D&D General Why Editions Don't Matter

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Campbell

Relaxed Intensity
@doctorbadwolf

Would you say the following is true for your D&D games:
  • Players take on the role of a crack group of specialists
  • The players are expected to bite adventure hooks you provide them with (tailored or not).
  • The players are expected to act as a cohesive unit to solve the problems the adventure presents.
  • Correct usage of daily resources are instrumental to success at solving said problems.
  • There is a strong focus on niche protection and spotlight balancing
 

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niklinna

satisfied?
Going more mystical is cool (seriously BiTD’s magic is thematically and mechanically very cool), but if you want to use BiTD to play a game where you defend a small town from bandits, and have to build fortifications, train townsfolk, root out rats, formulate a plan and keep it from the bandits’, and then finally actually fight for the town, you are going to need different mechanics in a FitD framework compared to a group of knights riding the frontier to protect and inspire the faithful and seek out answers to a mysterious darkness that seems to rising in secret, complete with being empowered and expected to sit in judgement of local disputes.
Blades in the Dark has mechanics and procedures to handle all of that.
 

doctorbadwolf

Heretic of The Seventh Circle
Dimension 20 is waaaay more madcap in feel. The CR crew can get zany, but Matt generally keeps the world grounded. In D20, for example, they're just straight up in a fantasy suburb where absrud mashup berween D&D and modern life is everywhere.

It's beef nachos vs chicken nachos: Both delicious, but sometimes you're vibing for one more than the other.
I think the degree to which the DMs stick to the rules, and how much they let the players author the fiction directly are more different than D&D 4e is from D&D 5e, for instance.
While certainly a possibility... I don't think that's a requirement. You can have a general structure which the DM then uses as a basis to extrapolate for other situations. As an example the skill usage structure can be applied across numerous situations.
I actually do apply more structure than the core game, or at least I have done and it seems to go over well. I just used the structure of the Crime Downtime activity in Xanathar’s as the basis. 3 checks with 2-3 skills, and a success ladder based on how many successful checks you get. It’s transparent (mostly) and gives a little more structure to pacing and scene framing.

The other DMs in my group don’t do anything like that, and that also works great.
All Blades. The True Detective/Untouchables game used some stuff from Harper et al's Flame Without Shadow expansion (which has you playing Inspectors - in this game it was Inspector PCs w/ a band of Blue Coats - cohorts - investigating cults and disappearances of young children blessed with Ghost Field sensitivity). But honestly, you don't even really need that expansion stuff. You can just pick the appropriate gang archetype/stuff and reskin Heat/Wanted Level et al. Same goes for a Vigilantes game where your Vices are Obligation (to something worthy like the besieged underclass of Coalridge or Charhollow or the slums of Dunslough or the swelling orphaned due to muders on the street/working conditions).
That reads like either a) a custom game based on the mechanics of BiTD, or b) a game that’s just gonna play exactly like BiTD?
 

Going more mystical is cool (seriously BiTD’s magic is thematically and mechanically very cool), but if you want to use BiTD to play a game where you defend a small town from bandits, and have to build fortifications, train townsfolk, root out rats, formulate a plan and keep it from the bandits’, and then finally actually fight for the town, you are going to need different mechanics in a FitD framework compared to a group of knights riding the frontier to protect and inspire the faithful and seek out answers to a mysterious darkness that seems to rising in secret, complete with being empowered and expected to sit in judgement of local disputes.

What you're depicting above has happened in a few different Blades games I've run but happens either (a) at the ward level (where the Crew cares about the neighborhood) or at an enclave in The Deathlands. Anyway, this is what it looks like:


* have to build fortifications - Sequential Longterm Project to increase the Security rating of the Ward and/or the Faction relationship between the Citizens of the ward and the Bluecoats.

* train townsfolk - Scores to increase the Hold of the citizenry *2 to increase Tier and Aquire Assets to arm them (to increase Quality for combat).

* root out rats (?) - Actual rats? Occult Score or something? If "rats" meaning "moles", then Deception or Social Score.

* formulate a plan and keep it from the bandits - This could be any number of things from bringing in +3 Faction Allies to help as a Social Score or doing a Score to steal powerful electroplasmic tech or bring in a horde of hollows.

