D&D General The Problem with Talking About D&D

Something being possible doesn't mean that the rules support it (read: make it easier).

But, before I continue. How do you define "the game working"? What should it be doing to be considered "working"?

I discuss how I handle stealth with my players when I DM. I try to be consistent, but it really comes down to a judgement call. There are simply too many possibilities. You can successfully stealth if you cannot be clearly perceived or if the target is sufficiently distracted. When I play a stealthy character I chat with the DM about it and get a feel for how they run it.

It works better than trying to describe every possible option anyone could ever encounter, because the possibilities are nearly endless.
 

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I discuss how I handle stealth with my players when I DM. I try to be consistent, but it really comes down to a judgement call. There are simply too many possibilities. You can successfully stealth if you cannot be clearly perceived or if the target is sufficiently distracted. When I play a stealthy character I chat with the DM about it and get a feel for how they run it.

It works better than trying to describe every possible option anyone could ever encounter, because the possibilities are nearly endless.
I'm not entirely sure, what you're responding to?
 



Bottom line?

WOTC realized the value of becoming the Lingua Franca of roleplaying games. That isn't really an inherently bad approach from a design space, but yeah, you sacrifice optimization and specificity towards a particular identity and way of play when doing that.

Is that bad? Depends.

For what it's worth I think 5e pulls it off better than, say, 2D20, but acknowledging the downsides of that approach is valid also. Like, could you make a Shadow of the Demon Lord game out of 5e if you really wanted to? Yeah, sure. Should you? When you can just buy Shadow of the Demon Lord off the shelf, do no additional work and just run the game designed to do the thing? I would probably opt for the latter.

In 2d20's defense, Modiphius adjusts the system, sometimes in very significant ways, to suit different settings and their related playstyles. Conan is a wildly different game than Dune or John Carter, and Achtung! Cthulhu plays very different from Infinity. I personally really like Conan and AC, while Infinity is too fussy for me, and I think Dune is like an attempt to make PbtA without the best thing about PbtA, which is cool Playbooks. But I respect that they don't treat all of these settings as nothing but lore grafted onto a core system. They risk some amount of player confusion and griping by creating new versions of the core system.

But I know, that's just a tangent. Really I'm agreeing with you, that the game designed to do the specific thing is usually preferable. I just think 5e is also very bad at doing anything other than a certain kind of fantasy gaming.
 

See as much as people hate comparing D&D to video games, I honestly think the "stealth mode" you see in most games makes sense. Hell, ironically, despite my Bethesda joke, Skyrim stealth is pretty decently modeled.

Your character creeps slowly across the map, and if they are in line of sight to someone, they can be detected, forcing them to distract potential viewers, or duck further out of sight.
the problem with the video game approach is that it doesn't map well to a grid & is worse in a VTT where a GM could theoretically have all of castle ravenloft* with everything in it loaded mostly off screen because the GM can't be expected to remember all the monsters at once & wandering monsters don't exactly get tracked at that level.

Usually I treat stealth like a knowledge check or something... "What are you trying to find out with stealth" & balance out the time needed/DC for that against the player's roll. with some possible information that is told to the player afterwards. The big trouble there is the tendency of players to want to scout the entire dungeon one skillcheck at a time like that while the rest of the party hangs back twiddling their thumbs. The ultra low risk of death & trivial recovery in 5e makes it really difficult to have any stakes at risk when a player overextends like that.

*edit: just to name a well known huge map with lots of moving parts.
 
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That all seems pretty one sided to me. That it's only ever the DM that is destroying the fun of the game. Which I know now you'll say "I never used the word destroy". You may have never stated that but the message comes across as "Give the players what they want or you're being a bad DM" whether that was your intent or not.
I was mocking the phrasing a user used, where they referred to their players as treating literally ANY houserules, regardless of their nature, as being treated like, and I quote, "the most oppressive abusive hostile GM styles."

I am NOT the one who pushed the rhetoric to incredibly overwrought extremes. I was being sarcastic because someone else had already made the literal claim that ever saying no for ANY reason whatsoever was treated by all players everywhere as some kind of heinous crime when it absolutely, positively is not. 5e is, in fact, probably the most pro-houserule, pro-restriction edition WotC has published, to the point that most conversations about rules include numerous admonishments to "ask your DM" because you never know what they do or don't keep. Riffing off what I was once told by a Massachusetts native about their stoplights, the rules are merely a suggestion.

So if you're going to repeatedly put words in my mouth (and get mad at me for balking when you do so) while ignoring the fact that I have very literally only been responding to someone who already did make an incredibly overwrought and extreme position, I'm done engaging with you.

This is hyperbolic. Your paradigm is that if a DM changes an AC by a single point, that's cheating if it's done after battle is joined. "Sizing up an opponent" is not equivalent to "knowing its exact AC."


Some people are talking about that, but I'm not talking about that. My comments are directed at your blanket claim that it is all "cheating", including the things I'm talking about. I never said that there's nothing that could be considered cheating. I am objecting to your blanket statement.

Alright. Let's call it fnording.

