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

I think 5e does what it does because that’s the way it’s been done in the past, and they didn’t consider how other changes made would impact that (or perhaps more likely they realized and decided not to worry about it). I think this also applies to a lot of players and GMs. This is the way it’s always been done, and nothing else makes sense to them.
Yeah, I'm sorry, but I just see 5e as mostly a marketing thing. The whole point was simply to go back to 'old coke', at least at a superficial level. If something exists in AD&D (especially 2e) then it must exist in 5e and at least superficially 'look the same' and allow you to reproduce the same play activities (IE buying your equipment, paying out your GP and adding up encumbrance). To me it always came across as a kind of cowardly system, it doesn't really commit to ANYTHING. Old school dungeon crawls are not really supported well, because the encumbrance/equipment system seems to be basically designed to let you do whatever you want and not have to think too hard about it. Nor does it dare to stray into the other useful possibility, which is a 'loadout' kind of system something like DW or BitD (take your pick).
 

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pemerton

Legend
Because the chance of a randomly selected artwork having been done by a master the player knows is related to the amount of knowledge the player has, and so it seemed like a name to use for the die roll?
Here's my personal take on knowledge checks - what a character knows is something I would prefer we use judgement and/or work together to establish as needed. The uncertainty we are resolving is not fictional uncertainty, but the uncertainty of the players at the table (including the GM).
What @Campbell says in the second quoted sentence seems right to me: given that the uncertainty is not uncertainty in the fiction - ie can the PC successfully recall fact X or not - but rather uncertainty at the table - ie a gap in the authorship of who painted the painting - why is it being resolved as if it were an effort being made by the PC (ie a knowledge check, which is structurally analogous to a STR check or an acrobatics check or whatever).

I have read endless posts explaining how Come and Get It in 4e spoils immersion, because something that is largely independent of a PC's efforts - namely, whether or not some enemies close with them in melee - is determined by the player making a decision.

I have read endless posts explaining how Wises checks in Burning Wheel must spoil immersion, because something that is largely independent of a PC's efforts - namely, whether or not a certain famous wizard, sometime in the past, built a tower somewhere nearby the PC's current location - is determined by the player positing that their PC recalls that that tower is nearby.

Pejorative terms like "martial mind control", "Schroedinger's tower", etc get thrown around. And in this thread, we've seen the inventory rules for BitD described as "quantum gear" - a description that is clearly meant to have a critical tone, and to suggest that the gameworld lacks depth and substance.

And now you're telling me that this is exactly how 5e D&D knowledge checks work, and have worked all along? Yet for some reason, this has no effect on the depth and substance of 5e gameworlds, nor the ability to immerse. Are you inviting and expecting me to take this seriously? Or are you now agreeing that all those criticism of CaGI, BW Wises, BitD inventory, all misfired?

Because there was no reason to specify it before?


Because it would be pretty tedious to have detailed lists about everything in the world that a player might be interested in?
How is inventory different from this in any respect? Or geography? Or the location of ogres? Yet people on these boards will post endlessly about "quantum ogres", the need for maps to avoid railroading, etc. There is an active thread in which you are participating that deals with these very things!

Because the list of things likely to be carried feels like a really small proper set of "everything in the universe the players might possibly care about and maybe know about?"
So is the list of paintings. How many paintings come up in the typical D&D campaign? As many as the number of iron spikes? Or lengths of rope?

So the GM says sure, you find out there's a person in the town you're in who is known to have a nice specimen of artwork. Your source for that info doesn't know who the artisan is. And so you have your character do whatever and go to the location and looks at it.

Can the GM say it's by a young master Hergberty that your character doesn't know?
If you're talking about D&D as traditionally played, then surely the answer is yes! Just like, no matter how observant and keen to spot secret doors your PC might be, the GM can specify that there are no secret doors in the environs.

Having a high Perception bonus, in traditional D&D, doesn't increase the likelihood of secret doors being around; so why would having a high Knowledge of Artists bonus, increase the likelihood that any given painting was painted by one of the artists that the PC knows about?

Does the answer depend at all on that being the GM determining something about your character's past? (That you weren't, say, one of the judges that decided Hergberty became a master.)
In traditional D&D, as I understand it - based on play and reading the rulebooks - the player does not have that sort of authority over their PCs' past. The systems that establish that sort of control - eg BW Wises, DW Spout Lore, BW Circles, etc - are the ones that tend to be dismissed or derided as "Schroedinger's X" by advocates for traditional D&D.

If it is ok, is it ok even if the GM made a roll based on your art knowledge skill to see if it was a master you knew or not, or are they not allowed to make such a roll?