* and then finally actually fight for the town - Assault Score (where all the above stuff is in-play and gets leveraged by the PCs).


All Blades. The True Detective/Untouchables game used some stuff from Harper et al's Flame Without Shadow expansion (which has you playing Inspectors - in this game it was Inspector PCs w/ a band of Blue Coats - cohorts - investigating cults and disappearances of young children blessed with Ghost Field sensitivity). But honestly, you don't even really need that expansion stuff. You can just pick the appropriate gang archetype/stuff and reskin Heat/Wanted Level et al. Same goes for a Vigilantes game where your Vices are Obligation (to something worthy like the besieged underclass of Coalridge or Charhollow or the slums of Dunslough or the swelling orphaned due to muders on the street/working conditions).

That reads like either a) a custom game based on the mechanics of BiTD, or b) a game that’s just gonna play exactly like BiTD?

Can you explain to me what you're envisioning by (a) (what constitutes "a custom game" here...the game engine is 100 % intact in every way there are just thematic adjustments like playing a Cult trying to summon your Forgotten God vs Smugglers trying to perpetually uncover artifacts from The Deathlands or the ancient ruined undercity and move that merch to fences in Duskvol proper is different than a group of turf-hungry hardasses billy clubbing and shooting and bombing rival gangs and Bluecoats alike but staying friendly with the local pastry chef) and what "play exactly like BitD" (given that the experience of a Cult game plays entirely differently from that of a Smugglers game plays very different from a Peaky Blinders/GoNY game of toughs defending their turf and the people of their ward)?

Other FitD games are very, very different from Blades in the Dark (check out Band of Blades Band of Blades - Evil Hat Productions)
 

doctorbadwolf

Heretic of The Seventh Circle
@doctorbadwolf

Would you say the following is true for your D&D games:
  • Players take on the role of a crack group of specialists
Idk really what this even means? Do you mean this in the sense of niche protection and the somewhat forced specialization of D&D classes? If so, kinda. See the last one.
  • The players are expected to bite adventure hooks you provide them with (tailored or not).
Yeah in most campaigns, but sometimes the premise isn’t compatible with the classic “adventure hooks” structure, like the “knights on a Quest” game I did.
  • The players are expected to act as a cohesive unit to solve the problems the adventure presents.
No. There isn’t even always an “adventure”, as such. The players are expected to play thier characters, to be fans of each other’s characters in an improv sense, and to avoid hurting anyone at the actual real world table, even if this means sacrificing a little of the roleplaying to not have a triggering or otherwise harmful session.

In many of our campaigns we all agree to begin with everyone having a good reason to work with the rest of the group, but not always even that.
  • Correct usage of daily resources are instrumental to success at solving said problems.
Not at all.
  • There is a strong focus on niche protection and spotlight balancing
Not really. Doubling up, 4 knights of The Church and an alchemist from a different faith, whatever. I only worry about niche protection if a player is feeling drowned out or overshadowed. Happens, but not often. Spotlight balancing, kinda, but that’s true in every system we have ever played. It’s not a focus, though, it’s just part of making sure everyone is actively playing, not just watching others play.

All of those have been a focus in some dnd 5e games I’ve run and played in, but none are common to all my games as a focus.

What’s more, the basic structure and procedure of gameplay is only common across all my games in the context of the play loop described in the PHB, that is, individual action resolution.
 


hawkeyefan

Legend
I think play outside of dungeon/site-based crawls has been a part of D&D since it expanded beyond the red box plain and simple. BECMI/RC has an optional skill system (most of which has little to do with dungeon delving), a domain management system, wilderness traversal rules, rules for becoming an immortal, naval rules and so on... this was all in one edition not over various ones.

That’s largely my point. The expansion of things beyond the dungeon happened incrementally, across the early editions, and with rules systems to support the new areas.

5E largely doesn’t provide those systems. Or does so in such a way that the support is minimal. Instead, 5E empowers the GM to create those structures. They offer some suggestions in the DMG, but I’d say those are mostly of minimal help.

What 5E also does is promote rulings over rules. The game grants the GM a significant amount of authority.

So GMs have two options. Create new rules ahead of play or make rulings during play.

I think either is fine, but the latter is far less structured. And I think far more likely.

