D&D General Styles of D&D Play

Yeah. And I'm saying that framework encourages the players to do whatever they're best at and force the DM to make it fit. Not the way I like to play. Have fun though.
And I'm saying it's not the DM that is the one who has to make it fit. If the players can see how to make what they are best at fit what they are trying to do that's fine. If they can't they can't.

Is the rogue working out how to use their stealth to aid in social situations (e.g. by finding people to spy on) a problem for you?
 

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The second playstyle is more about what 5e calls Traits, Ideals, Bonds, and Flaws and has little to with the core of your character sheet. It's closer to Free Form RP.
Even without going into the depths of "should we count not obstructing as support", the way 3e, 4e, 5e works does actively obstruct character-driven play.

The most basic thing:
There's a Cleric. Over the course of the campaign, she sees full coffers of church officials, she sees how her benevolent god constantly looks the other way when someone is suffering, she glimpses into the cosmic game of chess between the gods. By level 10, she is sick of uncaring gods who can't possibly comprehend the lives of mortals, she is sick of the cosmic chess where people of flesh and blood she cares about are nothing but pawns, she is sick of all of it. She throws her holy symbol into the dirt and spits of it.

...and congratulations! She just turned into a pumpkin and can't play the game anymore, because anything that is challenging for a cleric without spells is a complete breeze for the rest of the characters, and anything that is challenging for the rest of the character is a death sentence for a cleric without spells.

Because characters consistently outgrow previous threats, you can't have a lot of pretty basic ways a character can develop (cleric abandoning faith, warlock going into a confrontation with their patron, fighter turning into a medic) without quite unwieldy workarounds that either at least somewhat diminish the weight of the character-defining choice that was made or create a lot of weird implications that necessitate a retcon or both.

Beyond that, at the most fundamental level, party-based game inherently constraints ability of the characters to pursue their own goals, because one character can't feasibly do much, and then everyone needs to agree to do thing [X]. Good luck with that, if the thing [X] is unrelated or detrimental or both to the common goal of the party.
 
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Even without going into the depths of "should we count not obstructing as support", the way 3e, 4e, 5e works does actively obstruct character-driven play.

The most basic thing:
There's a Cleric. Over the course of the campaign, she sees full coffers of church officials, she sees how her benevolent god constantly looks the other way when someone is suffering, she glimpses into the cosmic game of chess between the gods. By level 10, she is sick of uncaring gods who can't possibly comprehend the lives of mortals, she is sick of the cosmic chess where people of flesh and blood she cares about are nothing but pawns, she is sick of all of it. She throws her holy symbol into the dirt and spits of it.

...and congratulations! She just turned into a pumpkin and can't play the game anymore, because anything that is challenging for a cleric without spells is a complete breeze for the rest of the characters, and anything that is challenging for the rest of the character is a death sentence for a cleric without spells.

Because characters consistently outgrow previous threats, you can't have a lot of pretty basic ways a character can develop (cleric abandoning faith, warlock going into a confrontation with their patron, fighter turning into a medic) without quite unwieldy workarounds that either at least somewhat diminish the weight of the character-defining choice that was made or create a lot of weird implications that necessitate a retcon or both.
Mmmm... this is more a 1e/2e/3.X problem than a 4e/5e thing. The fundamental difference is that in 4e and 5e once divine magic is unlocked it can not be removed. Likewise Warlock power. Anything else is a houserule and you no longer lose your power for falling as a paladin.

And again sticking to 5e you provably have the best version of the falling paladin of any edition (the worst is 2e where a paladin mind controlled into an evil act loses their powers) with only very light houseruling; you change subclass. A paladin who loses their faith (possibly because they used to be Oath of the Crown) can instead become the self-centred Oath of Glory paladin, or the actively malevolent Oath of Vengeance before eventually circling into the Oath of Redemption. The character decisions have real weight but don't turn the character completely useless. And a warlock can seek out a new patron.
 

Indeed - and that's not what I was saying.

A game either allows for/utilizes freeform roleplaying or it doesn't. Allowing for/utilizing freeform roleplay doesn't mean that such play is the entirety of the game, it merely means that at times when freeform roleplay makes sense (e.g. pretty much any low-or-no-stakes in-character conversation with an NPC or any conversation between PCs) the game system neither gets in the way nor has any say as to the outcome.
As you should know by now, the degree of freeform roleplaying really depends on the system and game.

