evilbob
Adventurer
Disclaimer: I love D&D, our group loves D&D, D&D is great. (Also I am American. Also this post is long and very system-meta.)
Issue: While we've always loved D&D, as long-time vets there are other games that we just love more. Not because they have better systems, but we just have more fun playing them. We've finally nailed down two issues, which I call D&D's "American" problem.
1. D&D defines your character through your job (primarily)
2. All actions in D&D result in 100% success or 0% failure (no moderation)
1. What do you start with in D&D? Well, technically stats - which is worse - but primarily your job (class). Your job tells you what you can do, and you can do nothing else. 5.0 expands this to your 2nd job (background), which is good, but what we like about some other systems is that you start with your personality, and ...well you never really define your job. You have abilities / powers, but those are means to an end: not the definition of what you do. Your personality defines your character traits, not your power palette or balanced party role.
2. In combat, you hit or you miss. If you are trying to convince someone or climb a wall, it's the same principle: a static DC - a number that defines whether or not you succeed or fail. Casting spells means they either 100% happen exactly like you thought - or you are out of [spell resource] and they do not happen at all. Everything is binary, which is secretly the least "realistic" thing about D&D. Other systems that we like use degrees of success: you can fail, fail badly, scrape by, succeed a little, succeed, succeed a lot, impressively succeed, or succeed beyond your wildest expectations (to name a few). (D&D has crit successes [and you can add crit fails] but those are only combat rules and still basically binary.)
Risking people misunderstanding my post, I'll try an example: I like a certain game. The system is clunky and messy and blah blah blah [insert reasons you hate it] (also if you tell me to just go play that game instead you can seriously rot in hell, troll), but when you make a character, you start with: nature and demeanor. What is a one-sentence stereotype that sums up how your character appears to other people? What is a one-sentence stereotype that sums up how your character really is on the inside? Then pick one of 13 personality groups: what is your general outlook on life, how do you express your [power], what do you think about the others who express their [power] and their outlooks on life? THEN you pick your powers, which still don't define your job, either: just things you can do. Possibilities. It's a tremendous role-playing aid, and it can completely change how you think about your character. (Less char-op, for example.)
By contrast, in D&D you start with stats - which narrows what you can even choose to do with a job - or race - ditto - or just your JOB. This defines you completely; it's explicit. You can do no more and no less and you can't do X until level Y. You are a CLERIC: here are your assumptions. It's precise, and at least in some ways, restrictive / limiting. (Even multiclassing only gives you different jobs.) It's beautifully simple and again, if you think I'm saying something bad I refer you to Disclaimer, above.
In that other game, you roll lots of dice, and you might have zero successes or 1 success or up to 5+. This determines how well you did on a task, not just whether or not you succeed or fail. (D&D damage dice try to do this in combat but it doesn't really work the same way; also it's just combat.) It creates a wide range of possibilities, including the "fail forward" idea but also different levels of success. You didn't convince the guard but he does start hitting on you. You climbed the wall but you dropped your knife and scraped your knee which is bleeding. One of my players described it as knowing that failure is interesting instead of disappointing.
In D&D, you can have a good chance to succeed or a poor chance, but the results are always the same. And since a poor chance means a 0% outcome most of the time, it discourages you - indirectly, slightly - against even trying at all. "Well a fighter in full plate will never succeed on stealthing so let's kick down the door." (Please ignore this example if you think you can prove me wrong by telling me what's wrong with this example.) This kind of thinking doesn't appear so limiting but once you aren't playing with that mindset it's interesting to see how much it really does limit your creative process. (And it's NOT about being able to do anything or doing things you're not "good" at; it's about the creative process of even approaching the idea of how to tackle a problem in front of you.)
So what's my point? First, if you disagree, I don't care. Sorry - time limited. (Feel free to post how I'm wrong and go on if you need to, but you can just save us all time if you'd like.) If you agree, let me know what you think and what else I'm missing and if you think this is interesting. Additionally, I think D&D is strong enough to handle a hack that could change these aspects. I'm already mostly done with 1. That's relatively easy, at least from a character gen perspective, although it's deeper than this because it's hard to get away from "it's your job so now do only X at level Y" that D&D is built on. Other systems hand you powers and then your powers get better, but D&D gives you insane-o powers constantly, and you just get additional, more powerful insane-o powers later. (Ever wonder WHY level 6 was such a sweet spot in 3.5? Ever wonder WHY Gandalf was a level 5 1e wizard? Because D&D scales exponentially.) Spells work almost exclusively this way, although I am really digging the "spend more to do more" upgrades. On the other hand, a ridiculously overly-broad power palette is a D&D staple. So it's hard to pair down what you might need (if you ditch too much can they even play the adventure) vs. what's just too complex. But there's potential here.
2 is harder to me so far; I see it as a crunch problem. "Fail by 5 or more" DC checks is something that could be in the right direction. But the pure core of d20 is the ...d20. How do you extract non-binary outcomes from a single roll? For a simple combat example: use static damage, then "miss" by up to 5 does 1/2 damage, "hit" by >=5 gives 1.5x damage, >=10 or natural 20 is double. ("Miss" by 10+ or natural 1 is a crit fail?) It's the framework of a 5 point scale (1=fail, 2=poor success, 3=standard success, 4=impressive success, 5=critical success, with a possible 0=critical failure) which could be applied to other DCs. Is 5 too much? Is there a better way? Thanks for constructive thoughts.
