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D&D General Supposing D&D is gamist, what does that mean?

clearstream

(He, Him)
This is so exactly the point about Kriegsspiel! The reason the Prussian General Staff eliminated most of the rules was NOT because it would make a better SIMULATION if some referee made a ruling about how many of the cabbages spoiled before they got to the front, or how many bullets were expended in capturing the trench, or whatever. It was because the referee could better come up with rulings that created GOOD TRAINING for the officers involved in the exercise! Free Kriegsspiel is a BETTER WARGAME, not a more perfect simulation of actual war (I mean, it could be that too in some specific instances, but that wasn't the point). Which is why IMHO 'FKR' totally and completely misses the point of Kriegsspiel. Anyway, they really should be calling what they're doing a 'Braunstein' from what I can see. That was also why I pointed out that these things are not TABLE TOP games at all, they are much closer to LARPs in some respects. I mean I have no idea what people who claim to be doing 'Free Kriegsspiel' and calling themselves FKR are doing, and its not really my business what they call their hobby, but I think the name is rather a misnomer.
I don't think this is the right take. Lt. Meckel's complaints about Kriegsspiel were

1) the rules constrain the umpire, preventing him from applying his expertise
2) the rules are too rigid to realistically model all possible outcomes in a battle, because the real world is complex and ever-changing
3) the computations for casualties slow down the game and have a minor impact on a player's decisions anyway
4) few officers are willing to make the effort to learn the rules

The goal of Kriegsspiel was officer training. The goal of Free Kriegsspiel was more efficient and realistic officer training.
 
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Quite a bit, and you just don't seem to be getting what I'm saying.

Lets look at what a 4e skill check means: First, let me say that SOME 4e skill checks run into the same problem that 5e has, but most don't because the way 4e uses its skills and describes them tends to be more concrete in effect, but also less specific about what a skill actually IS. So, for instance, its quite clear what 4e swimming checks mean, you can swim for one melee round (its an athletics check).
And that would be rather unusable in most situations outside combat where you need to swim longer distances.

The thing is, all 4e skill check outcomes within combat are quite well-defined, they're basically 'powers' (in the compendium they actually format them literally as powers). If not, then they are governed by 'page 42', which again produces definite results, as it structures everything in terms of an attack. But this is all fairly unimportant really because the real purpose and use of skill checks is in Skill Challenges. As I stated before, that provides an intent-based framework in which each check produces a defined measure of overall success of intent. There is no ambiguity at all there, if its a simple level 3 challenge then the consequences of success or failure of a given check within that challenge is a matter of rules. I mean, the GM can spell out MORE than that (IE partial success, etc.) but any player is on firm ground when making a skill check, and can decide without reference to the GM or anything but the fiction and the state of the SC and the character, and decide whether or not something 'can work' or not.
I don't understand why the skill challenge doesn't have similar issues you complained about. The GM sets DCs, number of needed success or failures, what skills apply and what the stakes are potentially arbitrarily, just like with skill checks.

Also, 5e has very similar mechanic in group checks.

5e skill checks simply do not partake of this character. As I say, there are a few cases where 4e checks can fall into this crack too, and the WHY is illustrative. They would be cases where a player species that their character has some sort of intent or a specific task they wish to complete, and the GM fails to frame up the action into an SC! The ranger declares that he wants to track down his friend's murderer and the GM simply asks for a single Perception check. 1st it seems like the GMing here violates the intent of 4e design, and secondly I would observe that the MERE EXISTENCE of the option to cast this as an SC actually does some good work. In a sense at this point the GM is sort of telling you its a 'Complexity 0 SC', because otherwise why only ask for this single check? But for the 5e player, the request to make this tracking check doesn't really tell him anything much at all. The GM will probably feel obliged to present a success as indicating some amount of tracking happened, but that's all we know. Heck, failure could still mean the same thing!
So most of the skill checks?
 

What I like about advantage is it is distinctive. So in my HoML game the ONLY allowable situational modifier is Advantage/Disadvantage. If something is not significant enough for that, then its too trivial to bother with at all, and by making all permanent type modifiers bonuses/penalties to the DV of the check, there's little chance of things getting confused. Cheapening of Advantage by over-generously granting it could be a thing, but I would like to think that the design of the game makes it pretty clear this is meant to signify that someone has a real genuine significantly improved chance of success. I DO grant it for 'tactical reasons' like flanking and surprise, I think situational tactics should be emphasized, and 4e spent a lot too much ink on 'procedural advantages' (IE you did X in the turn right after Y, or whatever). If you flank someone, if you get the jump on them, if you have a lot better cover than they do, well, they're kinda forked. It means that often the fiction just reads more plausibly, and that really isn't a bad thing.
Agreed.

Though I don't use flanking in my 5e game, as I feel that is way too easy to achieve, and it becomes the default thing to do and the default way to get advantage. I use cinematic advantage instead. Has the added bonus of producing more interesting fiction.
 

I've posted thousands of words of explanation, play examples, etc. I've offered general descriptions - players change setting, players introduce dramatic needs, players' responses and judgements are not dictated by system or social cues. I've worked through, in detail, an example of BW play.

And what you tell me is that you can't tell the difference between that and your own play - despite having given one example of "story now" play of your own which (a) seems to have been unintended rather than deliberate and (b) wasn't liked by most of your players.

