D&D General A DMG for all of us

I dunno about "sacred religion maps." Using dice rolls to resolve tasks is a pretty core concept of D&D, though I guess, sure, it's submission to the rules, just like only moving bishops diagonally is a submission to the rules of chess. You don't have to do it, but if you don't, you're playing some other game.

And using dice without secret fudging is player agency - players makes choices based on their estimation of their chances. The DM secretly deciding which rolls should count is the exact opposite of player agency. Or are you advocating for a game in which players can fudge when it suits them, as well?
If D&D is asymmetrical PvP (team of four players vs DM) then you would be right to call for absolute fairness. But DM is also a referee and facilitator, which muddies the water. Should the referee be absolutely beholden to the rules? Should the DM be perfectly neutral in all rulings even if the ruling hurts the game experience? Are house rules unfair unless all players consent to them, lest the DM use them to cheat an unfair advantage?
 

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See, I tend to view it as discretion. I might roll a random encounter that would be a TPK to the party in their current state, so I ignore or reroll it. I could decide the magic item I just rolled randomly is too disruptive and roll another. I might decide that a crit that would kill a player in the first round is a normal hit which keeps the PC alive but very wounded (and changes his tactics and expends resources to live) or I might decide that every player going first against a powerful bad guy isn't going to be a challenge and up his initiative so that he gets some hits in early. In all those situations, the dice provided me with an option that would lead to a less fun situation for the players (myself included). There is equally little fun in being one-shotted before you can act as there is in curb stomping the BBEG. So discretion is used to keep tension and drama.

You might prefer a game where routes happen, green dragons decimate PCs or characters get the deck of many things, but not everyone does and I think it's fine to say to new DMs "the dice are a tool, not your master".
There are two different occasions for fudging that we need to disentangle. The first, which you've mentioned, is papering over cracks in the rules. The better solution is for the group to change the rules to something that suits them. I'd also suggest that discretionary rules like random encounter charts are not in the same league as action resolution.

The second occasion is when the DM wants to enforce their particular vision of how things should play out. This is plainly bad.

I’ve never understood how the dice are sacred religion maps to player agency. It’s player submission - just to a mechanical process rather than a human, deliberative one.
It's not the rules that are sacred. When we, as a group, adopt a certain set of rules and decide to play by them, and someone then breaks those rules, it's a breach of social contract.

If D&D is asymmetrical PvP (team of four players vs DM) then you would be right to call for absolute fairness. But DM is also a referee and facilitator, which muddies the water. Should the referee be absolutely beholden to the rules? Should the DM be perfectly neutral in all rulings even if the ruling hurts the game experience? Are house rules unfair unless all players consent to them, lest the DM use them to cheat an unfair advantage?
Who is the DM to decide whether something 'hurts the experience' or not? Don't the other participants also have an interest in this?
 

IMO, true modularity exponentially increases the difficulty of good design. For every modular option you add you are expanding the number of game variations you should be playtesting for exponentially. It also leads to singular options that don’t work very well by themselves. It also makes digital tools a pain in the butt to code for. Etc.

I’m a fan of modularity in theory. In practice it’s almost never worth the effort and ultimately just makes an inferior tool for everyone.

Homebrew and 3pp is where true modularity lies.

I'm a bit embarrassed to ask, but I've never understood the difference between modularity and optional rules.
Wouldn't things like gritty healing rules be a module, or say Piety in Theros?
 

If you have an audience, the reach, the marketing path?

Many things are worth it.

For the vast majority of the RPG players out there? Come on. Its D&D or "wait I thought it was all D&D".

Are you insisting that the "vast majority" be the target?
 

Not everyone is as connected to the RPG community as you or I.

So?

We return to the core issue - it seems like the only market you are willing to consider is the totality of WotC's market. That's pretty self-defeating. The single best way to not have any measure of success is to set your only acceptable goal so high that it is unattainable. The glass cannot even be half-full if you dump it on the ground at the very start.
 



No, if you have the ready made platform, the math will clearly change.

So, I don't seem to get the point you are trying to make. What, exactly, are you aiming at.

My point is that loads of good products get made and sell without having D&D Beyond behind them. Given the inexpensive nature of online platforms, a periodical article series would seem a reasonable possibility.
 