If we were playing a PbtA game, the game rules would generally not care about our freeform roleplaying for a myriad of things (e.g., climbing, talking, sneaking, etc.) until certain conditions are met by the actions of the PCs in the fiction that triggers a Move. These triggered conditions are when the rules demand a roll or a clarification of the fiction. Here I would note that there would be things here that you would potentially call for a roll in your game that a particular PbtA game may not care about and so no rolls are needed in the latter. So the rules are hypothetically getting in the way more often in your game than in a given PbtA game.

For example, let's take a look at a few different PbtA games because the number of socially-oriented moves differ between them.

Stonetop (a Dungeon World derivative)
PERSUADE (vs. NPCs)
When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll +CHA: on a 10+, they either do as you want or reveal the easiest way to convince them; on a 7-9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.
This is Persuade (vs. NPCs). There is a separate Move for Persuade (vs. PCs). Apart from some cases with moves Seek Insight or the Interfere Move, which is PC vs. PC, the two Persuade Moves are really the only basic social moves in the game.

So what are the conditions in the fiction that have to be met in order to trigger this Move? (1) A PC has to press or entice an NPC and tell them what they want them to do (or not do). (2) The NPC has a reason to resist. So what if the first condition isn't met? We don't roll. What if the second condition isn't met? We don't roll.

Let us say that both conditions are met. Then we roll. But let's also remember something about PbtA games. Something always happens when we roll. Nothing can't happen in these particular cases. Rolling comes with risk and danger of the GM making a hard move as a result of a poor roll. So "nothing" may happen when you roll a Persuasion check in D&D. That won't be the case in PbtA. So what can happen if we succeed on our best case scenario of a 10+ roll? The GM may decide that the NPC is persuaded by the PC; however, the PC is still not guaranteed that the NPC will do what they want. Instead, the NPC will reveal the easiest way to convince them. So this social situation becomes about the PCs gaining pertinent information and making choices on how they would like to proceed.

How about in mixed result of 7-9 roll? In these cases, the NPC will reveal something the PCs can do to convince them; however, it will be costly, tricky, or distasateful. So again this is about giving the PCs information and choices about how to proceed in this social situation.

And what about a 6- roll? It's GM hard move time. :devilish:

Avatar Legends, in contrast, has more social moves than Stonetop. But it's a roleplaying game that is emulating Avatar: The Last Airbender and Avatar: Legend of Korra, which are both heavily social series where the social interactions between characters is the beating heart of the drama. In fact, most of the basic moves are social-oriented. Combat Exchanges have separate rules. Although we are talking about freeform social roleplay, I would note that Avatar Legends makes it clear when to do a Combat Exchange and when not!
• If there is no uncertainty about the fight, keep the conversation moving.
• If there is uncertainty but it’s not an interesting fight in any way—nobody at the table is interested in the actual fight—then resolve it with the appropriate basic moves.
• If there is uncertainty and someone at the table is interested in the actual fight, resolve it using the exchange system.
So there are a fair number of potential scenarios where the PCs can just narrate that they take out some guards with their bending or whatever. There is either no uncertainty in the former situation and/or it's not actually interesting. So no rolls or moves are called. It's freeform, baby!

So what are the potential social situations that Avatar Legends cares enough about to trigger Moves? Assess a Situation (certain social occasions), Intimidate, Plead, Guide and Comfort, and Trick. But let's just take a look at Plead, which is probably the closest to Persuade (vs. NPC) from Stonetop.

Avatar Legends
PLEAD
When you plead with an NPC who cares what you think for help, support, or action, roll with Harmony. On a 7–9, they need something more—evidence that this is the right course, guidance in making the right choices, or resources to aid them—before they act; the GM tells you what they need. On a 10+, they act now and do their best until the situation changes.
So what conditions have to be met first before the rules get in the way? (1) The PC has to be pleading with an NPC for help, support, or action. (2) The NPC has to care what the PC thinks. What if the PC is pleading to an NPC for something other than help, support, or action? Don't roll. What if the NPC doesn't care what the PC thinks? Don't roll. What if the cost is small or insignificant? Don't roll. What if the NPC is already willing? Don't roll. These latter points are explicit in the explanation of this move:
This move is for more than just calling in a favor or asking for them to back you up. If you ask an NPC for something small (especially something that doesn’t cost them anything), or request help that they’re already willing to give, you don’t trigger this move. If they’re reluctant to assist, the request could cost them or put them in danger, or other things at play might cause them to resist, then you need to plead with them to get their help.