Frankly, it's frustrating.
This is not about volume. You can have a library's worth of Story Now play examples and if you cannot highlight the elements that make them story now, which are unique to them, then it is no help. And what I find frustrating is your refusal to clearly address relatively simple questions like one I made regarding the premise.

Imagine an approach to RPGing in which what happened with your Deathlord thing is what is happening all the time. That would be "story now".
Right! So what we are fighting about? The frequency of such occasions in 5e play? Because now it seems we actually have at least a some sort of understanding of what sort of thing we are talking about. Of course a game who is designed to produce certain sort of situation is going to do it way more often than one where such is just incidental or supplementary. I have always acknowledged that, it is not in question. But the thing it self is the same. And that moment was not in any way unique in its structure, it was just something that has stuck in my head due the crazy scope of the consequences.

Are you able to point me to examples of 5e D&D play that regularly exhibit that sort of thing?
A player making a decision based on the emotional state of their character which possibly was itself due the situation that emerged in the play and that decision had significant impact to the course of the story? Or do players making decision that affect the course of the story for some other reason qualify as well? Also what is the scope of the effect we are looking here? Probably something less than end of the entire world should suffice?

I don't keep logs of my games, and I am not going to comb trough logs of other people's games to find some debate fodder. You have obviously some strawman image of 5e play in your head which you're not willing to let go.
 
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EzekielRaiden

Follower of the Way
Something that has to be called out is 5e is a DM-centric RPG. Where Stonetop says "not only should you do that, you must" 5e leaves it up to the DM. Throughout the rules you'll see that principle stated and restated.

The choice to make 5e-centric DM-centric has specific and intentional consequences. "You must" is off the table. That's empowering to some groups, frustrating to others. 5e says - even though we drop you in at the deep end, our rules are good enough to catch you - and that is almost always true. The system is streamlined, expressive, resilient. A product of a quantity of playtesting that few other design teams can match.
Yeah...I find pretty much every part of those last two sentences incorrect. It is not meaningfully streamlined (and in fact has several snarl points that I personally have had to deal with) unless the DM handwaves or elides things out. It is not particularly expressive, as demonstrated by the many calls from people who liked the ideas of 3e and PF1e but who find 5e restrictive and suffering from a dearth of options. It certainly isn't resilient, given the known issues with the CR system and, as stated, the at the very least extremely swingy difficulty of low levels.

And, as stated, the playtesting for 5e was a joke. They wasted at least a year and a half dithering about on ideas that weren't popular, but which were "designer's pet" things, like the Expertise Die (which Mearls all but admitted was his baby, because he loves rolling lots of dice). As another example, "Specialties" were something they tried to go all-in for...and they just didn't work and weren't popular, so they had to ditch them relatively late in the process...at which point they were now trapped, unable to implement the "Warlord Fighter" they'd promised because they had previously committed to putting all of that into a healing-focused Specialty. Yet on the flipside, they also rolled over at the slightest sign of difficulty for any idea they weren't committed to, which is what killed the Sorcerer and Warlock so thoroughly that we never even got to see them again in the public playtest. (This, incidentally, is a significant part of why both Sorcerer and Warlock are weaker classes--they simply did not get public playtesting, and their final forms were almost certainly developed over a much shorter time scale than other classes.)

Admittedly, the D&D Next playtest was less of a joke than things like certain PF1e public playtests, like the Gunslinger, where they legitimately outright banned people for giving critical feedback. (Some of the people who got slapped with Paizo forum bans had in fact been nasty. But others legit simply pointed out serious flaws and called for improvements...and got banned for their troubles.) The class was published pretty much unedited, and guess what? The critics were right on the money. (Specifically, the "misfire" mechanic, due to being rolled for every attack roll made, actually causes misfires to occur MORE often for highly-skilled Gunslingers! Though there were also other issues.)

5e is by design a game that most people can play. It is designed for high functionality and expressiveness. What I mean by the latter is that you can see throughout the design the patterns and interfaces that create design-space and designability. The 5e designers, knowing their past, are on the whole avoiding using this expressiveness to sell a million splatbooks. Instead responding to what they see players leaning into or away from.
Yeah, I'm gonna have to join the chorus on this one. You're just flat wrong that 5e was designed for that--the word you're looking for is "transparency." 4e is one of the most maximally transparent "high crunch" systems ever made. It is really clear what it expects of players and how to get those things. Instead of "natural language" that (in my experience) invites arguments and confusion (because different people understand natural terms differently....as this thread has repeatedly shown!), 4e used clear, consistent keywords and clean, exception-based design, so you could pretty much instantly figure out what things did and how they worked together.

Gods! Do we all want to play just one game?
Not particularly. That's kind of the problem though; for many, it's not that they want to only play one game. It's that D&D is the one game they're even able to play, because nobody nearby plays anything else. Or, in my case, because a good 75% of all the games on offer are 5e, and about 15% are some variation of 3.X/PF1e, and it's rare as hell to see 4e, 13A, or a similar system I'm into. I looked for several months, even posted threads hoping maybe a DM might bite. Nothing. I eventually gave up. Hence, if I can't get the games I actually love playing, I have to do what I can to see that the play I love gets represented in games people are likely to play.