If you are fine with the GM rolling themselves, but not asking the player to, please briefly elaborate. (If you previously objected, never mind).

If it is not ok for the GM to say your character doesn't know Hergberty without checking with you first, what mechanism could be used to make sure you didn't know them? (Can they ask you to name all the masters you don't recognize and which geographic regions your knowledge is less than 100% in?)
Are you still talking about traditional D&D? The GM is allowed to make secret rolls, and is also allowed to tell the player what they do or don't know - as per your post upthread about the GM telling you who you recognise when you enter a pub.
 

pemerton

Legend
When running traditional games my solution is to largely consult skills and what has been established about the character in question to decide what they know. The roll is just white noise.
This is more-or-less how we do it in Traveller - make an "estimate" based on the PC's EDU score, plus their established backstory which tells us what they are educated about (eg one PC is a xeno-archaeologist, while another knows nearly every Imperial Navy manual back-to-front).

We still do use rolls sometimes:
The PCs then decided it was time to jump to Olyx. In accordance with game procedures, we rolled for a random starship encounter upon leaving the system. (The roll for leaving Byron produced an uninteresting Free Trader result, coming in from Lyto-7; the roll for arriving at Enlil produced no result.) The result this time was interesting - a Type T starship, ie a 400 ton patrol cruiser with 4 triple turrets, but piratical, not official (although the players didn't know this last thing).

Curious about the arrival of such a ship at Enlil, the PCs decided to try and intercept the communications between the vessel and the starport. I set a rquired throw and the player who had the idea made the roll (with Methwit actually making the attempt) - and failed by 1. But then the player lobbied for help from Blaster, who has Commo-1 and Computer-2 and (with EDU 10) a good and recent knowledge of naval codes. So I set another required throw (maybe 7+ to grant a +1 DM for overall success) which succeeded, and so the PCs were able to intercept the patrol cruiser's transmissions.
The starship owner went out to meet up with a new patron. Successful checks (boosted by Carousing-1) led to contact with a government official (rolled by the player on the random patron table), who paid 55,000 credits upfront to hire the orbital lab for a fortnight's surveillance of a neighbouring, enemy nation (the world of Ashar having "balkanised" government, 6 different nations distinguished by differences of religious doctrine). The government had reports of some offworld pathfinder elements having entered the neighbouring country (Suliman), and wanted to know their numbers and capabilities

<snip>

The other PCs, meanwhile, had refuelled their vessel (including for jump as well as orbital capability, in case of the need for an emergency escape) and started the surveillance process. I decided the base check for intercepting signals or otherwise finding signs of the "pathfinders' was 12 on 2d6, rolled once per day, but with a +1 for the Communications-1 skill being dedicated to the task. The second roll was an 11, and so they intercepted communications in what some of the former naval personnel among them recognised as an imperial code, although a couple of unsuccessful Education checks told us that none of the PCs knew how to decode it. But the players were intrigued to learn that the pathfinder team were not simply from off-world but had Imperial connections.
 

pemerton

Legend
I think, since this thread was initially about gamism, I’d say that I wish game designers and players took that into consideration. How does the inventory aspect play as part of the game? Does it offer meaningul decision points? Does it create interesting events in play? Does it inform other elements of play? In short… does it matter?

Having encumbrance and tracked resources works for specific play modes like dungeon delving or wilderness travel. So for early editions of D&D or retroclones like OSE, that is an important part of the play experience; managing your resources versus acquiring treasure. That element is largely absent in 5e, which has a far less narrow focus.

As @Malmuria said, doing things that way is largely a lingering remnant of the earlier systems. But given the other changes in the game, it’s a remnant that doesn’t really make sense. The encumberance rules, the GP economy, the kits of equipment, and many many abilities that are immediately available at character generation… all of these things work against the kind of resource management that funcions as a gamist element. These different elements of the game are either not working in unison or are entirely at odds.
The dreaded incoherence!
 


Cadence

Legend
Supporter
How is inventory different from this in any respect?

I did say in multiple posts upthread that the inventory for standard items seemed akin to what happens in 5e for a variety of equipment things.

Or the location of ogres? Yet people on these boards will post endlessly about "quantum ogres",

I'm pretty sure I at least abetted one of the big quantum ogre threads. Seems fine to me if it isn't a huge part of the story or something the parties decisions about were being voided, and that it wasn't rubbed in the players faces that's how it worked (eg the players might know that kind of thing could happen, but not about specific incidences).