If an umpire changes his evaluation of whether something is or is not a foul based on what he thinks would make a more exciting or entertaining game, he is fnording. His deceptive actions necessarily favor one party over another (though not necessarily the same one every time) in a competitive space, despite him not actually being one of the competitors. Just as D&D combats are competitive spaces, between PCs and their enemies, but the DM is not one of those enemies himself. The umpire's deception of the players leads them to believe their actions cause the consequences that appear, when in fact, due to his fnording, the consequences are only those which he permits to appear. By deceiving the players about the very nature of the game being played, he denies them the ability to actually learn how to play baseball; they are instead learning how to induce him to give them consequences they prefer and not ones they dislike. His fnording, even when used sparingly, has prevented the ability to learn to play the game of baseball, or whatever variant of baseball is relevant. His dishonest refereeing may be an effort to produce something good, but it is still dishonesty.

If a croupier at a blackjack table changes the values of her cards in order to create a more exciting or entertaining game, she is fnording. Her players are not wagering stakes on predictable probability, they are wagering stakes on the croupier's emotions. Those emotions may only disagree with (and thus alter) the outcome of a game occasionally, they may even do so in the players favor (ignoring how unlikely this would be in an actual casino), but the fundamental fact that the croupier is fnording. She is deceptively manipulating the cards whenever she thinks doing so makes a more entertaining or exciting experience, purely because she believes she knows better than the players themselves what they will find exciting or entertaining. Her intent may be noble, but a noble lie is still a lie.

If I'm playing chess with a friend (and somehow not being utterly destroyed because I'm garbage at chess), and I permit myself or my friend to make moves that are against the rules but which would make for a more entertaining game, I am fnording. The other player and I may have a great time as a result, but what we are doing is not playing chess. We are instead playing "what rules does Ezekiel feel like enforcing this turn?" My opponent, if we play enough games, will begin to learn what rules I like and don't like to enforce, but won't learn much of anything about playing the game I have purported to play with them. And it is that purporting, that assertion that "hey let's play some chess," that is the fundamental dishonesty arising from the deceptive act.

Changing whether something succeeds or fails by deceptive means (which you agree is what is going on here) in order to produce a specific, intended state of play is fnording. It is fundamentally deceptive. It merits being identified explicitly for its inherently deceptive nature. That is why I call it "cheating" and not "fnording."

Well, at least we're not concerned about being pedantic.

And I am well within my rights to say that using this term is inflammatory, counterproductive, and unfair.
You're the one who challenged the meaning of the word. I provided ample evidence that that is exactly how the word is used. Whether it is inflammatory has nothing to do with whether the word's usage reflects the meaning I am using it for. "You should not call it cheating because that will just make people angry and reject your claims out of hand" would have been a much more difficult thing to respond to, because demonstrably you would be correct, at least about it being inflammatory and likely counterproductive.

Unfair, though? You're talking about the DM altering the parameters of play while play itself is actually happening. This is not, and has never been presented as, "a monster off in one corner that no one has done anything but look at yet." This is "the monster just got hit by a critical hit, and it WOULD have died from the damage dealt, but I turned it into a miss/increased the monster's HP so it would survive longer, because I think that's a more interesting result than letting the players win so quickly." This is "aw beans, these monsters have rolled super lucky tonight, this could kill off someone's PC, I'll just drop their hit bonus for the rest of combat, because I think that will be more interesting than letting the players decide whether to risk death or flee."

Has literally anyone in this thread actually spoken about modifying stats completely before any attack rolls or saving throws have been made, other than as a hypothetical "well would this be okay?" Because if not, your focus on that side of things doesn't really do your argument much good.
 

I'm not talking about stealth here. I'm talking about the whole package, the rules system.

How does a working ruleset look for you?

Pretty well. I have very few house rules. I assume it works reasonably well for most people, if it didn't millions of people wouldn't be playing it and sales would have tanked long ago.
 

You're the one who challenged the meaning of the word.
LOL. I did no such thing. I challenged your specific use of the word because of its meaning. And by "challenged", I mean "said that using this word is probably too harsh in this context." Escalating from there.

The only other thing I'll point out at this time is that every example you provide to support your use of the term involves competitive games. By use of these examples you reveal the fundamental flaw in your reasoning. In most D&D games, the DM is not competing against the players, and the players are not competing against each other. As such, using reasoning based on competitive games is fatally flawed.
 

Pretty well. I have very few house rules. I assume it works reasonably well for most people, if it didn't millions of people wouldn't be playing it and sales would have tanked long ago.
I'll second this in a way:

Although my table's mod is about 60 pages of house-rules, when one of my players decided to DM (yeah, I get to play!!!) we discussed what he wanted to use and what he didn't, stressing since he is still sort of new to DMing (he ran CoS last year, but that's it) he should run more of a RAW game. We went over everything in the mod, and reorganized his selection to just two pages--and that is all we're using while he DMs.

We've only had one session, but it worked well and we had a blast.

So, despite my own personal preferences for D&D, 5E does work reasonably well for most people.
 

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