So, 3e fighters are just a terrible implementation. The whole 'full round attack' thing and how multi-attacks work, the way any move that isn't "I swing my sword" is basically either worthless or has to be built heavily with feats/skills (and is then too niche to be viable). Fighters lose their MAIN claim to fame from AD&D, which was a really significant hardiness against magic/poison/etc. And then there's just no options, you get swings, and more swings, and... There REALLY IS no particular reason to ever play a non-caster past about level 3. At least half of all the classes in the game will never haul their own weight past level 3-5 or so. People can say it doesn't matter, but that's BS.
I already quoted from this post earlier, but this paragraph merits mention for a couple reasons. First, it highlights an area where 3e design, in a way similar to (other, non-related) aspects of 5e design, actively works against itself in a completely unnecessary way. In 3e, as you say, if you want to do the most damage you can as a physical fighter, you must use Full Attacks, and thus you cannot move. But the system was designed around the idea that people would be moving around, able to dodge, etc. The entire Monk class, for example, is supposed to be built around being a lightly-armored, unarmed, highly-mobile skirmisher....which is a specialty that simply sucks. Likewise, the idea with the Fighter was supposed to be that they were incredibly customizable and powerful due to having significantly more feats....but the problem was, any good feat requires at least one mediocre or even outright bad feat (e.g. Spring Attack requires Mobility), sometimes several. And even the really good feats were rarely more than small incremental bonuses. The whole thing is just poorly-conceived.

And we can see how other designers, trying to fix this lumpy mess of a system, have used other techniques instead. The "Spheres" PF1e options from Drop Dead Studios are meant simultaneously as a de-powering and enforcing focus on magic-users (replacing Vancian casting entirely), while the Spheres of Might were specifically made to increase the power of martial characters. As part of this, the SoM rules almost always rely on "special attack actions," NOT full attacks. A special attack action is something you can ONLY do by taking a regular Attack action, so as to encourage players to actually move around the battlefield rather than parking themselves in the most stab-appropriate square and moving as little as possible. (Ironically, its hyperfocus on special attacks actually makes anything that requires full attacks to be significantly weakened in comparison!) The Spheres rules are significantly better-balanced than PF1e, despite allowing for some crazy combos, because they dispense with several key design elements that outright fight against the 3e chassis' own gameplay goals.

What I like about advantage is it is distinctive. So in my HoML game the ONLY allowable situational modifier is Advantage/Disadvantage. If something is not significant enough for that, then its too trivial to bother with at all, and by making all permanent type modifiers bonuses/penalties to the DV of the check, there's little chance of things getting confused. Cheapening of Advantage by over-generously granting it could be a thing, but I would like to think that the design of the game makes it pretty clear this is meant to signify that someone has a real genuine significantly improved chance of success. I DO grant it for 'tactical reasons' like flanking and surprise, I think situational tactics should be emphasized, and 4e spent a lot too much ink on 'procedural advantages' (IE you did X in the turn right after Y, or whatever). If you flank someone, if you get the jump on them, if you have a lot better cover than they do, well, they're kinda forked. It means that often the fiction just reads more plausibly, and that really isn't a bad thing.
Yeah, again I'm going to go up to bat for this: You have excessively reduced the benefit-space already. Either searching for Advantage is a generally wasted effort, because you have to bring overwhelming benefits to get it and that's not gonna happen much, or it's a pointless effort, because you already have it and thus never need to do anything further. From what you've said here, you aren't actually solving the "it's the weapon of last resort being used simultaneously as the weapon of first resort" problem. You've just added a "...first resort should only come when you can't justify not doing something" clause.

There's still plenty of space for where you have a small edge that might matter, but not one so great as to be Advantage. (Personally, my preference is to have a sliding scale: something like +2, +2-and-Advantage, auto-success, mirrored for negatives. This also permits the possibility of -2+Advantage or +2+Disadvantage, allowing for "risky-but-powerful" and "restrained but reliable.") Plethoras of tiny bonuses are a problem, I don't deny that. But surely there is a space between "literally just ONE bonus" and "an absolute smorgasbord of things."

Free Kriegsspiel, as actually practised by the Prussian army, has fairly clear success conditions beyond the merely aesthetic. (EDIT: that condition being, do our officers win wars?)

That's one reason why, like you, I find the FKR nomenclature a bit puzzling. The FKR games, as I understand them, seem to emphasise high concept simulation, with an emphasis on setting, and the principle resolution mechanism being Drama (in Tweet's sense) flowing from the GM's adjudication of the fiction.
This is good to hear, since that's what I was getting out of it as well. It's a teaching tool, in game form. Like a CPR practice dummy. They aren't meant to actually simulate real people. They're meant as a teaching aid, so that you get practice with the basic skills just in case you ever need them for a real person who isn't breathing.

The goal of Kriegsspiel was officer training. The goal of Free Kriegsspiel was more efficient and realistic officer training.
Efficient and effective officer training. Unless you mean to claim that Free Kriegsspeil's referees would have been happy if their work was more realistic but did not produce effective officers? That doesn't seem to be the case, from what I'm seeing. It seems to be that there was no gain in officer training from the precise rules, so they ditched the unnecessary weight of (what I call) Simulation in order to more effectively Emulate the experience of "commanders of armies." Because that experience is what's valuable, isn't it? It doesn't matter if the skill comes from totally unreal things or extremely precise realism.
 

clearstream

(He, Him)
Having GMed as much or more 4e than possibly any other person on the planet…

Having run the Setting Tourism-est FR and PS 3.x from 99 to 04 (game from level 3 to level 22)…

The idea that 4e and 3.x share anything more than the most utterly faint DNA (d20 chassis and some Bo9S martial conceptions)? Utterly preposterous. 4e and 3.x are nearly opposite ends of the D&D design and play spectrum. Totally different games.
I'm endeavouring to find a better path to disagreeing, so perhaps I will simply layout some connections that I see, and you will of course have your view too.