The other important thing about triggering this move is that the NPC needs to care what you think. If you try to convince an utterly hostile NPC, an NPC who doesn’t take you seriously, or an NPC whose life and wellbeing isn’t affected by you in any significant way, you can’t plead with them. To get an NPC to care about what you think, you need to have an established relationship or do something to make a good impression—you might be their mentor or family member or demonstrate your competence through action or by helping them.
But again, let's say that we can Plead with the NPC. What happens then? We know that if there is a poor result with a 6- roll, then the GM is at their leisure to make a hard move. In our best case scenario of 10+, the NPC agrees to act now and do their best until the situation changes.
On a 10+, however, they don’t need any reassurances—they do what you ask right away to the best of their abilities. Remember, if the situation changes, their response might change as well! If things become dangerous or don’t work out, they may revoke that support. If you plead with a village elder to change an old tradition and you get a 10+, you might convince them to try it for now but they’ll go back on the agreement if it goes badly for any reason.
So the game makes it clear that their support is not immutable. It just means that the friendly innkeeper will agree to hide you from the enemy Fire Nation troops for now, BUT if things go bad or complicated for that innkeeper, then they may change their mind and rescind that support. Or the friendly minor lord agreed to support you with some of their troops, but that was BEFORE your subsequent actions caused destruction in their town.

Okay, but what happens on a 7-9 roll? It's much the same as Persuade (vs. NPC) in Stonetop.
[the NPC] need something more—evidence that this is the right course, guidance in making the right choices, or resources to aid them—before they act; the GM tells you what they need.
It's about the GM/NPC giving the PCs information, costs, and hard choices to make. The GM has to think of complications that may exist and honestly communicate that to the PCs. All of this must be roleplayed out. If we looked at other social-oriented Moves in Avatar Legends, there are likewise stipulations and conditions that first must be met. One can't just declare a move and roll to win.

The important takeaway experience that I had actually playing these games - yes, actual play experience - I can say that it's nigh impossible not to roleplay in these games. These are fiction first games. You have to describe what your character is doing. You have to do things in the fiction. You have to roleplay. The moves are triggered when conditions are met. Yes, the rules may get in the way then, but those rules are there to arbitrate and facilitate these uncertain significant situations that the game cares about, clarify the stakes clear, bind the GM and players to honest roleplay, and keep the roleplay of the table moving.

And yes, I'll posit that a system that doesn't allow these conversations/nteractions to happen without inserting itself, by doing so makes itself a poorer RPG.
I'll posit that this argument reeks both of OneTrueWayism and BadWrongFun about TTRPGs and therefore we can safely say that it is baloney and thus be reasonably ignored. :unsure:🧐
 

It would be boring as hell to spend levels 1-20 just trying to find food to survive. You're supposed to overcome that low level challenge and come up against harder ones.
And yet, that's what survival genre games look like. You don't get to "overcome" that low level challenge. Because the "low level challenge" is meant to be a challenge. Not just a speedbump. The fact that you can overcome that survival challenge means that the system is not supporting that style of play.

And, again, we're not limited to just one thing. There's a shopping list of spells, powers, whatnot, that make survival trivial. I look at my current group, for example - one Autognome Artificer, no need for food or water, can create items that create water (alchemy jug), plus various other survival bypassing abilites, one druid with a shopping list of abilities and spells that bypass and trivialize survival, one astral elf wizard with Leomund's Hut in his spellbook, meaning that an instant, 8 hour, indestructable house is a mere ten minutes away at any time plus three more PC's, all of which now coast on the backs of the other characters any time survival elements come up.

