• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E D&D compared to Bespoke Genre TTRPGs

loverdrive

Prophet of the profane (She/Her)
This feels like a Jerk Fallacy argument - a dm can choose to run a total power trip, disregard the fun of the players, and ignore all the text in the books, therefore DnD has no rules.

Is there any mechanism in any roleplaying game that prevents someone from running the game in bad faith? What about any other game, for that matter?
I didn't mean that the GM uses the rules in a bad faith. A hard day at work and third beer ain't helping me at putting my thoughts to words.

Rules on ability checks in 5E barely help to clarify the situation. When the GM tells me "sounds like you're Persuading them, right?", I know only my bonus and, maybe, the DC. Maybe I misheard some part of the description. Maybe the GM forgot to tell me something important (I do that all the time, when I have a vivid picture in my head and then forget that people can't read my mind). I have only a vague idea at best of what will happen on a success or what will happen on a failure.

But when, say, I'm Swaying someone in Blades and the GM tells me "Desperate position, Limited effect" I know how bad my situation is and I can effectively check, whether we are on the same page. "Wait. What's so Desperate here?" or "Wait. What hinders my effect, exactly?" and can both clarify the situation and negotiate, if I think that it's weird. The same applies when I'm Seducing or Manipulating, or maybe Going Aggro on someone in Apocalypse or Parleying with someone in Dungeon World, though there I don't know what will happen on 6-.

On an unrelated note, last year I've been in combat with an unspeakable horror thinking it was a hippo. Turns out, behemoth isn't the same thing as бегемот, lol.
 

log in or register to remove this ad

The-Magic-Sword

Small Ball Archmage
except in some of these other systems the gm doesn't need to have the final say & won't know how it will turn out once they set the stage to begin rolling the dice. Take the resources & aspects/social combat thing. describing that as "the gm has the final say" is like the gm throwing some monsters out onto the battlemat & declaring "the gm has the final say" about every pc & monster suddenly acting from a ruleset of "ask your gm" rather than codified abilities and such.

That doesn't mean that d&d needs fate style aspects & social combat or that it could even support them. That means any kind of situation that relies on extensive use of those tools is going to have advantages in a system like fate or bitd where those tools exist. D&D could sidestep this somewhat by providing guidance in some of these areas in ways that lean into the strengths of d&d as some prior editions have done through various methods with various areas of gm guidance/gm tools, but 5e largely avoids that too.
I mean, I think 5e is a little undercooked, but it is a resolution system, and 5e being undercooked doesn't really win anyone the argument that a bespoke game is better for it-- since there are other games (even other Dungeons and Dragons games) that do provide that guidance and aren't bespoke.
 


Honestly, I'm not seeing exactly why a heist in D&D would be completely failed by a single die roll just because a guard happens to hear the fighter clanking by either. It depends on how the DM and players handle the revelation that the fighter was heard - which doesn't seem that different from BitD. The specific mechanics will differ, but not the fact that something happens in the environment and the PCs/DM all have choices to make about what that means.
Sure, but a game like BitD, or maybe to a slightly lesser extent a straight up PbtA game, will have a play process and a set of mechanical elements which exemplify this. MAYBE the GM in your 5e game thinks to himself "Hey, I want to play this out, I could simply have the guard instantly ring the panic bell and bring on all out failure (or turn it all into a big fight). But I will interpret this as the guard not being sure what he heard and checking it out more instead." This is NOT AT ALL dictated by the 5e rules. They are in fact no help here AT ALL. OTOH if it was 'Dungeon World' (which shares its genre with D&D explicitly) the principles of the GM would guide you. You'd make a hard move, there would be consequences. Being a fan of the PCs you wouldn't just throw the whole caper at the first instant though. The rules LITERALLY TELL YOU to put the party in 'hot water', and keep turning up the heat! BitD is even MUCH MUCH more specific than that, but I have not played it, so I defer in terms of describing the mechanisms in play, except to say it is also an evolution of PbtA to a degree, like DW.