Tome of Battle (ToB aka Bo9S) 2006 put martials on an even footing with casters, by framing martial actions in a way similar to spells. Packages of tightly defined effects that characters could use, called Maneuvers. Unlike spells, recovery of maneuvers was done in two ways: through a special action to recover it mid-encounter, or at the end of the encounter you recover all expended uses. ToB also introduced stances, which are not expended. Like spells, Maneuvers have a name (like Bolstering Voice) and level (1-9), action type, target, and range. They each have flavor text. Each of the three classes had different approaches to managing mid-encounter recoveries, for example Crusader doesn't fully control which Maneuvers become avilable each turn, while Swordsage does, but at the cost of a full-round action. Warblade started with far fewer Maneuvers, but could recover them essentially at-will (a swift action.) Contributors included Collins, Mearls and Schubert, who would go on to work on 4e.

So here was a prototype of martial abilities as spell-like powers, complete with stances, encounter and at-will power use. Another book came out near the end of 3e/3.5e's run that I also found revealing - the 3.5 Rules Compendium 2007. Here was crisply articulated the 3.5e system, with a few interludes by designers, such as Mearls' "Why Rules Die". Action types were neatly listed. More types than 4e, but (if you were playing 3.5e) you would have by now been familiar with Standard, Move, Swift (became Minor), Free and Immediate. 3.5e also had the rather clunky full-round action. When I read the Compendium I felt a strong sense that the design team was rounding out, tidying up, making their final statement on 3rd and ready to move on. Mearls wrote

As the game evolves and more rules retire to the great rules graveyard in the sky, there’s a chance that today’s polished, easy-to-use rule becomes tomorrow’s broken, inefficient, complex mess. There was a time when THAC0’s subtraction was a welcome relief from the constant table references required by earlier versions of the game. With each passing year, as we grow our design skills and understanding of the game, you can expect this cycle to continue.

Mearls at least had an eye to the future. Another book from about the same period to mention is Iron Heroes 2005 (by Mearls), in which Skill Challenges are seen.

Complaints that
The Wizard and Druid solved every problem I threw at them. Every problem. And the encounter budget and deranged combinations I threw at them to even remotely challenge the Wizard and Druid…it was the most exhausting (in terms of overhead and handling time) thing I’ve ever done GMing and nothing even comes close. From level 11 on, combats were either rocket tag and done or hours and hours. At level 17, it was 2-4 hour combats routinely if it wasn’t rocket tag.
Had becoming deafening, and as a community we had a ton of analysis of options to solve them. As another enworlder put it

Tome of Battle was great. It also addressed a problem that was uniquely 3.5. It illustrated what it took to make viable martial classes in a system that inherently put martials at the most insurmountable disadvantage they've ever faced compared to full casters.

ToB did more than that, it also prototyped the solutions to the 5MWD that were refined in 4e. Obviously 4e is not solely powers, recoveries, and action types, but I genuinely feel that to the observant, in 2005-2008 we felt a sea change. 4e was a breath of fresh air, but one that we could sense coming as the day waned on 3.5e. That is what I sensed at the time when I read ToB and the RC in the light of the (justified) complaints of CoDzillas et al. 4e was unsurprising to those looking closely. I remember how excited I felt that they were willing to double-down on what they had prototyped (in Bo9S) and learned as designers!

Design is overwhelmingly iterative. Professional designers thrive on opportunities to test their ideas. It is right to say that the opportunity to test in Bo9S resulted in the inspiration and confidence to publish 4e. Far from faint, the roots were fat and thirsty.
 
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clearstream

(He, Him)
Yeah...I find pretty much every part of those last two sentences incorrect. It is not meaningfully streamlined (and in fact has several snarl points that I personally have had to deal with) unless the DM handwaves or elides things out. It is not particularly expressive, as demonstrated by the many calls from people who liked the ideas of 3e and PF1e but who find 5e restrictive and suffering from a dearth of options. It certainly isn't resilient, given the known issues with the CR system and, as stated, the at the very least extremely swingy difficulty of low levels.

And, as stated, the playtesting for 5e was a joke. They wasted at least a year and a half dithering about on ideas that weren't popular, but which were "designer's pet" things, like the Expertise Die (which Mearls all but admitted was his baby, because he loves rolling lots of dice). As another example, "Specialties" were something they tried to go all-in for...and they just didn't work and weren't popular, so they had to ditch them relatively late in the process...at which point they were now trapped, unable to implement the "Warlord Fighter" they'd promised because they had previously committed to putting all of that into a healing-focused Specialty. Yet on the flipside, they also rolled over at the slightest sign of difficulty for any idea they weren't committed to, which is what killed the Sorcerer and Warlock so thoroughly that we never even got to see them again in the public playtest. (This, incidentally, is a significant part of why both Sorcerer and Warlock are weaker classes--they simply did not get public playtesting, and their final forms were almost certainly developed over a much shorter time scale than other classes.)

