D&D General Hot Take: Dungeon Exploration Requires Light Rules To Be Fun

Never need to crack open the books during play even in the first sesion
I never understood this take. Even the one-side-of-one-page Lasers & Feelings has multiple lookup tables, and is a bit much for me to memorize in one go. I'm no one's idea of a smart person, but I'm struggling to visualize a system that meets this standard that isn't just a coin-flipping contest.
 

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I fully acknowledge that I started this thread and did not define "rules light" which was an oversight. That said, I am not sure it is useful to do so since we would all quibble over that definition anyway.

"I know it when I see it" I guess.
 

tables don't make a game heavy
They absolutely do. They bring the game to a screeching halt as you need to first find the relevant table and then find the place in the table.

Tables are IMO the heaviest common mechanic out there; modifiers are just mental arithmetic. (Basically the only game grouping I'm aware of to use tables in any significant way and still be credibly almost light is the PbtA set - and that because of a common core, shared values, and blindingly fast resolution system - and only three rows per table.)
 

I never understood this take. Even the one-side-of-one-page Lasers & Feelings has multiple lookup tables, and is a bit much for me to memorize in one go. I'm no one's idea of a smart person, but I'm struggling to visualize a system that meets this standard that isn't just a coin-flipping contest.
I do allow rules handouts - and character sheets. What I'm saying here is that the time spent physically finding the rules in the book weighs the game down in ways that don't apply if you can look at your character sheet or the common rules to find them in a second or two. Presentation matters.
 

They absolutely do. They bring the game to a screeching halt as you need to first find the relevant table and then find the place in the table.

Tables are IMO the heaviest common mechanic out there; modifiers are just mental arithmetic. (Basically the only game grouping I'm aware of to use tables in any significant way and still be credibly almost light is the PbtA set - and that because of a common core, shared values, and blindingly fast resolution system - and only three rows per table.)

We're playing Dungeon World right now, and I still think of it as a rules light game because we have two handouts that have pretty much everything a player can do written on it, and we reference it as players really quickly if we need to.
 

AD&D is a very rules heavy game. A lot of younger players ignored a lot of the rules, but they're there.

Someday, someone will explain what in the Hell they were thinking with 2E's unarmed combat rules.
They were thinking "let's trim 1E's unarmed combat rules down from three systems to one and simplify that one, while keeping it similar enough to be able to claim reverse compatibility."

all optional and explicitly so
I'm afraid you're misremembering. Variable damage by size is a core rule. Weapon vs armor type hit adjustments are a core rule. The most complex initiative system in the history of D&D is a core rule, as are its numerous exceptions and special cases (like potion onset times). The Pursuit and Evasion in Outdoor Settings rules with four different categories of percentile modifiers are a core rule. The item saving throw rules with eleven different types of saves for the fourteen different types of items are core. The Detection of Invisibility rules involving cross-referencing level or HD and intelligence (a 9x8 table) are core. The rules for flying creatures and aerial combat (DMG 49-53) including five different maneuverability classes with diagrams laying how how they turn on a hex grid are core.

Psionics is an example of an optional sub-system, though AD&D supplements and books were broadly published with the assumption that it was in use.
 

I fully acknowledge that I started this thread and did not define "rules light" which was an oversight. That said, I am not sure it is useful to do so since we would all quibble over that definition anyway.

"I know it when I see it" I guess.
Again, I think this comes down to people not quite understanding the complaint they're making, conflating complexity with tedium. In America, which has a very strong anti-math and anti-intellectual instant gratification culture, the Oregon Trail series is entirely about provision management and delayed gratification, and to date the franchise has sold (checks Wikipedia). . . SIXTY-FIVE MILLION copies. Granted, it got a significant boost from school purchases, but plenty of people bought it with their own money. As a computer game it does much of the tracking for you, but it doesn't give you the answer to the conundrum of, you have X kilograms of food and Y kilometers* to the next town, how much should you ration and how hard should you travel? Because that's essentially the core gameplay, and it's a math problem!

So while I'm sure there are folks who think even Lasers & Feelings is too crunchy, and that's fair, there's no such thing as "bad fun", I don't think the crunchy resource-tracking survival experience is dead yet. I'm gonna keep beating this horse, but the issue is mostly that D&D has made all of it unnecessary, and there's few things people hate more than pointless busy work. Tedium greatly amplifies whatever negative vibes they get from a task, so something that makes you track numbers and look things up, well, those are going to be identified as the problem, not that doing so utterly lacks tension or reward.

*OK OK, it's "pounds" and "miles", we're a primitive civilization here.
 

We're playing Dungeon World right now, and I still think of it as a rules light game because we have two handouts that have pretty much everything a player can do written on it, and we reference it as players really quickly if we need to.
Yeah, Dungeon World (and PbtA games in general) fit just outside my rules light definitions on just about all counts. But I'm well aware the lines are arbitrary and all the factors I've mentioned have been taken into account by Vincent Baker; he just added a touch more complexity (which isn't inherently bad, just something with a cost). For rules light I said one sided containing all character options to be actively rules light and he went for two.

The other thing going on here is just as a chain is as strong as its weakest link the heaviest system matters for weight. And nothing in there is heavy.
 

No. All of those things (except same-y descriptors) are what make dungeon exploration fun. They’re what form the core gameplay challenge of dungeon exploration. The thing is, those things feel tedious when they’re just thrown in because “those are things D&D does” but aren’t actually important to the core gameplay challenge. As has been the case for basically all of WotC’s versions of D&D.
i agree, and while i don't mean to sound elitist or one true way gaming this may still come off as it: if your dungeon crawl isn't dealing with those sorts of things are you really dungeon crawling or are you just adventuring and happen to be inside a dungeon while you do it? or rather, a dungeon crawl is a certain type of experience/playstyle

i would probably add mapping the dungeon to that prior list.
 

Again, I think this comes down to people not quite understanding the complaint they're making, conflating complexity with tedium. In America, which has a very strong anti-math and anti-intellectual instant gratification culture, the Oregon Trail series is entirely about provision management and delayed gratification, and to date the franchise has sold (checks Wikipedia). . . SIXTY-FIVE MILLION copies. Granted, it got a significant boost from school purchases, but plenty of people bought it with their own money. As a computer game it does much of the tracking for you, but it doesn't give you the answer to the conundrum of, you have X kilograms of food and Y kilometers* to the next town, how much should you ration and how hard should you travel? Because that's essentially the core gameplay, and it's a math problem!

So while I'm sure there are folks who think even Lasers & Feelings is too crunchy, and that's fair, there's no such thing as "bad fun", I don't think the crunchy resource-tracking survival experience is dead yet. I'm gonna keep beating this horse, but the issue is mostly that D&D has made all of it unnecessary, and there's few things people hate more than pointless busy work. Tedium greatly amplifies whatever negative vibes they get from a task, so something that makes you track numbers and look things up, well, those are going to be identified as the problem, not that doing so utterly lacks tension or reward.

*OK OK, it's "pounds" and "miles", we're a primitive civilization here.
Resource management isn't the same as "crunchy."
 

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