D&D 5E Simulation vs Game - Where should D&D 5e aim?

I think the contention would arise in this situation:

The DM writes up a castle owned by an ogre king, and he has ogres that guard his castle. The PCs fight their way in to confront him, and the ogres are strong opponents. They bargain with the king for his life and leave.

Many levels later in the campaign the players discover the ogre king's treachery and return to his castle. Now, in this new story the ogre king hasn't improved his defenses or anything. He hasn't hired new mercenaries, there are just the same ogres (that the PCs didn't kill last time). But since the PCs are higher level, the DM writes the new encounter as one befitting the higher-level PCs, as one in which the heroes cut their way through the now-inferior ogres easily. So this time the exact same ogres are minions with 1 HP.

In this scenario it's not two different ogres, it's the exact same ogres encountered at different points in time. But because of the 4e system, the ogres have different stats and capabilities than last time.

So the argument here is that some players find this a great way to reflect the power of the PCs, and some players find this to be an unrealistic representation of the ogres. That's the real debate here.
 

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OK. First things first, a lot of people have a bad case of "Stop motion animation syndrome" on this thread. D&D combat runs under a weird form of time based stop motion animation in which for simplicity everyone takes their actions in turn even though it is actually a confusing melee going on, with everyone trying to stay alive and kill their enemies at the same time. A lot of this discussion is treating the way the rules work as if people genuinely took it in turns, then froze, unable to act until their next turn. This sort of conceit is fun in Erfworld and is the sort of thing Order of the Stick plays with - but it certainly isn't how my game works. Likewise with a whole lot of claims to objectivity. And you don't just swing your sword once in six seconds...

As for the same monster having different stat blocks based on the person that is looking at it, this showed up on my facebook feed this morning. The same place seen and photographed from two very different angles. And the representation is like that. As you level your angle on monsters changes. The place being represented by the photo is the same - but from different sides it looks very different. Likewise monster stat blocks. In all versions of the Hill Giant stat block (if you chose to play it that way) the hill giant is a 14' tall (or whatever) humanoid who can smash ordinary human beings into a paste and lift an incredible amount. But how it is behaving is different. For facing the solo version it might just be the scariest monster you've ever seen. But when you've levelled up enough to spit in Lolth's eye before casting her back down into the abyss, it's just another giant. Nothing to get excited about - not even a warmup match.

And the XP for the giant remains (approxiately) the same, whatever level it's presented as. Whichever version used has about the same chance, but "The scariest monster our PCs who've only been to the nearest town have ever seen" is a whole lot more bookkeeping for the DM than "Just another giant I could take blindfolded".

With the Story vs. Game question we get right to the heart of the hobby and the roots of D&D. Is the goal of the rules to support "good" storytelling or to place players in a defined space where they are to achieve objectives?

The game can't support both without being two fundamentally different things.

I disagree entirely. To be accurate one of the strong aspects of modern game design is, as mentioned, aligning gamist impulses with storytelling. The better you play the game the more intense the story will be as well as the stronger your character will be. (And your character will have more dumped on them because of this).

Simulationism fails pretty hard, IMO, because natural outcomes do not arise organically out of incomplete simulations. A 300 page PHB is NOT going to provide a complete enough simulation to avoid the absurd or nonsensical outcomes arising from the compounding levels of imprecision in the rules.

This. If we ignore Erfworld, Flatland, and Order of the Stick for a while, almost no RPGs work exactly like their rules - and almost all of them miss out hugely important things. But there are two sorts of simulation - process sim and outcome sim.

A Process Sim is a simulation that tries to take all the nitty gritty details of what you are doing and give mechanical weight to each of them. If you miss a factor it doesn't happen. 3.X goes this way. GURPS and Rolemaster both do it better.

