Campbell said:It might not be easier for you to run, but I feel it will be easier for people like me to run. I don't want or need a game system to provide answers for every situation that I might come across. What I want is material that functions for its given purpose most of the time and a suite of tools to use when I need to go beyond the rules of the game. This is a fundamental difference we seem to have.
I contend that it is impossible for a game system to completely remove GM judgment from the equation. After all elements like encounter design, creature design, adversary ability use, and situations that require stepping outside the bounds of the rules will always require the exercise of judgment. When you attempt to remove the GM from the equation in this manner and tell GMs to just trust the system without explaining why things are set up in the manner they are you basically tie the GM's hands to the system. I've seen many 3e GMs who feel like their hands are pretty much tied when they can't find an answer in the rules or get frustrated because they put too much trust in the encounter design guidelines that 3e provides (usually due to unrevealed assumptions inherit in 3e's encounter design guidelines). They never improve in their ability to exercise judgment because they don't make judgment calls often enough.
It's pretty evident that our DMing styles differ greatly, and you're probably correct about 4E giving more tools to DM who like to make judgement calls case-by-case and tinker freely with monsters and NPCs without being "tied down" by the rules. I personally feel it's too much work in D&D, especially as I've become pretty adept with how things work in 3E and I've had to do my share of judgement calls and houseruling when we were playing AD&D. I've had no trouble creating, running or adjusting encounters in 3E and I think I intuitively know how to do that by now.
I disagree -- it's possible to remove GM and GM judgement from the equation, but not just in gamist systems. Polaris, Universalis and Breaking the Ice serve as good examples of narrativist games that do not have GMs. It's just that thematically and mechanically they're so very different from D&D and other gamist RPGs.
Why have rules then you ask ? Because this isn't a binary issue. You can provide support to make judgment calls easier to make without overloading a GM's plate with a multitude of general rules that can serve to intimidate GMs. You can also ease GMs by starting them off with smaller less important judgment calls. You can also cover typical situations so that new GMs don't have to constantly make judgment calls.
I think that what I've seen of 4E so far, it reminds me in some ways of how Dragonlance SAGA was written -- a lot of options and skills and guidelines how to apply them in various situations. I liked the system, but sometimes felt overloaded and intimidated by the sheer amount of judgement calls I had to make during a session. And therefore I prefer more "rigid" and consistent mechanics when running D&D or other games that employ a similar mindset. I feel that it makes DMing a lot easier if the rules cover most situations you might run across or if the mechanics are so well-designed that it's easy to adapt them into any situation that the rules don't cover.
Don't get me wrong -- I really like rules-light games, but I just don't think all this exception-based stuff works well in D&D. If we were talking about some of the indie RPGs instead of D&D, I would agree with you.
The major differences here are that monster abilities are now clearly defined in each monster's statblock and that martial training can actually result in a monster performing stunts that might not be described in the general body of rules. Monster abilities being defined in each monster's statblock eliminates the need for cross referencing and makes applying exceptions to the general far easier since you no longer have to parse out 'like x but not in y specific ways' passages. You can see this in the differing implementations of Pack Tactics in the Gnoll entry. The martial abilities of various monsters are (like a fighter or ranger's class powers the result of dedicated training. With this training they can learn to do some pretty nifty stuff. I realize that D&D has a long hallowed tradition of not letting martially oriented characters do cool stuff so I can see how cognitive dissonance might settle in. The key element of this exception based approach is that you don't need to limit your design space to martial effects already predefined in the rules. You can come up with new stuff that only applies if certain monsters or class powers come into play. If you don't want to deal with a certain class of exceptions in play you don't have to. Just don't use the relevent class powers and monsters.
Don't you think you're contradicting yourself when you say that "you no longer have to parse out 'like x but not in y specific ways' passages"? Because isn't that just what the exception-based monster design is about? You have your Kobold Slingers who might share an ability ('Shifty') with the other Kobolds, but the rest of their powers are completely unique and very different from, say, Kobold Pigriders. Also, the different "variations" of the same power, such as the Pack Tactics, would make me constantly refer between the stat blocks to see how it works for each Gnoll variant. And in my opinion that makes it all the harder to run an encounter than using classes for those Gnolls in 3E (because their powers and feats are pretty easy to remember after running the game for years). So far I haven't seen any indication that MM would have any 'classes of exceptions' but rather it seems that almost every variant will have pretty much unique abilities. I hope that I'm wrong, though, because it makes the game so much harder to run for DMs like me.
It is entirely reasonable for a character to learn how to do these things (by investing resources i.e. powers towards that goal) or to attempt things outside of their predefined abilities. However, that is not the point of a Monster Manual. That is the point of player supplements and GM initiative. This is what I was talking about above when I talked about smaller scale judgments calls. Situations like this can serve as a means to teach new GMs how to make judgment calls. We shouldn't expect all such calls to be perfect of course, and GMs may have to reverse course on previous rulings. That's okay. We shouldn't expect perfection, but if we provide GMs with the proper tools and give them some guidance on how to handle these situations without necessarily providing them with an answer (the right answer might depend on the game in question) they should learn to flex their creative muscles and get better over time. It is important that we place trust in GMs without leaving them in the dark.
I don't know -- I would hate to make such a judgement call about a stunt/power without any proper mechanical reference, and I consider myself to be a pretty experienced DM. An unexperienced DM would probably see this as a major call, in my opinion. Note that it takes time to get comfortable and confident with a new rules set, and I'd hate to make such calls during my first session -- no matter how good the tool set or guidelines are. But maybe that's just me?
I've addressed this somewhat above, but I think your failing to consider that PCs also are capable of doing a number of things that monsters cannot without additional training. Players will have plenty of oppurtunities to get their special on. Exception based design applies just as much to character classes as it does to monsters.
In 3E every being (except some monsters) was mechanically treated exactly in the same way and pretty much had the access to the same pool of resources and abilities. In 4E this isn't so, and I'm very well aware that the PCs are supposed to be "special" while the monsters and NPCs are apparently supposed to live in "freeze frame" until they're triggered to "life" by the proximity of the PCs (i.e. they get their "5 rounds of fame"). Sarcasm aside, perhaps you misunderstood my point, because I definitely dislike this division of beings into two different "categories", and absolutely loved how everyone played by the same rules in 3E. And that's how I'd want it to be in 4E, too -- whether I'm creating a PC or statting an NPC or a monster, the process and options would work exactly the same way for everyone.
Why are supernatural abilities so different ? Should a wizard not be able to attempt to perform supernatural feats he has seen without learning a new ability by tapping into his resoirvoir of mystical power and experimenting ? Isn't that how new spells are discovered ? Why should supernatural ability be the only way to perform something extraordinary? Why is exception based design fine for some classes of ability, but not others?
You misread the sentence. I actually said that "supernatural abilities of *some* monsters" -- *not* "all supernatural abilities".