Again, I point to something like Basic/Expert D&D, where survival style games were very easy to do. Or Gamma World, which absolutely makes survival a major element of the game. Or Ironsworn, again, making survival a well supported play style. But 5e D&D? Naw. Sorry, no.

But, I know we're not going to agree here because we fundamentally aren't communicating. You are insisting that so long as you call something survival, then that's what it is, regardless of how many hoops the system makes you jump through. To me, if you have to rewrite the playstyle to fit the system, and then rewrite it again every few levels as you do in 5e D&D (as well as a number of other D&D editions), then no, D&D does not support that playstyle.

So, I don't think we can really go any further here. We're just talking past each other.
 
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The fundamental difference is that in 4e and 5e once divine magic is unlocked it can not be removed. Likewise Warlock power. Anything else is a houserule and you no longer lose your power for falling as a paladin.
This is exactly what I consider an unwieldy workaround.

I mean, "I rejected the power of the god because the gods are evil and uncaring for the struggles of mortals, but oh, I will continue using spells anyway" even sounds weird. "...but hey, I found a new god to pray to! Overnight!" isn't noticeably better either. Even if the class itself was changed into fighter, well, that opens another can of worms: where the hell did cleric learn all the fighter's tricks? Why didn't she use any of them before?!

And then there's an issue that a sacrifice wasn't made, not really. In, say, Dungeon World, if you change your class, you can feasibly start from level 1, sacrificing all the cool things that a lvl10 character could for a clean slate without being totally useless. Your character still will be noticeably weaker, but not to the point where they are playing in a completely different league, which both a) makes sense b) doesn't necessitate learning how to play a high-level character of a completely different class.
 

This is exactly what I consider an unwieldy workaround.

I mean, "I rejected the power of the god because the gods are evil and uncaring for the struggles of mortals, but oh, I will continue using spells anyway" even sounds weird. "
I didn't reject the power of the God. I rejected the God themselves. I don't need them and their meddling doesn't help.
 

But the point of Survival game is to defeat the challenges with found materials and wits.
It's pretty clear that the base 5e D&D game is not a survival game. 5e D&D doesn't really care about survival. As @Hussar and you both say, the game gives players so many ways to bypass survival that it never becomes an issue. There are other d20 fantasy adventure games that DO care about survival. These other games care about torches, food, supplies, foraging, repairing equipment, gear, journey time, health condition and recovery, weather and road conditions, encumbrance, square/hex/point-crawling, etc.

5e D&D mostly cares about your characters having cool abilities and looking cool while doing them. If these things are there in 5e, it's mostly as a result of legacy and tradition, but it's vestigial. It's mostly there for show but left untouched by many tables. I believe that Matt Collville made a similar point in one of their past videos.
 

And yet, that's what survival genre games look like. You don't get to "overcome" that low level challenge. Because the "low level challenge" is meant to be a challenge. Not just a speedbump. The fact that you can overcome that survival challenge means that the system is not supporting that style of play.
That's not what most survival videogames look like. For most you tend to spend the beginning trying to solve simple needs...food, water, shelter, etc. But the whole point is that as you master the game and become better at it... previous challenges become easily overcome and you are presented with different challenges.

A game where you stayed stuck scrounging for bare minimums would be the most boring survival game ever. Look to games like Conan Exiles, Valhheim and Ark for examples.
 

And yet, that's what survival genre games look like. You don't get to "overcome" that low level challenge. Because the "low level challenge" is meant to be a challenge. Not just a speedbump. The fact that you can overcome that survival challenge means that the system is not supporting that style of play.

I'll be first to admit that dnd, specially 5ed, isn't best suited for survival games, specially if you are playing with characters at the end of Tier 2. But in tier 1 and half the tier 2, survival campaign can be done. Yes, your character can burn spell to create goodberry and another to create water. In tier 1, your druid just burned all his spells, most his spells or half his 1st lv spells. And that's just if your character need to survive themselves. But if you up the stakes and make PC-s responsible for survival of the village, then there is no goodberry and create water quick fix. We did campaign like that. Survival in a world swept with undead plague. Crops withering and rotting, wells getting poisoned. Land itself dying. Monsters roaming the land. Our druid could burn all his spells just to sustain few remaining families in village but then he is tapped out for the rest of the day and those slots do come very handy when combat starts.
 

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