D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

This is gonna sound sarcastic or tongue in cheek, but there is truth to it: Get rid of most of the rules.

What I mean by that, is look at B/X by comparison. There aren't separate skill checks. Wanna do something? Tell the DM what you want to do. Maybe they might ask you to make an ability check (roll under your ability score on a d20). That's it.

I started with B/X in 1981. I noticed a trend. When AD&D added NWP, players started acting like they couldn't do X unless they were proficient in it. Then 3e came out and it got worse. Players looked at each other to see who had the highest modifier, and that PC, only that PC, would make the check. It's been the same since.

When I teach kids the game, I usually use my own game which is modeled after B/X in simplicity but for 5e mechanics. Without defined of skills or knowing rules, the kids come up with some of the greatest ideas. They didn't look at their character sheet before trying something because there was nothing on the character sheet to effect it.
Conversely, I have found exactly the opposite effect when I work with folks who know nothing about RPGing and try such "nothing is forbidden, everything is permitted" stuff.

Because when they have NO certainty at all, when there aren't any touchstones or references or concepts, "Just do what comes to mind!"...they shut down. Analysis paralysis destroys their ability to respond. They can do anything, so they end up being stuck. It's Buridan's ass (as in donkey): the animal is precisely halfway between food and water, and precisely equal in thirst and hunger, so it literally cannot decide which to go for first, except that instead of two things, it's nigh-infinitely-many things.

One of several reasons why I don't find "tactical infinity" nearly as compelling a concept as folks allege.

Some people are as you say. They're so full of instant get-to-it concepts, they need no guidance and rules cause them to trip up or shut down. But plenty of other people are exactly the reverse. It isn't a perfect unalloyed good to rip out every rule the moment it might trip anyone up ever.

Because one player's stumbling block is another player's stepping stone.

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As for my own part? Balance. Balance balance balance. I don't mean the crap-awful caricature people love to pretend "balance" is: dull, monotonous uniformity that crushes out all creativity and difference in a blind crusade against any possible form of divergence. That isn't balance, except in a trivial and bad way. Just as, for example, "difficulty" isn't really represented by just jacking up the AC and saves of a creature until it can only be hit on a nat 20 and only fails saves on a nat 1, even though that is technically a bad and trivial form of difficulty, nobody who wants a difficult game would be even remotely satisfied with such a thing.

See, the thing is, unbalance is in its own way just as trivial as the aforementioned bad balance. That is, in an unbalanced system, there is a clear correct answer. It might be obfuscated by unclear rules or the need to connect disparate parts, but that's...pretty much exactly what "unbalanced" means. Uniformity is bad because it functionally erases actual choice. Every choice is collapsed down to being the same choice with different paint. Unbalance is bad because it also functionally erases choice: the choices are different, but only one choice (or perhaps two or three, but still, very few) is actually worthwhile and all the rest are trash--almost always by making one either obviously the only productive option, or by permitting the player to calculate the valuable answer.

Real balance, balance that doesn't resort to trivial uniformity but actually makes distinct choices, is the process of making it so that you have many distinct choices and you cannot calculate which one is best. Instead, qualitative difference comes to the fore: when you know that both dual-wielding and two-handed fighting are more or less equally valuable for damage output, other considerations matter, like the risk of disarmament (it's easier to disarm a single weapon than to disarm two!), or the ease of use (it's usually more expensive to wield two magic weapons than one, even if the one magic weapon is slightly more expensive to make). In that instance, it becomes a matter of judgment and value, of qualitative reasoning, of deciding what you believe best rather than what you can calculate to be best.

Now, real balance does not require perfection--a common and annoying strawman argument against real balance. Most players will understand and accept that, for example, if you're doing 4x3.5+5 = 18.5 DPR with two daggers rapid-fire hitting vs 2x6.5+5 = 18 DPR with a slow heavy 2H weapon, that difference of 0.5 average point of damage really isn't going to be that huge in the long run, it's less than 3%. Different people may have a higher or lower breakpoint where they start caring about something like this, but the point stands, real balance gets things within a reasonable ballpark. If you know there's a weak point in one spot, you compensate somewhere else.