An Outcome Sim says that process sims are impossible to get right - and small factors have big effects. You're going to have to fudge. If you're doing a sim right then the outcomes should match up to the expected outcomes, and you can fill in the fudge factors yourself. This is vastly my preferred model as process sims are IMO charging off after something that is (a) impossible and (b) would be better done on computer anyway with that many factors. And 4e is a pretty good outcome sim.

Responding to the OP:

First, if I'm reading GNS theory correctly (and I think I have a reasonably coherent, if far from "completionist" understanding of it), in my view simulationism and gamism aren't on opposite sides of the spectrum in terms of playstyle. Gamism, as a whole, is fairly adjunct to simulationism. A highly simulationist system can still support a "gamist" agenda, assuming that the gamism as an agenda is at least mildly tempered.

Gamism as an agenda is more directly opposed to narrativism.

This is part of why I consider GNS theory poor. I've seldom found a pure agenda helps anyone - GNS would call an impure one incoherent.

"Here's a challenge, let's step on up and win!" (Gamism)

"Here's an interesting moral, ethical, or psychological dilemma, let's play out the consequences of that premise!" (Narrativism)

Here's the Kobayashi Maru. And no, you can't hack it. What and how much do you save? And how then do you come back and prevent it happening again. (Gamism and Narrativism together).

Narrativist games, almost by definition, tend to devalue gamism as an agenda, because "winning" a scene as a form of real-life social achievement is different from "winning" or "losing" a scene to explore the underlying moral, ethical, and psychological "matter" that make the scene "interesting" in the first place. From a narrativist perspective, "winning" or "losing" a scene is often equally interesting; this is rarely the case for gamist agendas.

Unless you are playing a limited term freeform (Grey Ranks, Montsegur 1244, arguably Fiasco)

The problem D&D has always had, is it doesn't really know "What it's simulating." And because it doesn't really know what it's simulating, there's no way to determine how well it's being simulated.

The word "always" is untrue. D&D in its earliest days did. Slightly gritty fantasy adventure about rascals making money. The problem was that Dragonlance tried to do something else. Something incompatable - and from that point on D&D was trying to ride two horses at the same time. Neither 2e nor 3.0 knew what they were simulating and that's why they are both poor sims.

4E is simulating what's promised by Dragonlance and on the cover of the red box. And does so well. It won't simulate the sort of environment the Rules Cyclopaedia does - but RC D&D still exists.

In other words, it means exactly the same as an at-level, standard monster in 4E (the "same level NPC" would be an elite). The only substantive difference I see is that 4E levels actually bear some resemblance to an accurate gauge of the monster's capability.

Indeed. The difference between 3e Challenge Ratings and 4e Encounter Levels is simply that Encounter Levels work. CR is doomed because the ability of a NPC wizard to dump everything into one encounter simply breaks the system.

The real substantive difference is that "level" has an inconsistent meaning in 4E,

[Predictable comic about overusing levels cut]


Not only was a level 8 monster not the equivalent of a level 8 PC, but it could vary wildly depending on whether that "level 8" monster was a minion or an elite or a solo. And at that point, why even have levels?

Because level is a good estimate of who it will be an interesting challenge without too much book keeping for. Level is one of the two dimensions being used - but still an important one. XP is the other.

This design just doesn't resonate with me. A monster's xp value should be calculatable from its level (or HD) which in turn defines how well it can fight; its abilities, and its defenses...otherwise, if I invent my own monster how on earth can I work out what it's worth in xp? Yet here a level 8 is worth the same xp as a level 25. I don't get it, and likely never will. :)

A level 8 solo is worth the same xp as a level 25 minion.

Imagine it as the old school random dungeons generator - they were levelled from 1-9 IIRC. But there wasn't always one single monster per result. On Level 9 of the Dungeon you might roll up 1 Ancient Red Dragon or 16 Ogres lead by an Ogre Mage (or whatever - I don't know the tables).

To put it into almost 4e parlance, level 9 represents the dungeon level. The 1 Ancient Red Dragon would be a solo, and the 16 Ogres would be minions with the Ogre Mage being a Standard.

