How so?My issue with this thead is, in my opinion, 4e has more verisimilitude than prior editions.
How so?My issue with this thead is, in my opinion, 4e has more verisimilitude than prior editions.
One thing I agree with Herschel on is that there are elements that cause people to get tripped up when it comes to verisimilitude and plausibility.
I also agree that making a game be a perfect reflection of reality is impossible.
However, that is not the goal of a simulation. People often have the idea that a simulation must be a realistic representation of all aspects of a given subject. And some game designers have believed this and tried to simulate everything. This also leads to the impression that simulation focused design must be large and complex.
It's actually the opposite. A good simulation is one where only a few aspects are targeted for modelling.
Let's take 4E as an example. It takes high power heroic fantasy and simulates some aspects of it. These include:
a) heroic characters that are competent and hard to kill.
b) escalating campaign story pacing
c) tactical combat where the participants have high situational awareness
It does a) well through high hit points, healing surges, encounter refresh systems, access to healing outside of clerical magic and more.
It does b) well through the use of tiers, the tying of leveling up to the xp budget of encounters and more.
It does c) well through it's grid based combat system and expectations of character knowledge in terms of bloodied values and assumed understanding of game effects.
4E is actually a good simulation of particular features the designers decided were important to their game play.
But what if the particular features or elements are not what other people want simulated? What if someone is more interested in traditional play where the procedure of play is about plausibility of cause and effect and continual referencing of the constantly evolving narrative? Or what if someone else is interested in procedures of play that create the structure of a story during play itself? Rising action, climax and resolution?
So back at 4E's release when I rejoiced that 4E was chucking out all that simulation stuff I didn't want, I was wrong. I didn't understand that it was still simulating, just different things. And now that I've gotten tired of those things, I'm hoping D&D Next's stated goals of having a broad appeal will materialize with strong support for games focused on a continual referencing of the narrative and a calling of the game mechanics by the narrative.
If I start with a 4E style base, I have to cut things out to get to that point. If I start with a OD&D/Basic D&D style base, I don't have to cut things out. But I can still add in the 4E style elements when I want to.
In short, a traditional RPG approach where you describe fictional elements, describe interaction with those elements, use the resolution system to resolve those interactions and then return to the beginning and describe the resolution as fictional elements would make a better generic core as you can transform it into a more game focused experience by adding elements. If you start with the game focused experience and make those who want a narrative referencing experience chop things out, it'll be more of a barrier.
Am I trying to argue for my preferred way of playing being the core of D&D next? I don't intend to be. I simply believe that it is easier to build upon it to create other forms of play than to chop things away to create it. And, actually, it's not a way of playing that I universally prefer. I like other modes of play and have enjoyed 4E immensely in the past.
I honestly and sincerely don't understand your point. Like many people, I would like the game rules to approximate "what would really happen" if we had elves and wizards fighting orcs and wraiths -- even though the scenario is blatantly fantastic -- and I would like the players making decisions from the point of view of their characters, even if they can't take that point of view perfectly.You can't have this discussion usefully if you think that "disassociated mechanics" is an argument clincher.
Im my opinion the report of a 4e combat is closer to a fight scene in Captain Blood, the Crimson Priate or the Princess Bride than can be obtained in any other edition of D&D.How so?
Some of the basic thropes of D&D work against that though;I honestly and sincerely don't understand your point. Like many people, I would like the game rules to approximate "what would really happen" if we had elves and wizards fighting orcs and wraiths -- even though the scenario is blatantly fantastic -- and I would like the players making decisions from the point of view of their characters, even if they can't take that point of view perfectly.
So would 4e have worked better for you if all encounter and daily power had a preamble that in effect use of these powers represented a moment where the player (not the character) was invoking that an occasion would now occur where his character could do some cool signature move?Thus, "disassociative" mechanics irk me.
If we're going to break with "what would really happen," I would like to be rather explicit about it, so the players know when they're acting as storytellers and modifying the outcome to make it "better".
Has D&D always had "disassociative" mechanics? Yes -- and people have always complained about them. Sometimes they're better than the more "realistic" alternatives that have been devised to replace them, but their "disassociative" nature is generally a negative, even if it's only a small negative for many people.
That's a good question, and I can see why a game like 4E went with the mechanics it did; they just don't gel for me.Now, on the second issue above that players make decisions from the point of view of characters. Take something like trip, now triping people that are expecting it is not that easy. In a fight it is not even something that one would try every attack. It would be bad tactics, it is realy only something that can work when you and the opponent are lined up the right way.
How does one best model this?
4e does it by giving the player as the player (not in the person of their character) a token in the form of a power that can be used in a limited way to say that the character is now in a position to try the trip.
How do you think it should be done?
The problem is that there's no underlying simulation for that; it's purely meta-game. So the players are choosing their tactics and strategies based on how they should allocate their signature-move resources.So would 4e have worked better for you if all encounter and daily power had a preamble that in effect use of these powers represented a moment where the player (not the character) was invoking that an occasion would now occur where his character could do some cool signature move?
I honestly and sincerely don't understand your point. Like many people, I would like the game rules to approximate "what would really happen" if we had elves and wizards fighting orcs and wraiths -- even though the scenario is blatantly fantastic -- and I would like the players making decisions from the point of view of their characters, even if they can't take that point of view perfectly.
Thus, "disassociative" mechanics irk me.
The problem with cards or other randomisers is that from a sim prespective it is nonsence. While random wierd stuff does happen in a fight one has an element of control of the tempo and pace unless one is completely outclassed.That's a good question, and I can see why a game like 4E went with the mechanics it did; they just don't gel for me.
If you want to model the same thing in a simulation, you need to have openings for different moves appear at different times. In theory, you could roll for each of your formerly daily moves every turn, with, say, a 10-percent chance of an opening to use it. Or you could draw from a stack of cards, with far more at-will cards than per-encounter or daily cards.
I agree but the output is more agreeable to me than any sim system i have tried.The problem is that there's no underlying simulation for that; it's purely meta-game. So the players are choosing their tactics and strategies based on how they should allocate their signature-move resources.
It doesn't really say anything useful, and it creates all kinds of wrong impressions. Whereas, "I want different verisimilitude"" is a good starting place, especially if it is quickly followed by, "I want my different verisimilitude to get the same support as you other people get with yours." From there, we can explore to see what can be done to satisfy as many people as possible.
P.S. You can't have this discussion usefully if you think that "disassociated mechanics" is an argument clincher.
Whereas, "I want different verismilitude", or if you prefer, "This mechanic makes me feel disassociated from the fiction," acknowledges that there is no such scale. That acknowledgement is crucial.