The only version of D&D that ever did anything for you here was 4e, which explicitly provided the Skill Challenge. It would handle a heist a lot like BitD, one failure would increase the chances of things going entirely south, a lot, but wouldn't end the heist. 4e can do heists pretty well, all a GM needs to do is follow the SC rules, it should work (even the original DMG1 SC rules are pretty well-suited to this kind of scenario, though later iterations are much better). The common reaction to the SC was to complain basically that it hamstrung the DM and removed too much flexibility from his hands. I don't really agree, but clearly it seems 'process sim' is a popular way to play D&D and it REALLY DOES NOT do these sorts of scenarios well AT ALL.
 

I didn't mean that the GM uses the rules in a bad faith. A hard day at work and third beer ain't helping me at putting my thoughts to words.

Rules on ability checks in 5E barely help to clarify the situation. When the GM tells me "sounds like you're Persuading them, right?", I know only my bonus and, maybe, the DC. Maybe I misheard some part of the description. Maybe the GM forgot to tell me something important (I do that all the time, when I have a vivid picture in my head and then forget that people can't read my mind). I have only a vague idea at best of what will happen on a success or what will happen on a failure.
You could clarify or ask questions if you didn't mean to persuade. If you wanted to intimidate, you could say something like, "No, I wanted to intimidate."

If the context of the situation isn't clear, you can ask for more info.
But when, say, I'm Swaying someone in Blades and the GM tells me "Desperate position, Limited effect" I know how bad my situation is and I can effectively check, whether we are on the same page. "Wait. What's so Desperate here?" or "Wait. What hinders my effect, exactly?" and can both clarify the situation and negotiate, if I think that it's weird. The same applies when I'm Seducing or Manipulating, or maybe Going Aggro on someone in Apocalypse or Parleying with someone in Dungeon World, though there I don't know what will happen on 6-.
See, to me that reads as the same idea with different game terms. You get mechanical information and fictional information, and if they don't seem to line up, you ask questions.

The two situation you describe... don't seem different to me, except that you grok one system better than the other. The ability to clarify with your dnd dm exists, just as it does in any game that exists through conversation. To me, "desperate position" and "DC 15" are conveying the same kind of information, just through different means.

One thing I do want to point out: I am certainly not arguing that DnD is better than BitD - that's entirely subjective, nor am I even going to say "DnD handles heists as well as BitD", since that requires defining heist before we can begin -

I am only noting that DnD has rules for ability checks. They exist, even if you can decide a check isn't necessary.
 

doctorbadwolf

Heretic of The Seventh Circle
I fully understand the good enough for government sentiment, but we have seen hashed out over this thread for last 3-4 pages is not a good enough for government work argument. We have seen people argue that D&D is in fact better at the things other games use as their selling points. That it is just good or better at what other games set out to do. I just do not get why there is so much resistance to the conceit that different games do different things well and should be valued for it even if those games are not to our individual tastes.
The bolded text is directly false.
And I think that is pretty much the beginning and end of this topic right there ;)

D&D does some things well, and it does other things less well, or simply doesn't offer any capability to do them at all. This is not simply a question of things like "we have no rules for simulating a character hacking a computer." THAT would be perfectly simple to add, and games like MA/GW, 4e GW, d20 Modern, etc. have all done so with ease. Instead the challenge here is more with process of play. D&D allocates roles at the table to different participants, and provides associated process for them to use. This is structured to provide a certain type of game, and not other types of game. These sorts of game design elements also permeate other aspects of game design. While you can certainly graft different things together, a design where specific processes are envisaged from the start will play better in many cases.

Beyond that, the concept of a power curve, PCs which level up from relatively weak to incredibly powerful really works well for the type of game it is. It won't necessarily work well with other types of game. For example most supers games don't really include a progression of character power, or at least not much of one. Likewise with most games which are set in more 'real world' types of settings, James Bond doesn't have 100 hit points, so to speak, or at least that mechanic doesn't capture the genre very well.

