D&D General On Grognardism...

JiffyPopTart

Bree-Yark
To get this thread back on track (so it doesn’t become yet another discussion on 5e, a future 6e, why 4e wasn’t wow /oh yes it was/oh no it wasn’t/he’s behind you...)

Another thing i like about the older games (along with their lighter rules sets) is how they empower the GM and players with the lack of prescriptiveness.

A player doesn’t need a feat, or power or skill to do something (aside from thieves picking locks and treasure traps). They want to do something, they can negotiate with the GM.

Less charitable viewpoints will label this as constantly playing “mother may I?” But that misses the point. It’s part of the game structure and an older form of “yes and or yes but”.

“I want to swing my sword in a wild arc to try to hit all of these goblins around me..”
”you can, but theres a fair few and it may leave you exposed to some counter attacks?”
”sure, I’ll take that risk”

It’s the purest form of player/GM collaboration in story telling without constantly referencing rulebooks or worrying about invalidating other player’s abilities. If you codify a skill and feat allowing somebody to do something, you are implicitly saying those that do not take that option cannot do it.

Those that decry it as “mother may I?” amuse me as arbitrarily set DCs are pretty much the same thing. If you choose to do something that doesn’t have an explicit dc attached, it’s still down to GM Fiat as to what the DC is...
This viewpoint is one of the most common I see from fans of Basic/1e versus new. It's actually one of the reasons that I started the thread....

To me, I think the underlying simplicity of D20+mod vs DC is the key to making D&D accessible to everyone. As a GM, in order to be able to improvise under that system I just have to keep in mind a general scale of difficulty and a general range of acceptable modifiers to apply and I can roll with any situation.

With older systems, to effectively GM on the fly I have to know all the different subsystems which have different mechanics in order to do the same job. I have to know giving a guy +3 on his to hit roll is a good but fair bonus, but giving a rogue +3 on a pick pocket is inconsequentially harmful, giving the monk a +3 to their AC is being mean, and giving the cleric a +3 to turn undead is super awesome, and giving the barbarian +3 to lift that gate is basically just letting them auto succeed.

I do agree with you that in a system less codified players have the ability to not press their ability buttons, but the flip side of that same non codification means it's much harder for me to dial in the range of affect those actions have on the game.
 

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This viewpoint is one of the most common I see from fans of Basic/1e versus new. It's actually one of the reasons that I started the thread....

To me, I think the underlying simplicity of D20+mod vs DC is the key to making D&D accessible to everyone. As a GM, in order to be able to improvise under that system I just have to keep in mind a general scale of difficulty and a general range of acceptable modifiers to apply and I can roll with any situation.

With older systems, to effectively GM on the fly I have to know all the different subsystems which have different mechanics in order to do the same job. I have to know giving a guy +3 on his to hit roll is a good but fair bonus, but giving a rogue +3 on a pick pocket is inconsequentially harmful, giving the monk a +3 to their AC is being mean, and giving the cleric a +3 to turn undead is super awesome, and giving the barbarian +3 to lift that gate is basically just letting them auto succeed.

I do agree with you that in a system less codified players have the ability to not press their ability buttons, but the flip side of that same non codification means it's much harder for me to dial in the range of affect those actions have on the game.
The flip side of your rebuttal is that I could argue it makes D&D more accessible to everyone as the players don’t need to know the rules.

They are free to engage with the fiction, you want to do something? Tell me, my job is to act as the interface between the player’s actions and the rules. I don’t need to worry about difficulty as a DM. You wander into a dragon’s lair at level 1, you best be booking it out or you’re bbq.



In terms of being a gm knowing all these various subsystems? There’s so few, they’re fairly easy to memorise/quickly reference.
I’ll take that over having to gauge the constant impact of a plethora of various codified abilities and hard coded rules on my adventure design any day.
 
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Minigiant

Legend
Supporter
I have 10 years of threads that disagree.
Many of those posts are by people who didn't play4e or not long enough realize it.

All the reality warping was in the ritual section and it took multiple PHBs to get in all the classics. So if you ditched 4e earlier, you left before you got access to official high magic or didn't homebrew any. But 4e was heavily biased toward heroic and high fantasy. Almost to a point where you needed to heavily houserule to do any other style.

...and this is where our experiences differ. This is one of the key tests I have when talking to a new DM to determine what I want to play in their games. I ask them, "If I played a [XXX] warlock, how much would my patron impact the game?" Then I listen to how they describe the interaction. If they're excited and passionate about it, that is a great game to play a Warlock, Cleric, Paladin, or a PC with strong loyalties to an NPC. These are the DMs that see a warlock as RPG gold and give you a great story in addition to fun combats. These are the games where I dig out the character ideas with a 10 page outline of a backstory that we go over, tweak to fit their game, and then spend 2 years appreciating the narrative that grows from those seeds.
Yeah in my experience, warlocks are not even allowed in the game of the grognard DMs to even do that sidestory.
If they show no excitement about it, then I tend to play characters that are mechanically fun, but I don't waste the RPG gold there. I'll build a fun character, and I'll bring personality and drive to the game... but I won't expect the DM to be weaving my character into the story in the same fashion as those excited DMs would.

