D&D 5E New Spellcasting Blocks for Monsters --- Why?!

But, in any case, how is adding in elements that the NPC has by the rules, fudging? I'm not giving this NPC some made up power that it couldn't have if it was a PC. I'm straight up following the rules.

Since when is straight up following the rules fudging?

It's a case of something I said very often about the D&D community. And most communities have elements of it.

"They want something that doesn't work. Either they doesn't realize it doesn't work or they realize it but wont admit it"

Creation of monster with their full capabilities in their statblocks, even for some noncasters, would make those monster too unwieldy for lower importance uses of those monsters. And the community can't agree what full capability is.

So there has to be some level of one the spot creation allowed to display more of a NPC's (and for PC's, for example crafting) capability to be displayed. As long as power levels are not touched without a social contract agreement.
 

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It's a case of something I said very often about the D&D community. And most communities have elements of it.

"They want something that doesn't work. Either they doesn't realize it doesn't work or they realize it but wont admit it"

Creation of monster with their full capabilities in their statblocks, even for some noncasters, would make those monster too unwieldy for lower importance uses of those monsters. And the community can't agree what full capability is.

So there has to be some level of one the spot creation allowed to display more of a NPC's (and for PC's, for example crafting) capability to be displayed. As long as power levels are not touched without a social contract agreement.
Yeah, for me, this is something I've come to rather late than early. I used to be a "the stat block is the stat block" kind of DM. Very careful to only use what's there. Particularly in 3e. Then 4e came along and took off all the limits. Now, I could build a high level adventure with 100% original monsters and the game would work. It was great. Then 5e brought things back away from that a bit. Not back to the 3e level, but, certainly pulling back from the freedom of 4e.

Now, we're seeing it swing back, just a smidgeon towards allowing a bit more flexibility in play. 5e combat is forgiving enough that typically adding or taking something away isn't going to change things all that much - within reason of course. So, again, there are very valid reasons for slimming down the stat block.

Take all that stuff that you're taking out of the stat block and put it in the creature description where it belongs.
 

Yeah, for me, this is something I've come to rather late than early. I used to be a "the stat block is the stat block" kind of DM. Very careful to only use what's there. Particularly in 3e. Then 4e came along and took off all the limits. Now, I could build a high level adventure with 100% original monsters and the game would work. It was great. Then 5e brought things back away from that a bit. Not back to the 3e level, but, certainly pulling back from the freedom of 4e.

Now, we're seeing it swing back, just a smidgeon towards allowing a bit more flexibility in play. 5e combat is forgiving enough that typically adding or taking something away isn't going to change things all that much - within reason of course. So, again, there are very valid reasons for slimming down the stat block.

Take all that stuff that you're taking out of the stat block and put it in the creature description where it belongs.

It think the change is mostly due to game design getting better. 0e-3e were designed heavily on feel because game design on the idea of game balance wasn't a thing for a long time in any kind of gaming but war games and some board game.

Video gaming and TT gaming both developed the idea of benchmarks and thresholds around the rise of the internet to normal folk. 4e was the first edition with a strong grasp of benchmarks and threshold at original design. So it started the idea of "As long as I don't pass X,I don't have to inform the players as this ranges are part of the base game"

It can go the other way as well. I remember listening to a video where someone said 3rd party stuff doesn't shine in PF because the game is so tight that it is hard to come up with new things within the thresholds. And it reminded me of my friend saying he doesn't fudge in feature because he knows he could never get away with it.
 


To some people, adding cumbersomeness to a game is vital for shaping how it feels. For example...

To some people adding specific, targeted cumbersomness can be good. But unless there is a specific reason for the cumbersomness it is a negative.

The cumbersomness in question is the DM  disempowerment of turning the D&D rules into a world simulator. And a pretty bad simulation of a world at that unless we're playing an Order Of The Stick style game. You can argue that this is what 3.X was designed for - but 5e certainly wasn't.
 

5e is like the car that has windows that won't roll down, turn signals that don't work and brakes that are not 100%. Is it functional? Yes, the car will function to get you to where you are going. You may not be able to get fresh air unless you fix the windows, and you may have to start braking early in order to stop at the red light, and turn without signaling, but it does still function as a car.
A car that merely moves forward at decent speed, having the other flaws you have mentioned, is not a functional car. It is in fact extremely unsafe and should not be used unless in a serious emergency.

Like you literally included an example that is outright lawbreaking: if the windows can't roll down and the turn signals don't work, you are physically incapable of signalling your intentions to other drivers, and that's a punishable offense.

And this is exactly why I don't care for this stuff. It's buying a brand-new car from the dealership and finding out that it has all these patchwork fixes, nonfunctional or incomplete components, and a manual that leaves out half the important information needed for fixing any of it. When I buy a brand-new thing, I expect it to work as advertised, to have all of its basic components functional. Making some of them intentionally dysfunctional is incredibly frustrating.
 

To some people, adding cumbersomeness to a game is vital for shaping how it feels. For example...

I'm afraid Mr. Nelson has not made quite the point he thinks he has made. He is (rather flagrantly) abusing equivocation, hinging on the ambiguity between two senses of "bad" or "undesirable" design. This argument is at high risk of becoming a motte-and-bailey fallacy if not scrupulously addressed; I mention this only to cut off such responses at the pass, so to speak.