Admittedly, the D&D Next playtest was less of a joke than things like certain PF1e public playtests, like the Gunslinger, where they legitimately outright banned people for giving critical feedback. (Some of the people who got slapped with Paizo forum bans had in fact been nasty. But others legit simply pointed out serious flaws and called for improvements...and got banned for their troubles.) The class was published pretty much unedited, and guess what? The critics were right on the money. (Specifically, the "misfire" mechanic, due to being rolled for every attack roll made, actually causes misfires to occur MORE often for highly-skilled Gunslingers! Though there were also other issues.)


Yeah, I'm gonna have to join the chorus on this one. You're just flat wrong that 5e was designed for that--the word you're looking for is "transparency." 4e is one of the most maximally transparent "high crunch" systems ever made. It is really clear what it expects of players and how to get those things. Instead of "natural language" that (in my experience) invites arguments and confusion (because different people understand natural terms differently....as this thread has repeatedly shown!), 4e used clear, consistent keywords and clean, exception-based design, so you could pretty much instantly figure out what things did and how they worked together.


Not particularly. That's kind of the problem though; for many, it's not that they want to only play one game. It's that D&D is the one game they're even able to play, because nobody nearby plays anything else. Or, in my case, because a good 75% of all the games on offer are 5e, and about 15% are some variation of 3.X/PF1e, and it's rare as hell to see 4e, 13A, or a similar system I'm into. I looked for several months, even posted threads hoping maybe a DM might bite. Nothing. I eventually gave up. Hence, if I can't get the games I actually love playing, I have to do what I can to see that the play I love gets represented in games people are likely to play.


I already quoted from this post earlier, but this paragraph merits mention for a couple reasons. First, it highlights an area where 3e design, in a way similar to (other, non-related) aspects of 5e design, actively works against itself in a completely unnecessary way. In 3e, as you say, if you want to do the most damage you can as a physical fighter, you must use Full Attacks, and thus you cannot move. But the system was designed around the idea that people would be moving around, able to dodge, etc. The entire Monk class, for example, is supposed to be built around being a lightly-armored, unarmed, highly-mobile skirmisher....which is a specialty that simply sucks. Likewise, the idea with the Fighter was supposed to be that they were incredibly customizable and powerful due to having significantly more feats....but the problem was, any good feat requires at least one mediocre or even outright bad feat (e.g. Spring Attack requires Mobility), sometimes several. And even the really good feats were rarely more than small incremental bonuses. The whole thing is just poorly-conceived.

And we can see how other designers, trying to fix this lumpy mess of a system, have used other techniques instead. The "Spheres" PF1e options from Drop Dead Studios are meant simultaneously as a de-powering and enforcing focus on magic-users (replacing Vancian casting entirely), while the Spheres of Might were specifically made to increase the power of martial characters. As part of this, the SoM rules almost always rely on "special attack actions," NOT full attacks. A special attack action is something you can ONLY do by taking a regular Attack action, so as to encourage players to actually move around the battlefield rather than parking themselves in the most stab-appropriate square and moving as little as possible. (Ironically, its hyperfocus on special attacks actually makes anything that requires full attacks to be significantly weakened in comparison!) The Spheres rules are significantly better-balanced than PF1e, despite allowing for some crazy combos, because they dispense with several key design elements that outright fight against the 3e chassis' own gameplay goals.


Yeah, again I'm going to go up to bat for this: You have excessively reduced the benefit-space already. Either searching for Advantage is a generally wasted effort, because you have to bring overwhelming benefits to get it and that's not gonna happen much, or it's a pointless effort, because you already have it and thus never need to do anything further. From what you've said here, you aren't actually solving the "it's the weapon of last resort being used simultaneously as the weapon of first resort" problem. You've just added a "...first resort should only come when you can't justify not doing something" clause.

There's still plenty of space for where you have a small edge that might matter, but not one so great as to be Advantage. (Personally, my preference is to have a sliding scale: something like +2, +2-and-Advantage, auto-success, mirrored for negatives. This also permits the possibility of -2+Advantage or +2+Disadvantage, allowing for "risky-but-powerful" and "restrained but reliable.") Plethoras of tiny bonuses are a problem, I don't deny that. But surely there is a space between "literally just ONE bonus" and "an absolute smorgasbord of things."


This is good to hear, since that's what I was getting out of it as well. It's a teaching tool, in game form. Like a CPR practice dummy. They aren't meant to actually simulate real people. They're meant as a teaching aid, so that you get practice with the basic skills just in case you ever need them for a real person who isn't breathing.
Let's agree to disagree on all of this. Will you change your mind? Probably not, right? How do you feel about your chances of changing mine? I'd far rather get back to the productive conversation we were having earlier :)

Efficient and effective officer training. Unless you mean to claim that Free Kriegsspeil's referees would have been happy if their work was more realistic but did not produce effective officers? That doesn't seem to be the case, from what I'm seeing. It seems to be that there was no gain in officer training from the precise rules, so they ditched the unnecessary weight of (what I call) Simulation in order to more effectively Emulate the experience of "commanders of armies." Because that experience is what's valuable, isn't it? It doesn't matter if the skill comes from totally unreal things or extremely precise realism.
So the officer at the time advocating for free kriegspiel laid out a specific concern for greater realism... and here you dismiss the possibility that a goal of free kriegspiel was greater realism? Again, let's leave it here and agree to disagree.
 

