Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
5e* - D&D-now
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8524260" data-attributes="member: 82106"><p>I recall imposing a similar result ONCE in a (probably Holmes Basic) D&D game to my sister, [USER=2093]@Gilladian[/USER]'s character (the eponymous Gilladian the Dwarf). It was accepted basically because the situation was A) not a combat result, and B) so clearly appropriate to the situation. I think Gygax and D&D in general weren't hostile to the concept, but it was 'thin ice' as it opens up a large unregulated realm of unstructured consequences into a dungeon crawl skill test game where this kind of permanent disability kind of goes against the style of play and perhaps the agenda of the game to a degree. OTOH failing to disarm a trap is legitimately punishable by death, so "you lose a hand" didn't seem so bad (besides, a dwarf with a hook was kinda funny, apologies to anyone reading this who happens to be an amputee, I know its no joke).</p><p></p><p>Right, so 5e doesn't even have, as a matter of rules, any specifics on playing on a 'map'. While it defines ranges and areas, there's no operationalizable mechanism for translating fiction into terms which work with that, or back again. At best the GM has to do this in an ad-hoc way. There are some optional rules which basically introduce a number of the more basic 'grid rules' from 4e, but they aren't really well-connected with the body of 5e rules. For example they don't really talk about movement in any comprehensive way, nor is there any explanation of how forced movement would work, or even a definition. So we can see that 5e's 'mechanics to fiction' process is MUCH WEAKER than 4e's! I'd say that there's another important aspect here, the lack of specificity removes certainty and thus decreases the authority of the players. In 4e the fiction is affected in very specific ways by the mechanical results of, say, using Thunderwave. This could play out with a definite degree of ambiguity in 5e, even if you play with a grid pretty consistently (IE is a give square in the AoE, well, AoE isn't defined in such terms, so its up to the GM).</p><p></p><p>Well, I think there's a confusion between something which INFORMS the next action (IE the 1 hit point being a scratch clues the players/PCs that this monster has a lot hit points/is very tough, and they act accordingly) vs something which CONSTRAINS the move space, or triggers (maybe indirectly) another mechanical effect (IE if a wound is narrated as smashing my shield arm and breaking my shield in DW then I am surely not still equipped with said shield and I lose whatever benefit it provided, this would be potentially a legitimate hard move in DW). Note that IF 5e DID produce a 'lose use of your shield arm' effect, it could almost surely be handled in a totally mechanical way, though it would likely inform later fiction in most games (or maybe a CLW would cure it, this is STILL an open question after 50 years of D&D!!!!).</p><p></p><p>Right, honestly even the first statement of the LP seems to produce the same conclusion. I mean 'rules and their consequences' are certainly a key concern of almost ANY game text (I think something like PACE might close to maximally decouple these considerations, but even in THAT game rules govern when and where consequences are to be applied, even if their nature and scope is pretty much unregulated).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8524260, member: 82106"] I recall imposing a similar result ONCE in a (probably Holmes Basic) D&D game to my sister, [USER=2093]@Gilladian[/USER]'s character (the eponymous Gilladian the Dwarf). It was accepted basically because the situation was A) not a combat result, and B) so clearly appropriate to the situation. I think Gygax and D&D in general weren't hostile to the concept, but it was 'thin ice' as it opens up a large unregulated realm of unstructured consequences into a dungeon crawl skill test game where this kind of permanent disability kind of goes against the style of play and perhaps the agenda of the game to a degree. OTOH failing to disarm a trap is legitimately punishable by death, so "you lose a hand" didn't seem so bad (besides, a dwarf with a hook was kinda funny, apologies to anyone reading this who happens to be an amputee, I know its no joke). Right, so 5e doesn't even have, as a matter of rules, any specifics on playing on a 'map'. While it defines ranges and areas, there's no operationalizable mechanism for translating fiction into terms which work with that, or back again. At best the GM has to do this in an ad-hoc way. There are some optional rules which basically introduce a number of the more basic 'grid rules' from 4e, but they aren't really well-connected with the body of 5e rules. For example they don't really talk about movement in any comprehensive way, nor is there any explanation of how forced movement would work, or even a definition. So we can see that 5e's 'mechanics to fiction' process is MUCH WEAKER than 4e's! I'd say that there's another important aspect here, the lack of specificity removes certainty and thus decreases the authority of the players. In 4e the fiction is affected in very specific ways by the mechanical results of, say, using Thunderwave. This could play out with a definite degree of ambiguity in 5e, even if you play with a grid pretty consistently (IE is a give square in the AoE, well, AoE isn't defined in such terms, so its up to the GM). Well, I think there's a confusion between something which INFORMS the next action (IE the 1 hit point being a scratch clues the players/PCs that this monster has a lot hit points/is very tough, and they act accordingly) vs something which CONSTRAINS the move space, or triggers (maybe indirectly) another mechanical effect (IE if a wound is narrated as smashing my shield arm and breaking my shield in DW then I am surely not still equipped with said shield and I lose whatever benefit it provided, this would be potentially a legitimate hard move in DW). Note that IF 5e DID produce a 'lose use of your shield arm' effect, it could almost surely be handled in a totally mechanical way, though it would likely inform later fiction in most games (or maybe a CLW would cure it, this is STILL an open question after 50 years of D&D!!!!). Right, honestly even the first statement of the LP seems to produce the same conclusion. I mean 'rules and their consequences' are certainly a key concern of almost ANY game text (I think something like PACE might close to maximally decouple these considerations, but even in THAT game rules govern when and where consequences are to be applied, even if their nature and scope is pretty much unregulated). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e* - D&D-now
Top