Does that make it any easier? Imagining that in 4e level represents the dungeon level. The ogres are still ogres. But an Uruk-hai seen by Sam on his own is terrifying; one seen by Aragorn is Tuesday.

Level (in 4E) and Challenge Rating (in 3E) are just meta-game descriptors. What the giant is - what it can actually do - must remain objective. And that's reflected in its stats - Strength, Will, attack bonus, stealth, etc.

Given that Hit Points aren't objective there is no way that the giant can be truly objective. It has to be subjective. Objective + Subjective = Subjective.

Whatever else you might call them I think anyone who has played more than a single session of Apocalypse World, Burning Wheel, Marvel Heroic, Sorcerer or Dogs in the Vineyard could honestly not call them games. There is a right way and a wrong way to play them, and they absolutely punish strategic mistakes. They differ from games like D&D in that optimal play is not reflected in your characters having an easy time of things. There are patterns to discern and interpret - they are just different patterns.

QFT

Yet they shouldn't be. They, through their characters, see only a giant; with no idea how it is represented in the game mechanics but fully aware it's gonna flatten whatever gets in its way.

The only person at the table to whom the giant's game mechanics should matter (or even be known) is the DM.

Lanefan

On the other hand they know whether the giant is terrifying, requiring a change of underwear (Solo) or something their expert archer should be able to take in the eye in one shot and so comparatively slow the expert swordsman can trivially sidestep the club and take in the femoral artery without breaking a sweat (Minion). They know who should be more scared of whom.

And I will say that, AFAICT, the D&D mechanics of every edition prior to 4E have been exactly that. This given ogre has exactly AC 13 (or 7) and 3 hit points.

And hit points have been very explicitely not meat and an approximation of a dozen or more things.
 

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Strength and so on might have some claim as objective attributes to some extent - but AC and hit points definitely aren't. They make no real sense as such, unless we break with the assumptions that the creatures in the game world are neither "biological" nor "physical" in the sense that we are accustomed to encountering those terms in the real world.
They are clearly recognizable as simplifications of real world phenomena - a hit is a damaging hit, and damage is physical damage. (It's probably why he decided to go with those terms in the first place). Are they perhaps too simplified for your liking? Sure, that's a matter of taste. You can easily not like that all of your chance to "not be affected" by an attack is conglomerated into one statistic, such that you can't tell whether the blow was evaded or deflected or absorbed. You can not like that wounds and impairments are glossed over in such a casual manner, if you feel like they should have more of an impact on your performance capabilities.

To say that they cannot be used in such a manner is sheer folly, though, because they are used in such a manner. I've done it. I've heard other people (in these forums, and others) use them in such a manner. I've randomly met groups to play in real life, without any prior communication, and everyone involved had independently come to the conclusion that this model makes sense for what we need it.

Yes, but the non-combat stuff is invariably a collection of suggestions and inspiration, not anything related to system. Nothing wrong with that, but DMs are left to work out the systemic expressions for themseves. I.e. it's some suggestions for systems, not a system in itself.
The non-combat stuff is every bit as much "rule" as the combat block. The DM is equally free to change either one, as suits the campaign setting and circumstances at hand.
 

And just so people are aware, although many of us like and defend the soloisation/minionisation of monsters who are well outside the expected level I am not aware of any time in the official rulebooks where this is done. If you don't like the consequences of it don't do it. If anything it's a common house rule.
 

They are clearly recognizable as simplifications of real world phenomena - a hit is a damaging hit, and damage is physical damage.

A hit is a "damaging hit" that does not in any way slow, hurt, shockm or impede the victim. This isn't just simplification. It's missing vital things out. Of course Gygax himself was clear that hit points are not meat.

The non-combat stuff is every bit as much "rule" as the combat block. The DM is equally free to change either one, as suits the campaign setting and circumstances at hand.