So is the list of paintings. How many paintings come up in the typical D&D campaign?
The original set up was that the GM wasn't planning on them looking for paintings, the player came up with the idea. It could have been anything any of the players decided to be interested in (which is a lot of things).

why would having a high Knowledge of Artists bonus, increase the likelihood that any given painting was painted by one of the artists that the PC knows about?
Since the painting wasn't pre-specified, it might as well have been randomly selected if one wanted to be Bayesjan. Presumably more knowledge makes a larger portion of paintings in the sample space recognizable?

Are you still talking about traditional D&D? The GM is allowed to make secret rolls, and is also allowed to tell the player what they do or don't know - as per your post upthread about the GM telling you who you recognise when you enter a pub.
Would you find it to be non-immersive to be told that the painting is by master Higeddly you didn't know as the GM describes it to you? Would it change if you knew there was a die roll behind it?
 

Yeah, I'm sorry, but I just see 5e as mostly a marketing thing. The whole point was simply to go back to 'old coke', at least at a superficial level. If something exists in AD&D (especially 2e) then it must exist in 5e and at least superficially 'look the same' and allow you to reproduce the same play activities (IE buying your equipment, paying out your GP and adding up encumbrance). To me it always came across as a kind of cowardly system, it doesn't really commit to ANYTHING. Old school dungeon crawls are not really supported well, because the encumbrance/equipment system seems to be basically designed to let you do whatever you want and not have to think too hard about it. Nor does it dare to stray into the other useful possibility, which is a 'loadout' kind of system something like DW or BitD (take your pick).

Blades is a fairly narrow game in scope: it's about playing scoundrels, who do heists, in this one specific city. In fact, it's so narrow and its mechanics are so interlocking that it is a bit intimidating to hack. 5e has, quite intentionally from the playtest, a wide scope. It's a toolkit, not a game but games. While I can see the argument that that makes it incoherent and thus cowardly, I just see it as a different kind of thing. It certainly does not make it "dysfunctional" in any meaningful way.

In terms of equipment, I do think it matters most in 5e in levels 1-3, i.e. the same scope of play of the 'B' in b/x. Past level 5 not so much, but if we're being honest this was probably also the case with the expert rules too. Moreover, I think shopping in 5e serves other purposes, namely world-building and hanging out in character. In terms of the game's "pillars" shopping becomes less about preparing for exploration/combat (of a dungeon or wilderness); rather it is itself exploration, usually of an urban environment, via a set of social encounters.
 

Since the painting wasn't pre-specified, it might as well have been randomly selected if one wanted to be Bayesjan. Presumably more knowledge makes a larger portion of paintings in the sample space recognizable?
Right, so making the question of whether you know a particular artist be based on the quality of your art education does reproduce a statistically reasonable outcome in terms of how often you get to say "I know this artist!" Honestly, this sort of knowledge check is, at least IMHO, not some kind of big issue. I just see it as very analogous to the Dungeon World 'adventuring kit' where you get to pick out a useful item of equipment when you need it, from a limited list of options. Likewise you know some artists and you can basically say "I know that guy." Each has a cost, in the case of the kit you expend one of its uses, in the case of the artist you are forced to make a check. Not identical, but both cases are intended to hold your ability somewhat in check.

OTOH, with knowledge, I don't really see the point in not just saying "yeah, you know that." You know artists, you know this one. If that will advance your intent, then you need to make a 'fate roll' essentially to see if the universe throws a wrench in your plans or not.
 

Thomas Shey

Legend
In terms of equipment, I do think it matters most in 5e in levels 1-3, i.e. the same scope of play of the 'B' in b/x. Past level 5 not so much, but if we're being honest this was probably also the case with the expert rules too. Moreover, I think shopping in 5e serves other purposes, namely world-building and hanging out in character. In terms of the game's "pillars" shopping becomes less about preparing for exploration/combat (of a dungeon or wilderness); rather it is itself exploration, usually of an urban environment, via a set of social encounters.

I've noted before that one thing that is very visible when you come from games with weaker and/or narrower magic is that D&D, particularly from 3e on, but honestly even earlier, progressively destroys any meaning to most gear outside magic items as you progress. There have been occasional attempts to address parts of this (making long distance travel magic difficult or limited for example), but its fundamentally slapping a bandaid on a bigger problem.
 

Cadence

Legend
Supporter
OTOH, with knowledge, I don't really see the point in not just saying "yeah, you know that." You know artists, you know this one. If that will advance your intent, then you need to make a 'fate roll' essentially to see if the universe throws a wrench in your plans or not.

So anyone with any skill just knows everything all the time about it unless the GM wants to throw a potential monkey wrench in? (That doesn't feel right, so I'm legitimately asking)

Last game I ran I regularly IDd things or gave info with no roll if it felt like something a competent character would almost certainly know. If it felt obscure I required a roll.
 
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