Obviously you COULD make games that use some elements of the d20/D&D rules to an extent to make other games. d20 in the 3e era was an attempt to do that. I'd note that most of the games which were written/ported to that core set of rules ended up not going far. A bunch of shops/designers dropped a d20 variation of their games, but in almost every case they went back to other mechanics. Maybe some of that was business decisions, but I think most of it reflects an inability to really get a generic set of rules like that to produce the desired game experience. Other 'general systems', d6, BRP, GURPS, have all run into the same pattern. Some games work well under them, but most are improved by using custom bespoke mechanics.
This is a bit tangential to the point, though. It is easier in some systems than in others to add new mechanics to do a specific thing, that then do not impact the rest of the game after you've done that thing. We can see this by just looking at 5e combat vs 5e interaction. It is easier to add mechanics and play dynamics to interaction than to combat, because one is more detailed and prescribed than the other.

But more importantly to the OP, none of this creates a scenario wherein it is helpful, if I say, "I would like advice for certain elemtns of my Space Fantasy! setting for an upcoming "Casablanca In Space!" adventure I'm going to run", for you to say, "Don't even try, it won't work."
I'm less talking about specific party makeup than you are I believe.
I'm not talking about specific party makeup at all.
What I'm talking about is that D&D features an abundance of focused archetypes with niches and in most of the D&D's history (4e D&D omitted), the lack of functional Conflict Resolution mechanics has served to only heighten the lack of breadth that D&D Heroes are capable of.
The game doesn't lack functional conflict resolution mechanics.
This is why in 4e, Fail Forward + Success w/ Complications + Skill Challenge Conflict Resolution + the system maths + easy to obtain rerolls/augments for Skill Powers made 4e Heroes hugely broadly competent. The Fighter PCs in my game were fantastic in climbing walls and absolutely capable of rousing speeches to ensure support from a king and they could sneak as well. This is because of the intersection of all of that stuff above.
But you can do all that in 5e, as well. The DMG includes suggestions for combining Ability Score and Skill differently to suit the fiction. ie let the fighter use wisdom rather than Charisma to give a rousing speech. he's not charismatic, but he understands people. Not only can the roll be Wisdom (Persuasion), or even just Wisdom (Insight), it could be Wisdom (Proficiency due to being from this town and knowing the people, or from being a Folk Hero, or from being a Veteran of the war that left this area embittered against the person the fighter is rousing them against, etc. Again, this is another area where the rules allow a thing, but don't highlight it like they should, don't organize it well, and use examples in place of explanation to an excessive degree.

The system math is friendlier to broad competence than 4e's was. I was talking about reducing the math progression (success rate math and HP/Damage math) ten years ago on the wotc forums for this exact reason. Having a decent Wisdom makes you not suck at Wisdom checks. Proficiency makes you good at them. You don't have to do anything to stay good, and you can convince an epic dragon as a level 1 character.
But if you remove the stuff that made those things work, then you're left with serious niche protection and heroes lacking broad competence.

How do you get around that?

Build a party to a very specific niche (eg all Stealth archetypes - Rogue, Ranger, Monk, Dex Bard) and deploy that "Score (to use Blades parlance) Strategy" repeatedly. Or you could sub Monk and Dex Bard for Dex Barb and Druid and you can reliably defeat Stealth and Wilderness Exploration and Journeys conflicts.