The non-combat stuff in the 2E Monstrous Manual is severely overrated. For example for the Kuo-Toa there's almost no ecology. The Combat section takes over half the text block. The Habitat/Society section is also about combat - giving Monitors a pseudo-statblock in the second paragraph, and then outlining the combat capabilities of the tribe.
 

And hit points have been very explicitely not meat and an approximation of a dozen or more things.
They have been said to be an approximation of many things, including meat, and they have also consistently worked in a reliable and predictable manner. These are not mutually exclusive.

If Joe the paladin has 45 hit points, then it consistently takes ~10 arrows from a long bow before he goes down. You can prove this, over any number of battles, because it's an objective measurement. It is a true fact of the game world that Joe's (meat + luck + divine favor + skill + etc) allow him to not drop from the first nine arrows that hurt him, where the tenth is likely to be the point at which he can take no more and falls over.
 

A hit is a "damaging hit" that does not in any way slow, hurt, shockm or impede the victim. This isn't just simplification. It's missing vital things out. Of course Gygax himself was clear that hit points are not meat.
Except where he said that meat is part of it. Of course, as previously mentioned, what he intended has very little to do with anything about the actual game itself.
 

Lanefan

Victoria Rules
What in game difference is there? As soon as my fighter can routinely deal X damage, any monster with hp equal to or less than X is a minion. In any edition.
You must have been playing some truly hellacious Fighters in your pre-4e games if they could routinely give out enough damage to one-shot a giant. Or a dragon. Or even an ogre.

This, to me, is where the minion idea falls apart.

Lanefan
 

Except where he said that meat is part of it. Of course, as previously mentioned, what he intended has very little to do with anything about the actual game itself.

I've seen you assert this a few times and above you provided context. What you mean to say is "the actual game itself as I have played it and witnessed it being played." Because I can guarantee you that my almost 30 years of GMing says that there are tons of tables and players out there who don't treat HP as anything approaching even a "minority meat" concept. The last few HP before unconsciousness or death? Sure, sometimes. Further, they don't extrapolate anything universal (such as collision between two objects and subsequent tissue trauma) upon the shared imaginary space from the mechanical result of "hit" or "miss" in the abstract contest of attack roll vs static defense. What is universally inferred at those tables is these things are mechanical states (gamist jargon), not fictional states, waiting to be mapped to the fiction (or not) at their discretion.

The game itself is played all sorts of ways and has been forever. I have gamed with well over 100 (extremely experienced) gamers over my 3 decades of play who would laugh themselves into a coma if they were approached with the assertion that they are heretics in some kind of "HP as meat" and "hit means collision between 2 bodies in the fiction" D&D orthodoxy.

What is extraordinary to me is how some people have managed to play this game for any length of time and have only played some form of D&D as process simulation. Somehow they haven't come across a fair number of people whose tables are run by fortune in the middle narration of mechanical resolution and/or outright Pawn Stance play with disposable PCs who have names like Bob13 (one of my friend's 1e Fighters as Bob1 - 12 are no longer with us).
 

What is extraordinary to me is how some people have managed to play this game for any length of time and have only played some form of D&D as process simulation. Somehow they haven't come across a fair number of people whose tables are run by fortune in the middle narration of mechanical resolution and/or outright Pawn Stance play with disposable PCs who have names like Bob13 (one of my friend's 1e Fighters as Bob1 - 12 are no longer with us).
I know, it's weird how I tend to not run into those other sorts of people in real life either. I wonder how much of it is regional, and how much is just birds of a feather doing their thing.

Although, if I had to guess, I would say a lot of it is DM influence. I would wager that most people who post in the forums will tend to be the people who are more invested in the hobby, and so they tend to both have stronger opinions, and to be the DM more often than not. Since the DM sets the tone, by choosing how to narrate events, you would end up with a lot of groups just going along with that because they don't really care either way. If one of my random players would prefer a plot-armor style of HP narration (which I couldn't even begin to describe), then he probably doesn't feel strongly enough about it to even bring it up.
 

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