Issue: While we've always loved D&D, as long-time vets there are other games that we just love more. Not because they have better systems, but we just have more fun playing them. We've finally nailed down two issues, which I call D&D's "American" problem.
1. D&D defines your character through your job (primarily)
2. All actions in D&D result in 100% success or 0% failure (no moderation)
1. What do you start with in D&D? Well, technically stats - which is worse - but primarily your job (class). Your job tells you what you can do, and you can do nothing else. 5.0 expands this to your 2nd job (background), which is good, but what we like about some other systems is that you start with your personality, and ...well you never really define your job. You have abilities / powers, but those are means to an end: not the definition of what you do. Your personality defines your character traits, not your power palette or balanced party role.
2. In combat, you hit or you miss. If you are trying to convince someone or climb a wall, it's the same principle: a static DC - a number that defines whether or not you succeed or fail. Casting spells means they either 100% happen exactly like you thought - or you are out of [spell resource] and they do not happen at all. Everything is binary, which is secretly the least "realistic" thing about D&D. Other systems that we like use degrees of success: you can fail, fail badly, scrape by, succeed a little, succeed, succeed a lot, impressively succeed, or succeed beyond your wildest expectations (to name a few). (D&D has crit successes [and you can add crit fails] but those are only combat rules and still basically binary.)
Risking people misunderstanding my post, I'll try an example: I like a certain game. The system is clunky and messy and blah blah blah [insert reasons you hate it] (also if you tell me to just go play that game instead you can seriously rot in hell, troll), but when you make a character, you start with: nature and demeanor. What is a one-sentence stereotype that sums up how your character appears to other people? What is a one-sentence stereotype that sums up how your character really is on the inside? Then pick one of 13 personality groups: what is your general outlook on life, how do you express your [power], what do you think about the others who express their [power] and their outlooks on life? THEN you pick your powers, which still don't define your job, either: just things you can do. Possibilities. It's a tremendous role-playing aid, and it can completely change how you think about your character. (Less char-op, for example.)
By contrast, in D&D you start with stats - which narrows what you can even choose to do with a job - or race - ditto - or just your JOB. This defines you completely; it's explicit. You can do no more and no less and you can't do X until level Y. You are a CLERIC: here are your assumptions. It's precise, and at least in some ways, restrictive / limiting. (Even multiclassing only gives you different jobs.) It's beautifully simple and again, if you think I'm saying something bad I refer you to Disclaimer, above.
In that other game, you roll lots of dice, and you might have zero successes or 1 success or up to 5+. This determines how well you did on a task, not just whether or not you succeed or fail. (D&D damage dice try to do this in combat but it doesn't really work the same way; also it's just combat.) It creates a wide range of possibilities, including the "fail forward" idea but also different levels of success. You didn't convince the guard but he does start hitting on you. You climbed the wall but you dropped your knife and scraped your knee which is bleeding. One of my players described it as knowing that failure is interesting instead of disappointing.
In D&D, you can have a good chance to succeed or a poor chance, but the results are always the same. And since a poor chance means a 0% outcome most of the time, it discourages you - indirectly, slightly - against even trying at all. "Well a fighter in full plate will never succeed on stealthing so let's kick down the door." (Please ignore this example if you think you can prove me wrong by telling me what's wrong with this example.) This kind of thinking doesn't appear so limiting but once you aren't playing with that mindset it's interesting to see how much it really does limit your creative process. (And it's NOT about being able to do anything or doing things you're not "good" at; it's about the creative process of even approaching the idea of how to tackle a problem in front of you.)
So what's my point? First, if you disagree, I don't care. Sorry - time limited. (Feel free to post how I'm wrong and go on if you need to, but you can just save us all time if you'd like.) If you agree, let me know what you think and what else I'm missing and if you think this is interesting. Additionally, I think D&D is strong enough to handle a hack that could change these aspects. I'm already mostly done with 1. That's relatively easy, at least from a character gen perspective, although it's deeper than this because it's hard to get away from "it's your job so now do only X at level Y" that D&D is built on. Other systems hand you powers and then your powers get better, but D&D gives you insane-o powers constantly, and you just get additional, more powerful insane-o powers later. (Ever wonder WHY level 6 was such a sweet spot in 3.5? Ever wonder WHY Gandalf was a level 5 1e wizard? Because D&D scales exponentially.) Spells work almost exclusively this way, although I am really digging the "spend more to do more" upgrades. On the other hand, a ridiculously overly-broad power palette is a D&D staple. So it's hard to pair down what you might need (if you ditch too much can they even play the adventure) vs. what's just too complex. But there's potential here.
2 is harder to me so far; I see it as a crunch problem. "Fail by 5 or more" DC checks is something that could be in the right direction. But the pure core of d20 is the ...d20. How do you extract non-binary outcomes from a single roll? For a simple combat example: use static damage, then "miss" by up to 5 does 1/2 damage, "hit" by >=5 gives 1.5x damage, >=10 or natural 20 is double. ("Miss" by 10+ or natural 1 is a crit fail?) It's the framework of a 5 point scale (1=fail, 2=poor success, 3=standard success, 4=impressive success, 5=critical success, with a possible 0=critical failure) which could be applied to other DCs. Is 5 too much? Is there a better way? Thanks for constructive thoughts.