But overwhelmingly...D&D is going to look like A Team w/ a D&Dified version of plan/approach > conflict with the enemy > complications > shootout/explosions > getaway.
In your experience, perhaps.
See my post directly above. A game needs much more than just Fail Forward and Success w/ Complications to work (hence why I didn't like 13th Age...which, its Fail Forward approach is very similar to what a 5e game would put forth using the Basic PDF). There are multiple integral parts that turn Fail Forward from dysfunctional (no real mechanical cost for failure, impossible to achieve Loss Con and have story loss imposed) to functional (exciting conflicts with broadly competent heroes who absolutely are risking things and can still lose).
It may need those things for you to enjoy using fail forward and success with complications. It doesn't need to mechanize them in order for those tools to work.
what's the answer to the question 'how do you bribe a guard?' 5e provides no answer, just says figure it out GM and tell your players. This whole 'canonical' bit is a red herring.
Except it does provide several answers. That isn't any less "rules for doing XYZ", it's just a different style of rules than it uses for casting sleep or shooting someone with arrows, because dnd is a game that doesn't try to shoehorn all tasks into the same style of resolution, which in turn is one reason that so many people enjoy it.
d&d provides a framework for initiating tasks
yep. glad we agree.
Right, I say the only rule is "ask your GM how it works" and you quote me rules that say "ask your GM how it works." I mean, was your point to refute something I've said, here?
But that isn't what those rules say.
I'm tired of reading about if D&D does heists or not! Can we switch it up to argue if D&D can do Thirsty Sword Lesbians for a change of pace??

I say no! If D&D really could do Thirsty Sword Lesbians, we be seeing this stuff on the DM's Guild instead of it's own RPG!!
My wife's paladin in our Eberron game says yes. Enthusiastically. While winking at her cute tiny-but-dangerous elf girlfriend, or flirting with the imposing medusa with the Morpheous sunglasses who designed the group's townhouse in Sharn, or thirsting respectfully after a priestess of the Blood of Vol during a ceremony, or carousing with her best friend and playing wingman for eachother. Etc.

But then again the question isn't whether we can do another game in dnd, but if we can do a genre/story type in dnd.
No, it isn't a lack, it's an intentional design choice -- to make the GM the one that decides how things work. There's no support from the system, because the entire system is to make the GM decide. This is the actual strength you're reaching for when you claim you can do whatever in 5e. The odd thing is that you also insist that the system supports doing anything with it's rules, when it's the very lack of those that allows what you claim to want! Such a strange argument!
Your entire framework for looking at this stuff is so alien to me that I can't meaningfully interact with it, if the above actually makes sense to you.

You...you know an optional rule is still a rule, right? Like...feats are part of dnd 5e. Feats are optional. Feats can support a given fiction, lets say the fiction of being such an incredible cook that you can lift people's spirits with your food.

What you are doing above is saying, the DM decides if feats are available, therefor DnD does not support the fiction of being an incredible cook. It's completely absurd on every level.

That also ignores the reality of play, which is that the character has skills on their sheet, access to the PHB wherein resides the descriptions of the skills and information on how tasks are meant to be adjudicated, and thus players will asks to make checks, even if simply via implication, by positing their approach to a tasks in a way that supports a given skill or at least Ability Score, based on what their character is good at.

Regardless of whether the DM decides that a roll for that ability score and skill is necessary, or possible, the check is actually "made". The DM just is empowered to skip rolls that can't have or shouldn't have more than one possible outcome, and go straight to narrating the results.

Claiming that rules that don't always have to be used literally don't exist is either so far into illogical thinking that I refuse to follow, or it's a case of being too wound up in winning an argument and/or not being seen to change position.
because the invisible armored guy (who apparently wasn't smart enough to downgrade into something quieter) clanked by and guard happened to hear it.
This is a thing that was bothering me earlier. We are talking about "stealth missions"....and assuming that the Paladin is wearing plate? Why?
 

dave2008

Legend
The dirty side of this is that GM fallacy I mentioned -- that it's considered a failing of a GM to not successfully hack 5e, and the answer is usually a form of "get gud."
I do not know what "get gud" means, but I definitely do not consider it a failure if you can't hack a game. Everyone has different strengths and being able to hacka game is pretty low on the needed GM skills IMO.
I mean, you saw that play out right here with @Hussar's low-magic issues and how @dave2008 responded to it -- first by saying how easy it is, then by providing rather simplified advice for doing so as if it was just that easy. There wasn't a moment of, "huh, yeah, I can see how that might be a challenge, maybe you are better off with a different system." Nope, 5e is the solution that needs to be defended, and failure to make 5e work is a failure of the user, not the system. Never the system. It's a weird sort of fetishization.
That is a mischaracterization of the exchange. I did in fact agree for what Hussar wanted would be better handled by another system*, but that really wasn't the issue. The issue was whether or not 5e can do low magic (not whether or not 5e or another system was better). What Hussar said was 5e couldn't do low magic and I said it could do so easily (and did so with 1 rule change). Those are actually both correct statements from our own perspectives and needs. The follow are both true:
  1. 5e could not easily provide the low magic experience @Hussar was looking for; however,...
  2. 5e could easily provide the low magic experience @dave2008 was looking for.
That is the most accurate conclusion from our discussion.*

