pemerton

Legend
[MENTION=82106]AbdulAlhazred[/MENTION] and [MENTION=29013]bert1000[/MENTION]: here is a link to a four-year old thread where issues around fiction and mechanics were discussed.

You'll see that I explain my GMing reasoning in some detail, including how DCs were set and action resolution declarations accepted and adjudicated by me, and some very sceptical responses.

The fact that the DCs and fiction correlated was not relevant to many posters - what concerned them was that I worked out (for example) how hard it is for a sorcerer to intimidate a bear by wreathing himself in lighting by looking up the DC-by-level chart, rather than inferring from the "objective" ingame truths about bears (whatever exactly those are supposed to be). Look, for instance, at posts 2, 21 (and my reply at 25), 26+31 (and my reply at 33), 27, 47 (and my reply at 67) and 48. Also look at my posts 72 and 80.

Some people certainly think that there is a big difference between "subjective" and "objective" DCs (and associated approaches to adjudication), even though both involve DCs correlated to fiction.
 
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