In my experience, I find more excitement and drive in older DMs than I do in younger DMs. I've met a few young DMs that are trying to emulate Mercer's style, and I always let them know that I highly appreciate what they're trying to do. However, I know a lot more older DMs that are very skilled at this style of game - and most of them are not emulating Mercer - they're practicing the art they've practiced for 30+ years (though I do encourage every DM to spend a little time listening to Critical Role and critically thinking about what Mercer does that works that the DM in question does not do - he is an amazing DM and being able to study his style is a blessing).
I'm not saying one type is better than another. I am saying GrognardI've played with and heard from are restrictive early and open later. Whereas the Next Gen are open earlier and restrictive later.
 

4E narrowed the band of power levels considerably. There were a lot less 'world shattering powerful magic spells' and more 'slightly upgraded or degraded fireball'. The powers were very similar between classes, giving everything a generic and non-iconic feel. That makes it hard to have a high fantasy adventure with the feel of Lord of the Rings ...
And here I'm going to tell you that you've contradicted yourself. If you read Lord of the Rings there are almost no "world shattering powerful magic spells". Indeed there are almost no magic spells period cast by Gandalf (there are reasons he's notoriously a fifth level magic user)

World shattering powers in the hands of PCs belong in some genres - if you want to play Dragonball Zeta or Marvel Superheroes (and I'm not calling either a bad thing) then world-shattering powers are part of the genre. But I'm struggling to think of a single work of high fantasy that's not D&D-derived fiction where world-shattering powers are the norm. Even if we go to Harry Potter levels of ubiquitous magic there isn't that much they do that's world shattering.

Lord of the Rings in particular is right there as a 4e game. It's a game where eight of the nine members of the Fellowship are not spellcasters (or in Aragorn's case is possibly a ritual caster) but you can actually distinguish how they fight mechanically rather than giving them interchangeable character sheets - it's especially the case for the films rather than the books.

Meanwhile if I want to give everyone a generic, non-iconic feel I make them TSR-era fighters where there is almost no difference in the combat abilities. Rather than have fighters with Come And Get It and rangers able to blacken the air with arrows.
The entire Daily / encounter / at-will structure.
Dailies and at wills are pure D&D. You recover your spells on a short rest and melee attacks are at will.

The thing 4e changed was to become a game that better models both real life and fantasy fiction by having fighters who paced themselves rather than were untiring robots who always used the same attack numbers irrespective of how long the fight had been going on for and how many previous fights they'd been. And that it became a game that better models high fantasy by allowing the casters to cast minor attack spells all day - unless they were one of the few sword & spell classes.