Even 4e had some issues with this! The edition everyone loves to smear for being "perfectly balanced" and for always pitting PCs against a lockstep-matched opposition every single time (a claim explicitly rejected by the books multiple times!!!), still struggled with some balance stuff, making some options just ludicrously powerful compared to others. We can, and should, do better. That is what actually encourages players to think qualitatively, to set aside mathematical concerns and focus on what makes sense and what fits my goals and what achieves the best ends.
 

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No one mentioned the magic system? Okay I'll bite:

The Vancian system is ridiculous. How do you forget something you spent hours memorizing immediately after using the information? I get that it's fantasy, but it's bad fantasy. Also, that old tired spell list with millions of wizards casting the same old tired spells the same old tired ways. It's 100% sameness, which is super-boring.

Fortunately, AD&D brought us meta-magic (Tome of Magic) and made spellcasting much more interesting. Thank you, TSR!
 

Other than real life gymnastics, speed and agility requires strength, what in the game does not work?

This appears to be simply not liking the labels on the ability score.
Aim/steadiness, manual dexterity, and mobility are all different things and Dex the way it is conflate them.
 

isn’t the blame that you do have to adjust the rules to get it to work in the first place?

If you need to adjust things then the game is not good at it on its own
Not if the system is designed to be versatile, which 100% of ttrpgs are. Designers know each table is different and there has to be that "Rule 0" which allows groups to adjust system rules to their liking.

Bad design is when a system prohibits modification.
 

Aim/steadiness, manual dexterity, and mobility are all different things and Dex the way it is conflate them.
Fantasy AGE has nine abilities for this reason. It splits Dexterity from Accuracy, and it also splits Strength from Fighting. The Perception ability is sometimes used to inflict more damage with range weapons. Communication is split from Intelligence because you can be very intelligent but socially inept.
 

Aim/steadiness, manual dexterity, and mobility are all different things and Dex the way it is conflate them.
But other than strength and dexterity are arbitrarily separated and maybe hurts verisimilitude, how does this negatively impact the actual game?
 

Not if the system is designed to be versatile, which 100% of ttrpgs are. Designers know each table is different and there has to be that "Rule 0" which allows groups to adjust system rules to their liking.

Bad design is when a system prohibits modification.
I disagree with this conclusion. This means that it's never possible to design a game badly, under any circumstances, so long as you at any point ever say, "You can change things if you like!" That's pretty clearly a risible and ridiculous argument. Bad game design is a thing.

Just because "Rule 0" is present, doesn't mean the designers are off the hook for making a game badly.
 

Fantasy AGE has nine abilities for this reason. It splits Dexterity from Accuracy, and it also splits Strength from Fighting. The Perception ability is sometimes used to inflict more damage with range weapons.
Second edition Player’s Options separated each primary ability score into two halves. Dexterity became Aim and Balance, Strength became Stamina and Muscle. But the overall impact of these was not, to my mind, a better game. All it meant was looking at a character sheet and saying, “yeah those scores look more representative” but the overhead on the game was negligible.
 

Second edition Player’s Options separated each primary ability score into two halves. Dexterity became Aim and Balance, Strength became Stamina and Muscle. But the overall impact of these was not, to my mind, a better game. All it meant was looking at a character sheet and saying, “yeah those scores look more representative” but the overhead on the game was negligible.
I've played Fantasy AGE with several players, and they all liked the splits, more so because it's taken into account during character progression, not just creation. It's also reflected in the AGE stunt system triggered when you roll doubles on the 3d6 rolls to succeed.

D&D 2e Player's Options did not do that IIRC.
 

I disagree with this conclusion. This means that it's never possible to design a game badly, under any circumstances, so long as you at any point ever say, "You can change things if you like!" That's pretty clearly a risible and ridiculous argument. Bad game design is a thing.

Just because "Rule 0" is present, doesn't mean the designers are off the hook for making a game badly.
No, I clearly indicated what a "bad game" is. It's the one that prohibits modification of the rules. Most of the games we humans play have a space within their design that allows for rules to be changed.

Chess, football, poker, whatever. Rules are always changing for one reason or another - usually to improve play experiences for players or the audience or both. TTRPGs are no different. But, feel free to disagree
 

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