I'm endeavouring to find a better path to disagreeing, so perhaps I will simply layout some connections that I see, and you will of course have your view too.

Tome of Battle (ToB aka Bo9S) 2006 put martials on an even footing with casters, by framing martial actions in a way similar to spells. Packages of tightly defined effects that characters could use, called Maneuvers. Unlike spells, recovery of maneuvers was done in two ways: through a special action to recover it mid-encounter, or at the end of the encounter you recover all expended uses. ToB also introduced stances, which are not expended. Like spells, Maneuvers have a name (like Bolstering Voice) and level (1-9), action type, target, and range. They each have flavor text. Each of the three classes had different approaches to managing mid-encounter recoveries, for example Crusader doesn't fully control which Maneuvers become avilable each turn, while Swordsage does, but at the cost of a full-round action. Warblade started with far fewer Maneuvers, but could recover them essentially at-will (a swift action.) Contributors included Collins, Mearls and Schubert, who would go on to work on 4e.

So here was a prototype of martial abilities as spell-like powers, complete with stances, encounter and at-will power use. Another book came out near the end of 3e/3.5e's run that I also found revealing - the 3.5 Rules Compendium 2007. Here was crisply articulated the 3.5e system, with a few interludes by designers, such as Mearls' "Why Rules Die". Action types were neatly listed. More types than 4e, but (if you were playing 3.5e) you would have by now been familiar with Standard, Move, Swift (became Minor), Free and Immediate. 3.5e also had the rather clunky full-round action. When I read the Compendium I felt a strong sense that the design team was rounding out, tidying up, making their final statement on 3rd and ready to move on. Mearls wrote



Mearls at least had an eye to the future. Another book from about the same period to mention is Iron Heroes 2005 (by Mearls), in which Skill Challenges are seen.

Complaints that

Had becoming deafening, and as a community we had a ton of analysis of options to solve them. As another enworlder put it



ToB did more than that, it also prototyped the solutions to the 5MWD that were refined in 4e. Obviously 4e is not solely powers, recoveries, and action types, but I genuinely feel that to the observant, in 2005-2008 we felt a sea change. 4e was a breath of fresh air, but one that we could sense coming as the day waned on 3.5e. That is what I sensed at the time when I read ToB and the RC in the light of the (justified) complaints of CoDzillas et al. 4e was unsurprising to those looking closely. I remember how excited I felt that they were willing to double-down on what they had prototyped (in Bo9S) and learned as designers!

Design is overwhelmingly iterative. Professional designers thrive on opportunities to test their ideas. It is right to say that the opportunity to test in Bo9S resulted in the inspiration and confidence to publish 4e. Far from faint, the roots were fat and thirsty.

I think your case is really, really difficult (and by difficult I mean impossible) to make considering everything we know. And Mearls cribbing the conflict resolution mechanics of several other indie games (and being heavily involved in The Forge that was using exactly those scene resolution mechanics...and player-authored kickers - quests) doesn't help the idea that 4e was an iteration of 3.5! So a giant pile of thoughts that push back against your conception of the 2 systems' relationship. Heinsoo himself in interviews called out/spoke about:

* 4e "rebuilding" (D&D) rather than "iterating" or "building upon."

* 4e's conception and design as an answer to a myriad of 3.x features/bugs:

- Building the maths from the ground up rather than inheriting them from legacy.

- Extending the sweet spot from 1-30 rather than the tiny sweet spot of 3.x; 1-6.

- Removing the save or die effect paradigm of 3.x and legacy.

- Making characters robust at 1st level rather than absurdly vulnerable. Also, making characters have beefy self-sustain.

- Acknowledging that roles are a fundamental lynchpin of play (and always have been), encoding them (and transparently so), diversifying the archetypes within the roles...the combination of which makes it so if the Cleric or Wizard or Bard w/ Cure Wand doesn't show up this week you don't have to play something else (or GMPC them). For instance, my last 1-30 4e game was a Swarm Druid, a Bladesinger, and a Duelist Rogue along with an assemblage of Companion Characters (a Bear, a Sentient Sword, 5 Minion Ghosts).

- Focusing on simplicity of GMing via robustness of tools and ease of monster/obstacle design so GMs aren't spending egregious cognitive overhead and handling time on dealing with monsters (god help you with a buff or debuff at 11+ level with high HD creatures...especially en masse).

- Getting rid of massive-amplifying and math-intensive buffs and debuffs (see above).

- Removing the deep, default simulationist (he actually used this word) orientation of mechanics and play and focusing on the game-playability and evocativeness of mechanics and generating wondrousness and mystery in its magic (rather than doing math forever and analyzing whether or not this economy is legit due to the fallout of Fabricate etc) and focusing on story side of the mechanics (his comments here could come directly from various Forge conversations...Heinsoo, Tweet, Mearls were all very much into the indie game scene).

- Having uniformity of cool stuff you get, regardless of class, every time you level (vs the 3.x disparity).

- Mechanics that encouraged and demanded extreme and dynamic battlefield mobility, particularly for martial character vs what happened in 3.x (find optimal square and deploy Full Attack...maybe move here and there).