The first sense of "bad" or "undesirable" design is "design which is not strictly favorable to the player and which may create an environment of hardship or a perceived or real bias against the player." This is "bad" design only in the sense that it is design which intentionally creates hurdles to be overcome. But since the whole point of gaming is to do something (getting back to my four part typology of game-purposes!), intentionally creating good hurdles, hurdles that are interesting and compelling and fun etc., etc., is in fact exactly what I would call GOOD game design. Designing such hurdles so they are neither too high nor too low, neither too close together nor too far apart, etc. but rather sitting in the context specific Goldilocks zone, that's difficult, and we recognize when a game has achieved this. (For example, Hades received massive, and well-deserved, praise for making it so death is actually interesting and even rewarding, such that even someone like me who HATES most roguelikes and roguelites thought it was an absolute blast.)

The second sense of "bad" design is exactly what it says on the tin. Such things are often called "clunky" or "janky." They either don't work right, or require unintuitive and cumbersome actions for minimal benefit, or mess up through no fault of the player, or otherwise break down in some way. This kind of "bad" design is undesirable because it detracts from the gaming experience without adding anything in return. It absolutely should be avoided, and there really is no excusing it.

Mr. Nelson, possibly without realizing it, wants us to accept the former as "bad" design, so that we will embrace usage of the latter. This does not logically follow; if condensed into an actual logic argument it becomes a fallacy of four terms, which is an actual formal fallacy rather than the informal fallacy of equivocation. E.g.:
To fulfill the purpose of making a game is to give a good game experience.
"Bad" (read: intentionally difficult) design is sometimes necessary for making a good game experience.
Therefore, "bad" (read: clunky/janky/nonfunctional) design is sometimes necessary for fulfilling the purpose of making a game.

This is a formal fallacy because the argument as presented is flawed due to its structure alone, rather than its content. It is called the "fallacy of four terms" because the syllogism does not actually connect the 2nd term ("bad" design as intentional difficulty) with the 4th term ("bad" design as clunky/janky/nonfunctional), when normally those two things would in fact be the same term. If we use more specific phrasing the failure to connect the premise to the conclusion becomes clear:
To fulfill the purpose of making a game is to give a good game experience.
Intentionally difficult design may be necessary to give a good game experience.
Therefore, clunky, janky, or nonfunctional design may be necessary to deliver a good game experience.

Now, the fact that I have pointed out a fallacious argument does not, in itself, refute the key point being made. It might be the case that clunky, janky, nonfunctional design could be necessary to produce good game experiences for some other reason. However, in this case, I think it is rather clear that "intentionally difficult" is fine while "intentionally broken" is not fine. Broken things are, in general, almost always more difficult to work with. That does not mean they are somehow a better choice than non-broken things which achieve the same ends.

To give examples specific to Mr. Nelson's responses: having a trade market that can shift on a dime and sometimes "cheat" you out of a good deal is not clunky or janky design, it is in fact functioning, and in so doing it represents a real danger that high-risk trading folks encounter on the regular. Capturing that frustration for the player some of the time is, in fact, desirable. But if it's happening every other trade, that would not be desirable. It should occur often enough to be a real risk, but rarely enough that most people only see it a few times a session or the like.

Conversely, the example that the player is beholden to the requests of literally all clients, even if those clients are scammers or the like...no, that does not strike me as intentional difficulty. It strikes me as forcing players to do self-harming things solely because the game doesn't let you choose otherwise. That is clunky at best, and does not actually represent the fiction of being a trader in a high risk exchange market: no trade market has ever been set up where you HAVE to accept ALL requests no matter who or what they might be. That would be a massively abusable system and would essentially guarantee no one would willingly trade on that exchange.

Intentionally difficult design can be good when used judiciously, as shown by the outstanding success of Elden Ring. Intentionally broken design is not good, and should be avoided.
 

A car that merely moves forward at decent speed, having the other flaws you have mentioned, is not a functional car. It is in fact extremely unsafe and should not be used unless in a serious emergency.
The thing is that, as much as I'm highly critical of 5e it is overstating the case to claim it is not a functional system. Would I accuse it of getting about 15mpg, having a cassette player as the only in-car audio, and being in real need of power steering? Yes. But it drives, has comfy seats, and is roadworthy.
And this is exactly why I don't care for this stuff. It's buying a brand-new car from the dealership and finding out that it has all these patchwork fixes, nonfunctional or incomplete components, and a manual that leaves out half the important information needed for fixing any of it. When I buy a brand-new thing, I expect it to work as advertised, to have all of its basic components functional. Making some of them intentionally dysfunctional is incredibly frustrating.
Agreed. This counts double for a product that looks like and is sold as both newbie friendly and premium product rather than a single creator homebrew.
 

Except superiority dice aren’t just bonus damage; they let you do things that arent otherwise a legal move. Commander’s Strike? “Hey, Lancelot, do that thing again!” “Um, I can’t.” “Huh? Why not?” “Well, you know how Merlin can only create magic spider webs twice a day…?”
"sorry, I can't always make an opening for you...I do when I can"

of course it does always happen X times per day... but again I don't mind it
 

"sorry, I can't always make an opening for you...I do when I can"

of course it does always happen X times per day... but again I don't mind it
If I were to try and create a narrative justification for things like superiority dice and maneuvers -- which, to be clear, I generally wouldn't since it's okay in my mind for the game to have game elements -- I would just assume (in fiction) that successful maneuvers are just particularly spectacular results. that is, the fighter isn't (in fiction) doing anything different but the results are better -- a prone foe, more damage, disarming, etc... it fits how cinematic fights go better and avoids the "why can't you do that again" problem.
 

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