I might roll a random encounter that would be a TPK to the party in their current state, so I ignore or reroll it. I could decide the magic item I just rolled randomly is too disruptive and roll another. I might decide that a crit that would kill a player in the first round is a normal hit which keeps the PC alive but very wounded (and changes his tactics and expends resources to live) or I might decide that every player going first against a powerful bad guy isn't going to be a challenge and up his initiative so that he gets some hits in early. In all those situations, the dice provided me with an option that would lead to a less fun situation for the players (myself included).
There are two different occasions for fudging that we need to disentangle. The first, which you've mentioned, is papering over cracks in the rules. The better solution is for the group to change the rules to something that suits them. I'd also suggest that discretionary rules like random encounter charts are not in the same league as action resolution.

The second occasion is when the DM wants to enforce their particular vision of how things should play out. This is plainly bad.

<snip>

Who is the DM to decide whether something 'hurts the experience' or not? Don't the other participants also have an interest in this?
I agree with @gorice that it helps to be clear about the purpose of various dice rolls.

Some dice rolls are just shortcuts or guidelines for content generation - eg some rolls for treasure. Assuming that the treasure tables are properly designed, they should be a reasonable guide to balancing treasure placement. But departing from them, while still having regard to their implicit precepts, should do no harm.

Some dice rolls are content generation but also a consequence mechanism - in classic D&D, this is true of wandering monsters, so fudging these is trickier. Gygax has a discussion in the opening pages of his DMG of when it might be OK to fudge a wandering monster roll; what the discussion reveals is that there is a mismatch between the game mechanics and the game as played, resulting from three things: (i) wandering monsters are primarily on a time clock; (ii) mostly, the use of time in dungeon exploration is the expenditure of a resource; (iii) sometimes, and despite (ii), the use of time in dungeon exploration is just a by-product of "simulation" and has no actual game play significance. (i) and (ii) are tightly related - be careless with your resource (time), and you will suffer an adverse consequence (wandering monsters). But when (iii) arises, then its connection to (i) causes a problem, because a party can suffer a consequence (ie wandering monsters) even though they haven't yet made any significant play decisions (in Gygax's example, they are just moving through the explored parts of the dungeon to the target destination for their expedition).

The real solution to Gygax's problem is to change (i), so that it doesn't apply in (iii)-type scenarios. But given that that is not a trivial design exercise, the fudging "solution" is understandable, provided the GM understands the principles that should govern its application. (And Gygax tries hard to spell them out.)

Some dice rolls are action resolution. Gygax is adamant, in the same opening pages of his DMG, that these should not be messed with; and even in his later discussion of fudging, he gives as an example in the context of action resolution the effects of being reduced to zero hp, and gives the GM licence to treat that as something other than death (but still hors de combat), again subject to appropriate principles.

If the impetus to mercy that Gygax points to is coming up at all often, then that suggests it's time to change the rules! If the action resolution rules regularly fail to provide the desired action, that's a problem.

If I as a DM have to fudge the dice to make the game work, something broke. I either overdid things on the encounter scaling side or the game was way too swingy, but what I don’t want to see is something in the rules that undercuts that and says “If you didn’t like the outcome, just fudge the result so it’s what your table would prefer or what benefits the story.”
Right.

From WotC's perspective, though, they have a strong interest in maintaining, at least in general terms, a consistent set of game mechanics, even where those cease to be suitable for the sort of game their customers are playing. This was true back in the AD&D 2nd ed days and hasn't changed.

The issue of fudging vs fate is as old as D&D itself, and outside of Gygax's notion that all rolls be fair regardless of outcome, most of the advice I've ever seen in RPGs is that in a choice between fun and fair, fun should win.

<snip>

2nd edition (where I cut my teeth) was a terrible mismatch of expectations and rules. 2e wanted narrative focused adventures with heavy role playing and storytelling and then used a version of D&D that was full of instant death, randomized chargen and shackles on PC power. No matter how many essays the Dragon Mag and the DMG made, the rules were at odds with the mission statement.
I agree fully with the second quoted paragraph. The first arises because of the second: and so, in a game that is designed without legacy baggage, and that takeg full advantage of the growth in technical understanding of RPG design over the past 50 years, there should not be the sort of tension between outcomes the mechanics deliver and the mission statement that tends to arise for D&D.
 

So, I don't seem to get the point you are trying to make. What, exactly, are you aiming at.

My point is that loads of good products get made and sell without having D&D Beyond behind them. Given the inexpensive nature of online platforms, a periodical article series would seem a reasonable possibility.

My point is that sure, if you have a platform you can make products without Beyond behind them.
 

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