- Make decisions beefy, interesting, and consequential on every player's turn.

- Build a Points of Light setting with wondrous mythology and a lot of deep cosmological conflicts that provoked focused conflict and required immediate and constant action to save a world/cosmos in peril. But at the same time you're making it thematically provocative and ensconced in conflict/on-fire, do it in broad strokes and let individual tables fill out their worlds and stories as they play. Keep details dramatically relatively loose compared to 2e and 3.x settings.

- Get rid of the (simulationist and PC-build-components eating) Crafting and all of the stuff devoted to it. The system just isn't handling it. If you're going to craft something, use the Quest system and handle it like an epic journey with Skill Challenges and the like.

- Move the powerful, game-overwhelming spells to Rituals, power them down dramatically, and make these available to everyone.

- Create an easy to use stunting and terrain system and encourage stunts and dynamic terrain/battlefield interaction.

- Exception-based design.

- Balance achieved through unified resource scheduling and refresh.




Outside of what Heinsoo et al said about 4e's goals and design, here is my own pile that I'm going to try to not have overlap with the above:

* Noncombat Conflict Resolution (the Skill Challenge) which features indie game/Burning Wheel intent and stakes be established and requires deft use of Fail Forward and Change the Situation by the GM.

* Subjective DCs/maths (for everything from Skill Challenges, to Obstacles, to Hazards/Traps/Terrain, to Monster Math) that were anchored to Tier and the level of the PCs rather than a giant pile of task resolution, objective DCs that were to be deployed whenever. The goal of play was to create an endless torrent of conflict and action (Skil the gate guards and get to the fun!). That meant challenge math had to be anchored to PCs and appropriate fiction tied to those Tiers. Play was not about the "experiential quality of being there" and "setting tourism" and conflict-neutral exploration. It was about high-octane action-adventure stuff all the time.

* Codified Tiers of play with Themes and Paragon Paths and Epic Destinies and fiction (including the integration of all of the obstacles) that evokes, provokes, and focuses play.

* The Quest engine (in particular, the Player Authored Quest system) being an integral part/incentive structure play to propel the trajectory of play/character advancement.

* Complete change in the Magic Item system and effectively being a pseudo-player-kicker (Wishlists as part of PC build).

* Keyword tech (like MtG and so many indie games) dominating the game engine stem to stern.

* Moving away from purple prose navigation to get to consequential mechanics (these things were entirely separated and the prose was pithy and chunky).

* MEGA aggressive statements like "Skip the gate guards and get to the fun (Cut to the action...at every moment, drive play toward conflict" and "Come and Get It" and "Martial Control Suites (Defender packages)" and "Warlord Inspirational Healing" and "Martial Damage on a Miss" and "Fail Forward."

* Milestone mechanics (along with pretty much auto Short Rests and deep resource reserves for every PC to encourage pressing on rather than trying to get a Long Rest.

* The complete paradigm shift of handling mook/mass combats with Minion and Swarm mechanics and Auras.

* Modular design with the serious and debilitating story and/or attrition effects onto the Disease Track.




Anyway, they're just different beasts entirely. "ZE GAME (did not) REMAINS ZE SAME."
 

clearstream

(He, Him)
I think your case is really, really difficult (and by difficult I mean impossible) to make considering everything we know. And Mearls cribbing the conflict resolution mechanics of several other indie games (and being heavily involved in The Forge that was using exactly those scene resolution mechanics...and player-authored kickers - quests) doesn't help the idea that 4e was an iteration of 3.5!
Hang on. I'm saying it is part of a chain (or really chains) of iteration, with roots in 3.5e. As much in reaction to 3.5e.

So a giant pile of thoughts that push back against your conception of the system's relationship:

* Heinsoo himself in interviews called 4e "rebuilding" (D&D) rather than "iterating" or "building upon."

* Heinsoo spoke about 4e's conception and design as an answer to a myriad of 3.x features/bugs:

- Building the maths from the ground up rather than inheriting them from legacy.

- Extending the sweet spot from 1-30 rather than the tiny sweet spot of 3.x; 1-6.

- Removing the save or die effects.

- Making characters robust at 1st level rather than absurdly vulnerable. Also, making characters have beefy self-sustain.

- Acknowledging that roles are a fundamental lynchpin of play (and always have been), encoding them (and transparently so), diversifying the archetypes within the roles...the combination of which makes it so if the Cleric or Wizard or Bard w/ Cure Wand doesn't show up this week you don't have to play something else (or GMPC them). For instance, my last 1-30 4e game was a Swarm Druid, a Bladesinger, and a Duelist Rogue along with an assemblage of Companion Characters (a Bear, a Sentient Sword, 5 Minion Ghosts).

- Focusing on simplicity of GMing via robustness of tools and ease of monster/obstacle design so GMs aren't spending egregious cognitive overhead and handling time on dealing with monsters (god help you with a buff or debuff at 11+ level with high HD creatures...especially en masse).

- Getting rid of massive-amplifying and math-intensive buffs (see above).

- Removing the deep, default simulationist (he actually used this word) orientation of mechanics and play and focusing on the game-playability and evocativeness of mechanics and generating wondrousness and mystery in its magic (rather than doing math forever and analyzing whether or not this economy is legit due to the fallout of Fabricate etc) and focusing on story side of the mechanics (his comments here could come directly from various Forge conversations...Heinsoo, Tweet, Mearls were all very much into the indie game scene).