What exactly do you believe is being offloaded to the DM (creation of structure, creation of mechanics, something else) ? I can't really engage with this until I understand what you mean...

The authority that would otherwise come from rules and processes.

So for example, in BX D&D, if the players decide to stay and search a room thoroughly, there’s going to be a random encounter roll made, and so they have to decide if the search is worth that risk. This is the way the game works.

In 5E, there’s no such structure in place, so when asked if they want to search the room, what makes it a meaningful choice?

The GM can give them information to help make it informed, but that’s not required, despite the fact that we’d probably all agree it’s good for the game.

But 5E just says “roll sometimes or just decide… do whatever feels right”. And that’s garbage as far as guidance goes.

Why does this matter as long as their tables are enjoying what they bring?

It depends on how much they care about D&D as a game.

Wait so you wing it and don't explain to your players what the basis you're using to wing it is? I'm confused about this and am trying to picture a situation where I don't inform my players about the mechanical ramification for choices in a situation... could you give some example? Unless you're winging it has no logic in it's basis I'm wondering how you can't provide them information that helps them make informed choices...

Yeah, when I run 5E, I absolutely wing it. I’m not saying that I don’t share details with my players, because I do. I always share the numbers such as DCs before they commit.

But I don’t write my own rules systems. I could do it, but my time’s better spent on other things.

But I benefit from my home gaming group consisting of people I’ve known and been gaming with for decades. So I have a good sense for what they expect and how to deliver it.

If I was GMing for a new group, I’d have to really change my approach. I’d probably not even bother.

I don't put much stock in the distinction... IMO nearly all ttrpg's have some component of "playing the GM"... doesn't mean the players have to make choices without being informed about choices, chances, consequences, difficulty, etc..

It’s a different thing, I’d say. I’ve recently started playing 5E after GMing for years and I find it hard to gage things. The GMs I’m playing with are a bit rusty and combined with the lack of specific mechanics, there’s not always something to grab onto, so to speak.

Either one can work… you can know and rely on rules, or you can know and (probably?) rely on the GM. If you don’t know the GM, or if they’re new, then it’s gonna be hard to know how they’ll handle things.

You're comparing different published games to homebrews of the same game... I guess my counter would be what new mechanics are those playing BitD in their home adding to make their games different... My money would be that D&D groups are adding and moding alot more than BitD groups. I mean can you have it both ways? on the one hand it's argued the lack of structure in 5e means you don't know what the experience will be when you sit down to play it but there's also a question of whether actual changes and modification is taking place to the point where games are being differentiated... well which one is it.

Okay, so there are two things. Official adaptations or hacks of games. So you have Adventures in Middle Earth and Doctors & Daleks both using the 5E system, among many others. Or you have Scum & Villainy and Band of Blades using FitD.

These games change the mechanics of the game… subtracting and adding as needed to deliver the experience they want to deliver. Because that’s the case, we can actually pinpoint and discuss or debate the impact of those changes.

With someone’s home brew, we can’t necessarily do that. Not unless they choose to share the actual mechanical changes. If they’re just winging it, we can’t do that.

What I’d love to see is an actual example of a change to 5E and why it was made, and how it changed play. I expect there are examples. I’d hope for something a bit meatier than using the gritty healing rules in the DMG.
 

doctorbadwolf

Heretic of The Seventh Circle
What you're depicting above has happened in a few different Blades games I've run but happens either (a) at the ward level (where the Crew cares about the neighborhood) or at an enclave in The Deathlands. Anyway, this is what it looks like:
Okay? I think this has taken a turn into a completely different discussion from why I though we were having?
* have to build fortifications - Sequential Longterm Project to increase the Security rating of the Ward and/or the Faction relationship between the Citizens of the ward and the Bluecoats.

* train townsfolk - Scores to increase the Hold of the citizenry *2 to increase Tier and Aquire Assets to arm them (to increase Quality for combat).

* root out rats (?) - Actual rats? Occult Score or something? If "rats" meaning "moles", then Deception or Social Score.

* formulate a plan and keep it from the bandits - This could be any number of things from bringing in +3 Faction Allies to help as a Social Score or doing a Score to steal powerful electroplasmic tech or bring in a horde of hollows.