*We took some of the conversation off-line to direct messaging so I can't be sure that was how the discussion concluded in this thread.
 

loverdrive

Prophet of the profane (She/Her)
But why are those required for the assertion that the system exists? Its literally just a rule system that, as part of its mechanics, asks the GM to use it or decide not to. Its not some crazy thing where the GM always just makes it up, so @Ovinomancer is either unfamiliar with these rules, or arguing in bad faith.
Because that in order to effectively engage with the rules, both parties need to know a) how the rules work and b) how they are applied at the situation at hand.

I don't care how, say, Wandering Monsters table looks like, it may as well not exist and the GM can just pull out wandering monsters outta their ass. What I care about is that decision whether Wandering Monsters appear and what kind of monster appears happens every 2 turns — that's the thing I'm basing my assumptions and actions on.

You could clarify or ask questions if you didn't mean to persuade. If you wanted to intimidate, you could say something like, "No, I wanted to intimidate."

If the context of the situation isn't clear, you can ask for more info.

See, to me that reads as the same idea with different game terms. You get mechanical information and fictional information, and if they don't seem to line up, you ask questions.

The two situation you describe... don't seem different to me, except that you grok one system better than the other. The ability to clarify with your dnd dm exists, just as it does in any game that exists through conversation. To me, "desperate position" and "DC 15" are conveying the same kind of information, just through different means.

One thing I do want to point out: I am certainly not arguing that DnD is better than BitD - that's entirely subjective, nor am I even going to say "DnD handles heists as well as BitD", since that requires defining heist before we can begin -

I am only noting that DnD has rules for ability checks. They exist, even if you can decide a check isn't necessary.
The fictional situation may be very clear... Just wrong. And when there's a miscommunication, the rules won't help to detect one — and if I'm starting to argue after the dice hit the table, I ain't gonna look good.

But, say, in combat, even if it's in theatre of mind, something like:
— I HIT HIM WITH MY AXE!
— First, let's see whether other guys hit with their AoOs...
Will make me go "Wait. I thought he was near me?". Puff! Crisis averted!

Maybe I'm feeling this need more than other people because I often play and run in English, and English isn't even my third language, though.
 

To me, "desperate position" and "DC 15" are conveying the same kind of information, just through different means.

Just to help the two of you facilitate conversation, this is an incorrect interpetation.

DC 15 in 5e is the equivalent of DC 4 in Blades in the Dark (or at least it would be if you remove 4/5 from the conversation). A 4 is a hit, you succeed at your task/get what you want. A 3, is a miss, you fail at your task and something adverse happens.

The work Position does in Blades is it puts that something adverse happens in context/proportion/gravity/threat level. The stakes and fallout increase as you go from Controlled > Risky > Desperate.

Desperate Position? Real bad. You're in over your head and in serious trouble (and there are mechanical qualities for Complications attached to this like # of Clock Ticks, # of Harm possible, and you're likely to face 2 Complications eg 2 Harm and 2 Ticks or 2 Harm and Reduced Effect, or 1 Harm and another major complication like Reinforcements, etc etc).

Risky Position? Head to head. Even money (same deal w/ mechanical qualities but reduced from Desperate).

Controlled Position? Everything is in your favor. You're the danger (same deal w/ mechanical qualities but reduced from Risky).
 


Voidrunner's Codex

Remove ads

Top