- Having uniformity of cool stuff you get, regardless of class, every time you level (vs the 3.x disparity).

- Mechanics that encouraged and demanded extreme and dynamic battlefield mobility, particularly for martial character vs what happened in 3.x (find optimal square and deploy Full Attack...maybe move here and there).

- Make decisions beefy, interesting, and consequential on every player's turn.

- Build a Points of Light setting with wondrous mythology and a lot of deep cosmological conflicts that provoked focused conflict and required immediate and constant action to save a world/cosmos in peril. But at the same time you're making it thematically provocative and ensconced in conflict/on-fire, do it in broad strokes and let individual tables fill out their worlds and stories as they play. Keep details dramatically relatively loose compared to 2e and 3.x settings.

- Get rid of the (simulationist and PC-build-components eating) Crafting and all of the stuff devoted to it. The system just isn't handling it. If you're going to craft something, use the Quest system and handle it like an epic journey with Skill Challenges and the like.

- Move the powerful, game-overwhelming spells to Rituals, power them down dramatically, and make these available to everyone.

- Create an easy to use stunting and terrain system and encourage stunts and dynamic terrain/battlefield interaction.

- Exception-based design.

- Balance achieved through unified resource scheduling and refresh.




Outside of what Heinsoo et al said about 4e's goals and design, here is my own pile that I'm going to try to not have overlap with the above:

* Noncombat Conflict Resolution (the Skill Challenge) which features indie game/Burning Wheel intent and stakes be established and requires deft use of Fail Forward and Change the Situation by the GM.

* Subjective DCs/maths (for everything from Skill Challenges, to Obstacles, to Hazards/Traps/Terrain, to Monster Math) that were anchored to Tier and the level of the PCs rather than a giant pile of task resolution, objective DCs that were to be deployed whenever. The goal of play was to create an endless torrent of conflict and action (Skil the gate guards and get to the fun!). That meant challenge math had to be anchored to PCs and appropriate fiction tied to those Tiers. Play was not about the "experiential quality of being there" and "setting tourism" and conflict-neutral exploration. It was about high-octane action-adventure stuff all the time.

* Codified Tiers of play with Themes and Paragon Paths and Epic Destinies and fiction (including the integration of all of the obstacles) that evokes, provokes, and focuses play.

* The Quest engine (in particular, the Player Authored Quest system) being an integral part/incentive structure play to propel the trajectory of play/character advancement.

* Complete change in the Magic Item system and effectively being a pseudo-player-kicker (Wishlists as part of PC build).

* Keyword tech (like MtG and so many indie games) dominating the game engine stem to stern.

* Moving away from purple prose navigation to get to consequential mechanics (these things were entirely separated and the prose was pithy and chunky).

* MEGA aggressive statements like "Skip the gate guards and get to the fun (Cut to the action...at every moment, drive play toward conflict" and "Come and Get It" and "Martial Control Suites (Defender packages)" and "Warlord Inspirational Healing" and "Martial Damage on a Miss" and "Fail Forward."

* Milestone mechanics (along with pretty much auto Short Rests and deep resource reserves for every PC to encourage pressing on rather than trying to get a Long Rest.

* The complete paradigm shift of handling mook/mass combats with Minion and Swarm mechanics and Auras.

* Modular design with the serious and debilitating story and/or attrition effects onto the Disease Track.




Anyway, they're just different beasts entirely. "ZE GAME (did not) REMAINS ZE SAME."
I did not and do not say that the game remains the same. Iterative design processes very often result in leaps - substantial innovations - while at the same time having their roots in their predecessors. It's product design 101. Identify problems for your audience (I think we can agree that 3e did a fantastic job of providing a rich supply of those!) Divergently ideate solutions. Where possible, prototype your favoured solutions. Analyse other work in your context for problems you might have missed, concepts you might learn from, and preexisting "prototypes" of ideas you are interested in. Define your criteria for what = good. Using your criteria, converge to a set of solutions - the solution space - that you will then develop. Try to get your core gameplay rapidly to the table, and iterate from there (test, learn, adapt.)

Identify problems > Ideate (diverge) > Define good > Solutions (converge) > Develop.

Typically, the solution space makes its own demands and offers its own opportunities. Certainly some concepts came - as they rightly should! - in from the wider context. Your list is not dichotomous with my claims, it's orthogonal: your list and my claims are both justified. Nothing there "pushes back", which is not to say that the process didn't also bring in elements that did not identify their problem spaces in 3e. That should be anticipated: it's the process working as intended. New things ought to be learned as the solutions are developed.
 

pemerton

Legend
I hope that in writing about a positive in one RPG, that is not taken as a comment in any way about another RPG.
Upthread, you asked what Edwards's model predicts. Perhaps in a somewhat similar vein, I am wondering what you take the analytic content to be of the claim that
5e is by design a game that most people can play. It is designed for high functionality and expressiveness. What I mean by the latter is that you can see throughout the design the patterns and interfaces that create design-space and designability.
My reason for pointing out that there are many other RPGs of which this could be said is not to criticise 5e. It's to express doubt that what you say tells us very much about 5e.

Just to pick on one example: what are the patterns and interfaces that create design-space and designability? Is there an example of a RPG that doesn't exhibit such patterns and interfaces?
 

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