Mistwell
Crusty Old Meatwad
Dude. DUDE.
Dude. DUDE.
The choice to employ natural language in wasn’t a particular aesthetic the developers were aiming for, but rather a response to player feedback, both the general critique of 4e’s over-reliance on keywords, and in the playtest surveys. I do agree that it was a poor choice, but I see the problem being more about designing by popular vote instead of by clear and consistent design principles and goals, than about aesthetics. Also, the fact that WotC is really bad at writing natural language. 5e is actually written quite technically, it just tries to appear natural by using natural-sounding words in technical ways.I guess one could argue that in pursuing a natural language aesthetic without sacrificing technical precision they ended up with the worst parts of both approaches.
I don’t see prestige classes as aesthetically preferable over Paragon Paths at all. Paragon Paths follow a clean, consistent design structure, which is far more aesthetically pleasing than the mess that is Paragon Paths. Likewise, I don’t think the 3e skill rank system is the least bit aesthetically pleasing. It’s a giant pile of fiddly math. It looks ugly and it plays poorly. In contrast, 5e’s system where there’s a unified proficiency bonus that increases with level and applies to all proficient checks is highly aesthetically pleasing.
I struggle to grok your argument because I’m not seeing the consistent thread between the design elements you say are driven by “meta-aesthetics.” It also doesn’t really help that aesthetics are highly subjective. Designs that you find aesthetically pleasing may be aesthetically displeasing to others.
3.x skill points, with different rules for first level, different rules for class skills and cross-class skills, and fiddly synergy bonuses, are very much not what I would consider aesthetically pleasing.
Geez... how many DECADES of material do these people NEED?! Just play with what you go for pete sake... get over it...(There's a reason that when PF2e was announced, another company announced they were going to carry on the PF1e torch just as Paizo had done for 3.5e before them. Look up Porphyra sometime.)
JEEZUS... people played that?!I would refer you, for example, to the excellent AD&D 1e Combat Flowchart. Which is, frankly, insane. Rules are pulled from all over the place in the PHB and DMG and even elsewhere.
I think that the meta-aesthetic concerns (which I'd render as 'narrativist', 'simulationist' and 'gamist') are somehow 'too important' when making rule... except I'm not sure why you would create rules if you're not trying to fulfill one of those three aesthetics? Or, fulfilling one of the 8 aesthetics of fun, which are a different type of meta-aesthetic that apply to games in general (while the other three apply to RPG more specifically).WTF is OP talking about?
Trying to engage with every discussion as if you're arguing the merits of a scientific paper isn't actually helpful, and it doesn't make you right, it just makes you good at doing a very very specific type of discussion that isn't especially relevant to the one at hand.If we aren't going to discuss the particulars of you example... your assertion becomes non-falsifiable.
...was a design goal of 5e if I'm not mistaken. "Rulings, not rules." @EzekielRaiden's point might be that aesthetic rules, ruling-friendly rules, didn't help 5e at all, thus the design team overvalued that goal, but the degree to which that happened is so subjective that I don't see it as worth debating. I also don't know that there's a general clamor over how great aesthetic rules are, so I won't say that other games are guilty of overvaluing either.Let the DM have the ability to examine the situation and make a judgement call.
Wait, what? I'm pretty sure skill checks are still in 5e... did you mean removed the "term" skill check?5e removed the concept of 'skill check' but does a TERRIBLE job of explaining that it did and how the use of them SHOULD be handled.
Also, the actual M:tG rules are extremely complex and fiddly. I would never run a tournament for that reason.
That was not the reason for the use of natural language.
The use of natural language was an aesthetic choice, but not that aesthetic choice. If that had been the intent, then they would have taken a more legalistic approach or instruction manual style, with an extensive glossary and high end index with lots of cross referencing and defined terms. Which clearly was not the choices they made.
They made these choices with natural language to intentionally evoke the 1e "magic" where opening a core book feels like you're opening an arcane tomb of knowledge. It was to intersperse story elements into the rules elements, and a bit of meandering to the reading path that the rules take. This was to begin the common experience shared by D&D players of themselves encountering an adventure in the rules themselves. To make it feel like you're not reading a legal document or an instruction manual. Some of the rules are made intentionally vague, to make each table more unique, and put more judgement calls back in the hands of the DM.
Now, these are as you say aesthetic choices. Which means they're not objective, but subjective in nature. So if they rub you the wrong way, I can understand that.
But for me, these were great choices. They returned my interest in the rules, and did bring back some of that "magic" I felt with 1e AD&D.
You are still talking about a class of items, without naming any particular concrete examples. Can you quote at least one 5e rule that you feel is given in natural language, that cannot be understood the way it is written?
All rules are created with a certain look and feel in mind, as well as well as with ease of use, balance, etc. Different designers will prioritize things differently; for instance, 4e placed a high priority in cross-class balance, particularly as it relates to damage output and tactical battlefield manipulation. It also had a particular design aesthetic that was influenced by its intended VTT compatibility, which accounts for the “videogamey” feel many felt it had.I think you folks may be relying too much on your normal every day usage of "aesthetic" rather than reading the OP's specific explanation of how they're using the term in this thread.
3e's skill points system was designed with what the OP calls "meta-aesthetics" in mind, just like 4e's Power Sources were. They're there so that when you read the rules in the rulebook it has a certain look and feel, rather than with ease of use, balance, etc, in mind.
It doesn’t help that some people consider the conditions under which some of these abilities (particularly Mask of the Wild) allow you to hide seem to some like reasonable conditions under which to hide in the first place.Stealth and hiding rules. Those rules are basically, "You can hide when it's reasonable that you are able to hide." And then there's Halfling's Naturally Stealthy and Wood Elves' Mask of the Wild(?) ability that say, "You can hide in these conditions." So now it's not clear if you should be able to hide when the DM says it's not reasonable because there are abilities that appear to explicitly let you hide when it's otherwise not reasonable for anyone else. And what happens when you keep hiding in the same spot? Is that still unreasonable? Based on the number of people who complain about it or ask Sage Advice about it, it feels really cheesy for Halfling Rogues to be able to do this to a lot of tables.
Like I don't think it was even explicitly clear that this really was an intentional design until the Class Variants UA (and presumably forthcoming in Tasha's) included the Aim action for Rogues.
Second, I think it's founded in the idea that it's impossible to create a set of rules that completely explain every conceivable interaction in an RPG. I think 3e, 3.5e, and 4e all tried it and they all failed either as comprehensive rules sets or as playable games because you're essentially forced to write a physics engine in RPG rules. It's just not reasonable.
So one of your problems is that you are solving for the wrong thing.Well, as noted, "natural language" is a thing where I think these meta-aesthetics have got it wrong.
Natural language was favored by 5e's designers because, they claimed, it would make things so much better. There would be no need to learn any special words, no need to check references, because everything would just mean what it says! You could look at it and just know, because you already know how to read English (or whatever language the text was translated into).
Except...it didn't. This decision, driven by the meta-aesthetic desire to have rules that "need no explanation," has resulted in rules...that still need explanation. And rules that, a non-negligible portion of the time, cannot work even in principle unless the DM does actually explain them. It doesn't come up constantly, not even once a session necessarily, but it does come up, and has in actual games I have personally played. (No 5e game I've played in has lasted more than ten sessions, and part of it was this very problem in one of those games.)