If you want high fantasy as ever 4e models it better than all previous D&Ds. And it does it in part by sharing the iconic parts. 5e to its credit kept this structure although it made short rests too long.
The flip side of removing vancian magic - the inclusion of rituals.
Which is one of the many, many things which makes 4e the D&D that does high fantasy. And previous editions of D&D only really suitable for "D&D Fantasy". Magical rituals are a thing - you don't have all wizards casting almost all spells at combat speed. 5e keeps rituals - and a damn good thing too.
The monster design.
This I'll give you. 4e monsters aren't just bags of hit points that are more or less mechanically interchangeable, behave like wizards with prosthetic foreheads, or make incredibly tedious claw/claw/bite/wing buffet/wing buffet/tail slap attack combinations.
Introducing new classes like Invoker, Avenger, Warden, etc...
I think that literally every edition of D&D except 5e has introduced new classes like Thief, Ranger, Assassin, Illusionist, Cavalier, Warlock, Artificer, etc. This is neither more nor less than a claim that 4e is weird because it does what all previous editions of D&D did.
The mathematical structure where everything went up by 1.
Again this is part of what makes 4e better at high fantasy than other editions.
Introducing minions.
So what you're saying is that 4e changed D&D by being very much more suited to high fantasy settings like Lord of the Rings where you can have large battles against dozens of orcs and don't need to track the hit points of each one.
I could go on for a long time about how 4E was an abrupt change from prior editions. I don't need to, however, as there are countless threads on it - especially from the early days of 4E. You can do a Google search and read all night about it.
And literally every single change you've mentioned is something that makes 4e better at modelling high fantasy and common works of fantasy fiction than other forms of D&D.
I have 10 years of threads that disagree.
And as demonstrated above a lot of your examples are completely risible. I'm pretty sure that if I were to search in the right places I could find more than 10 years of arguments for a flat earth. Now your position has more merit than a flat earth - but just saying "I have threads where this was asserted" is not an argument.
Your characterization of the games of grognards is almost entirely opposite of my experience of 40 years of D&D - which has spanned a wide section of DMs, from those over 20 years younger than me, to ones 20 years older. There are some DMs that fit your description, but the majority are creative and open....and this is where our experiences differ. This is one of the key tests I have when talking to a new DM to determine what I want to play in their games. I ask them, "If I played a [XXX] warlock, how much would my patron impact the game?" Then I listen to how they describe the interaction. If they're excited and passionate about it, that is a great game to play a Warlock, Cleric, Paladin, or a PC with strong loyalties to an NPC. These are the DMs that see a warlock as RPG gold and give you a great story in addition to fun combats. These are the games where I dig out the character ideas with a 10 page outline of a backstory that we go over, tweak to fit their game, and then spend 2 years appreciating the narrative that grows from those seeds.
On a sidenote here's something you can thank 4e for. The warlock class was technically introduced in 3.X - but the warlock was supposed to inherit those abilities. By talking about warlock patrons you are injecting pure undiluted 4e fluff into your game. This is yet another reason 4e is far, far better at high fantasy than all previous editions of D&D. For that matter the vastly superior 5e approach to Paladins over previous editions where paladins hold to an ideal and don't fall (but can be fallen) rather than legalistic codes of conduct based on alignment is also both pure 4e and much more in line with high fantasy than all previous editions. I suppose 4e really did change things by bringing that sort of interaction front and center.
In my experience, I find more excitement and drive in older DMs than I do in younger DMs.
In my experience there's significant survivor bias.
I've met a few young DMs that are trying to emulate Mercer's style, and I always let them know that I highly appreciate what they're trying to do. However, I know a lot more older DMs that are very skilled at this style of game - and most of them are not emulating Mercer - they're practicing the art they've practiced for 30+ years (though I do encourage every DM to spend a little time listening to Critical Role and critically thinking about what Mercer does that works that the DM in question does not do - he is an amazing DM and being able to study his style is a blessing).
I encourage this - and DMs to work out what Matt Mercer doesn't do so well. He may be the world's best at what he does but isn't great at absolutely everything.
Also, I have a series of house rules. The idea of house rules seems to be disparaged quite a bit in this thread.
Where? But what's disparaged is saying "My house rules do it therefore it's part of the game" - no it isn't; it's part of your vision of the game.
They give a benefit to flanking that is less useful than advantage, and strategically reintroduces the idea of lock down maneuvers (without making it overpowered).
Oh hey! You're trying to reintroduce things that were only done well in 4e ;) (Removing Dex bonus from AC!)
However, when they go out into the world, they find monsters that are not in any 5E book, they encounter spells that they've never seen and are excited to learn about, and they never know what to expect.
And once more you're trying to introduce elements of 4e into your game. Monsters that aren't in any book? That's why 4e monster design makes it so easy to create effective and balanced monsters that are actually mechanically distinctive. Spells they've never seen? 4e is the only edition not to rely extremely heavily on cookie cutter spells.
They have to look for context clues to figure out if they're fighting a monstrosity that uses brute force, an aberration with supernatural abilities, or a few creature with trickery and magic.
Once more you seem to want to do things 4e leaves all other editions in the dust for.
They don't just hear half of the description and say, "Ah, grells. I know how to fight them."
Again 4e leaves all other editions in the dust here. Monster roles and monster powers aren't anything like as cookie cutter or even made up of either their number of hit dice and AC or a network of feats.
I find that players really enjoy the experience of the unknown when it is dynamically introduced.
Again, welcome to something 4e does better than any other edition.
Friend - I don't have the time to go through ad recreate the 10 years of commentary on this topic. It stands for itself. My use of fireball was one example of many, intended to reference how so many abilities were incredibly similar ad cookie cutter. I'll let the 10 years of discussion on this topic stand and accept that you disagree.
If you want similar and cookie cutter then how about a game where all melee combatants make their basic attacks using exactly the same mechanics. Rather than the sword and board fighter using Tide of Iron to drive the enemies back as one of their At Will attacks while the rogue gets to slip round the edges of the combat. 5e does a little of this - but where you say "so many abilities were incredibly similar" this compares to previous editions where combat abilities were literally identical except what you added to the dice.

For that matter let's look at specialist wizards. In editions prior to 4e (with a couple of honourable but dead end exceptions like the Illusionist from 1e and the Dread Necromancer from 3.5) a specialist wizard would cast the exact same spells the exact same way as a different specialist except with maybe a small bonus to a saving throw and maybe some spells you couldn't prepare that they didn't prepare.

