D&D 4E Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023

What makes me a little snarky is someone talking as if from a position of knowledge, who in fact is unfamiliar with the most basic features of what they're talking about.

I'm not saying that there's anything wrong with ignorance, particularly in relation to trivial matters such as RPG rule sets. But I'm surprised to see bold, confident assertions being made from a position of ignorance.
Which doesn't apply to the back-and-forth that you and I are having; I was talking about damage on a miss, and as best I recall I didn't make any mention regarding percentage-based healing in 4E; I asked about it specifically because I wasn't aware. To which you made a snarky comment that was, quite frankly, uncalled for.
PC or NPC is not a property of a character in the fiction. It's a description of who among the game participants owns/controls a character. So the real question is Why do the players get to control the implacable warriors, while the GM is stuck controlling the sea of mediocrities? And the answer is because - as per the blurb on the back of the PHB, THE WORLD NEEDS HEROES, a premise of the game is that the players control the protagonists.
I agree that PC or NPC is not a property of the character in the fiction, and yet it's treated as if it was when the PC has access to options that NPCs don't, by virtue of nothing other than the fact that they are a PC. If the NPCs are built differently, and don't have access to the same powers that the PCs have, then if we accept the premise that those powers have an in-game aspect which the characters can recognize (on some level, at least), then their being PCs is making an in-character difference...but in a way that has no aspect which is recognized in the narrative, creating a disconnect.
The character operates under the same "rules" as everyone else: they draw their sword (or whatever) and engage their foes in melee. They just happen to be implacable, relentless, remorseless, however exactly you wish to characterise it. Like Conan, or Eomer, or Aragorn, or Lancelot.

To me, it seems like complaining that (say) Cathy Freeman (Olympic 400m, Sydney 2000) or Gary Kasparov (champion chess player) or Rasputin (notoriously hard to kill) doesn't operate under the same rules as everyone else.
Right, but it's not that they "just happen" to be that way. They have powers and abilities that make them that way, which no one else has access to. And yet, in-and-of themselves, there's no reason for this. Certainly, you can invent a reason for why they'd be so different (just look at the isekai sub-genre of fiction), but in-and-of itself the game doesn't present a reason for this, which means that those of us who want to bridge that gap need to do it ourselves.
You are imposing an a priori conception of what the mechanics must mean, and then complaining that the fiction doesn't match that conception. And you're correct, it doesn't. So perhaps you shouldn't play 4e. But I can report from experience that I had no trouble understanding how the mechanics and the fiction relate - even though for the previous 19 years my main game had been Rolemaster, which has a completely different way of relating mechanics and fiction (and would have no room, either mechanically or conceptually, for "damage on a miss").
Again, it's not "trouble understanding," it's discomfort with the fact that 4E is so casual about dismissing and altering the concept of the narrative connection between the in-game results of the mechanics being used. Calling it an "imposition" strikes me as mischaracterizing the entirely reasonable expectation that such a thing would be a central conceit, if not for an RPG in general, then at least for one calling itself Dungeons & Dragons, which prior to that was entirely comfortable playing up that connection (and at least trying, in my opinion, to obfuscate instances of it not quite being able to bridge a gap between the fluff and the crunch).
 

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How is the above not an advertisement for the exact “mechanics: fiction decoupling” that you’re lamenting about the design and play of 4e?
I don't understand how you could come to that conclusion: the coupling is still there (i.e. the number still indicates a miss or a hit), it's just that it tells us even more about what sort of a miss or a hit that it is. If the target number is a 14, and the attack result is an 11, it's narrated as a near miss; if it's a 3, we narrate it as a wild miss.

That's the exact opposite of a decoupling.
 


It's part of why Game of Thrones was so refreshing. The good guys didn't always win, there was a broad range of protagonists rather than just a very few, and some characters really did follow a zero-to-hero path (Sam Tarly e.g.).

Speaking of Game of Thrones, maybe we should move the conversation to something less contentious?

So, what did you think of that last season????
 

Mechanically, this is true. Narratively, however, I know I always see (and thus narrate, as either player or DM) a '2' attack as being considerably less intimidating and-or easier to avoid than a '11' attack, assuming the 11 still misses.
That's your prerogative. But if you bring this house rule into 4e, you'll create absurd outcomes. So I'd advise you either not to play 4e, or if you do to drop your house rule.

I can't remember where it's written but I'm pretty sure 1e states that an attack that misses by one is considered to have been blocked by the defender's shield (if the defender has one in use). It might be part of the saving throw rules for when items have to save against various things.
I'm not aware of any such rule, and to me it seems quite unrealistic that a warrior carrying a shield would be using it to deflect/block only 1 in 10 (or thereabouts) of blows.
 

Okay, I think you're referring to healing surges restoring a quarter of the PC's maximum hp value. That's certainly a more intuitive way of doing things with regard to the issue of flat numbers being a smaller percentage as PCs level.
Indeed. I mean, one can argue about the actual % value it should give back (if one accepts the idea of ranged healing, I suppose, but that's a very different topic), but the idea behind it is quite sound. That said, I also like the randomness of rolling for how much a cure spell gets you.

I do the same for overnight resting - you get back 10% of your total h.p., which means it takes a 10th-level character about the same amount of days to rest up as a 3rd-level character.
 
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Conan always strikes true. He kills were-hyenas by punching them through the skull. Lancelot defeats whatever knight he jousts! Aragorn and Eomer meet on the field of battle, having cut their way through a sea of Orcs.
Those are fictional characters in stories. Games are a different medium, and are under no obligation to be about telling the stories of always-hit heroes, or anyone at all, at least not as a primary goal of play.
 

I don't understand how you could come to that conclusion: the coupling is still there (i.e. the number still indicates a miss or a hit), it's just that it tells us even more about what sort of a miss or a hit that it is. If the target number is a 14, and the attack result is an 11, it's narrated as a near miss; if it's a 3, we narrate it as a wild miss.

That's the exact opposite of a decoupling.

Likewise I don’t understand how you can come to these conclusions above.

Action resolution mechanics generate gamestate changes and these in turn generate cues for changes in the state of the imagined space. There is no gamestate change that you’re indexing to change your fiction. You’re just discretionally changing the fiction irrespective of that lack of gamestate change.

That is definitionally decoupling.
 

Likewise I don’t understand how you can come to these conclusions above.

Action resolution mechanics generate gamestate changes and these in turn generate cues for changes in the state of the imagined space. There is no gamestate change that you’re indexing to change your fiction. You’re just discretionally changing the fiction irrespective of that lack of gamestate change.
That's only because you've limited the definition of the narrative/mechanics connection to "gamestate changes" with regard to determining whether or not something is pass/fail. That strikes me as artificially limited; the game's task resolution engine generates a range of values beyond simple success/failure, and measuring the narrative degree of how much a character succeeds or fails in proportion to how far the mechanical resolution is above/below the target number is an inherent association between the fiction and the game engine, at least to my mind.
 

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