* and then finally actually fight for the town - Assault Score (where all the above stuff is in-play and gets leveraged by the PCs).
I literally never claimed that the mechanics of a given game can’t do those things, so…idk what this is, exactly.
Can you explain to me what you're envisioning by (a) (what constitutes "a custom game" here...
Sure. If it is playing dramatically different, it must by necessity have some different framing and pacing mechanics, even if just in the sense of what the consequences of whatever you’ve renamed a devil’s bargain are. Combined with wholly reskinned thematic elements, that is a different game, IMO.

I mean, I could use D&D and reskin everything to play a courtroom drama game, but I’m not going to act like that is part of the versatility of D&D. Mechanics are just mechanics, you can rename and recontextualize any mechanics to fit a different genre. A given game is narrow or broad based on what you can do without changing attacks against AC to deplete HP to “arguments” compared to “Case Defense” to deplete “Standing With The Jury”.
what "play exactly like BitD" (given that the experience of a Cult game plays entirely differently from that of a Smugglers game plays very different from a Peaky Blinders/GoNY game of toughs defending their turf and the people of their ward)?
Can the PCs make devils bargains? Does doing so have semi-prescribed consequences in the game? Is the success ladder lent toward always pushing toward tension and conflict and by complicating the lives of the PCs? Are the procedures that guide the flow of gameplay intact?

like, are you still following the same mechanical structures for framing scenes and finding out what happens next?

Because if so, it is unlikely to feel as different to me as the different D&D 5e games I’ve played in or run wherein the scene framing and pacing and the like are handled very differently with very different goals leading to very different gameplay flow or game loops.

Other FitD games are very, very different from Blades in the Dark (check out Band of Blades Band of Blades - Evil Hat Productions)
How different some fitd games are isn’t really relevant to anything I’ve been discussing. Again, I think we are having two different discussions?
 

doctorbadwolf

Heretic of The Seventh Circle
Blades in the Dark has mechanics and procedures to handle all of that.
I mean, it has stuff that can, sure, that’s why fitd is a thing.

I think you’ve missed the point of what you’re replying to, however.

I may circle back to it tomorrow, but right now it’s 11pm and I gotta work at 6am, and I suspect the thread will have moved on by the time I’m off.
 

Mistwell

Crusty Old Meatwad (he/him)
IMO, it's more that the game has moved from an exploration-focus to a combat-focus. 5e still involves strongly defined procedures. Namely, there is a very well defined procedure for combat in 5e: a strict turn order, and on each turn a very concrete set of things each participant can do. Whereas in a classic dungeon crawl whatever story emerges from the way the PCs negotiate the space and from randomizing elements, in a modern (wotc) style the story emerges from a set of encounters that lead into one another 5-room dungeon style. This is also why the "random encounter" loses purpose in a modern playstyle: the wandering monster goes from an encounter that can/should be avoided, that yields relatively little xp, and that might even randomly turn up friendly to something that provides more xp and ought to fit within the daily encounter budget.

The classic dungeon crawl requires several things: keeping track of light sources and limited dark/infra vision, movement rates that require tracking encumbrance, xp for treasure which implies a motivation for each character, and a relatively dangerous environment to provide tension and stakes. Personally, I enjoy all that, but I'm not sure those features are desired by most players. In other words, the combat mini-game is more fun than the exploration mini-game for a lot of people.

Meanwhile, this doesn't make exploration into "GM decides" I don't think. Mostly the GM does not decide: dark vision, light cantrip, high encumbrance limits, guidance cantrip, goodberry and create water, ranger abilities, pass without trace, short rests etc etc, are all ways for players to obviate exploration challenges without much reference to GM adjudication. That's why, imo, transporting procedures from b/x to 5e isn't sufficient without some other house rules.

Jokes aside, yes, the edition/hack you are using will affect gameplay (and thus "matters," whatever that means) if run purely as written, but it doesn't make (for me) any edition I've played feel more authentically dnd.
Most published WOTC adventures we play have a very strong dungeon exploration component. Tales of the Yawning Portal, Mad Mage, and now Tomb of Annihilation are the last three adventures we're played (the last one we're in right now) and all three have a classic dungeon crawl exploration component in them. And all three have heavy amounts of random encounters.
 

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