In 4e, and 5e following in its footsteps a specialist wizard is literally better at casting spells they specialise in and gets bonuses to those spells. Yes a fireball cast by a 5e evoker is incredibly similar to a fireball cast by a 5e illusionist, with the only difference being that the evoker has better control and can protect allies in that fireball. This is the sort of change introduced by 4e. And if you want to call this cookie cutter be my guest. But in editions before 4e rather than the two fireballs being similar and, in your words cookie cutter, the fireballs would have been literally identical. With the only difference being that the evoker had the chance to prepare a single extra fireball per day.

You are taking changes from literally identical to similar but meaningfully different and somehow claiming that similar but meaningfully different is more cookie cutter than literally identical.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
And from the playtesting iterations it was very clear that they were discarding ideas which seemed popular, but also were non-groggy. We can never really know how popular they were, but the initial, closed playtesting stuff certainly largely or entirely went out to people on the groggy end of the scale too.
I still want to (figuratively) pimp-slap the surley grogs that made "damage-on-a-miss" go away.
 

Please for the love of god can we not turn this into yet another 4e was great/terrible thread?! It's been done, played out to death and the edition war sits in annals of history. This thread has an interesting premise about why grogs (in fact or in spirit) prefer the older editions and later ones can feature into that discussion as part of the critique, but seriously, I think people's opinions on 4e or others are pretty settled at this point. No amount of arguing back and forth is going to achieve anything but derail this topic and just lead to bad feelings, and inevitably eventual mod stepping in. You are of course, all free to post as you wish, just...is there a need for it?
 

Minigiant

Legend
Supporter
The flip side of your rebuttal is that I could argue it makes D&D more accessible to everyone as the players don’t need to know the rules.

They are free to engage with the fiction, you want to do something? Tell me, my job is to act as the interface between the player’s actions and the rules. I don’t need to worry about difficulty as a DM. You wander into a dragon’s lair at level 1, you best be booking it out or you’re bbq.



In terms of being a gm knowing all these various subsystems? There’s so few, they’re fairly easy to memorise/quickly reference.
I’ll take that over having to gauge the constant impact of a plethora of various codified abilities and hard coded rules on my adventure design any day.

On the other side, one can say that with game style of grognard type edition played made it easy or hard depending on how many mechanic you use.

If you did strict dungeon crawling and only used mechanics for that, then it was simply for everyone.

The moment you deep dive into any particular aspect of dungeon crawling or mechanically went outside of it, all those subsystems could give you a headache. That's likely why outside of a dungeon and or forest, the game was more Freeform Roleplay at these tables and you here a lot of "we don't need no rules for..." talk
 

On the other side, one can say that with game style of grognard type edition played made it easy or hard depending on how many mechanic you use.

If you did strict dungeon crawling and only used mechanics for that, then it was simply for everyone.

The moment you deep dive into any particular aspect of dungeon crawling or mechanically went outside of it, all those subsystems could give you a headache. That's likely why outside of a dungeon and or forest, the game was more Freeform Roleplay at these tables and you here a lot of "we don't need no rules for..." talk
A) You missed an opportunity to say "on the third hand" :p
B) I'm not quite sure what you mean here? The Expert sets provided robust wilderness exploration guidelines the equal of the dungeon crawl procedure.
C) Because I'm not sure what you are saying, I'm not necessarily seeing a contradiction to what I said. Those few mechanics in the classic editions provide a simple, easy to reference/memorise framework, and because I don't feel encumbered by everything else being quantified, I feel more liberated to free form in contrast to later editions.
 

Minigiant

Legend
Supporter
A) You missed an opportunity to say "on the third hand" :p
B) I'm not quite sure what you mean here? The Expert sets provided robust wilderness exploration guidelines the equal of the dungeon crawl procedure.
C) Because I'm not sure what you are saying, I'm not necessarily seeing a contradiction to what I said. Those few mechanics in the classic editions provide a simple, easy to reference/memorise framework, and because I don't feel encumbered by everything else being quantified, I feel more liberated to free form in contrast to later editions.
1) I was tempted to.

2) I'm not saying these systems didn't exist. I'm saying they did exist and often used whole new mechanical subsystems.

3) Therefore it was a lot to remember or add to the DM screen if you did use them. So some grognards didn't. It was only simple if you didn't use all the things
 

1) I was tempted to.

2) I'm not saying these systems didn't exist. I'm saying they did exist and often used whole new mechanical subsystems.

3) Therefore it was a lot to remember or add to the DM screen if you did use them. So some grognards didn't. It was only simple if you didn't use all the things
Could you elaborate on this? The sequences were all pretty well laid out I thought and easy to follow step by step.
 

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