D&D 5E "But Wizards Can Fly, Teleport and Turn People Into Frogs!"

Status
Not open for further replies.
@Balesir That is just a truly excellent, excellent post. I can't xp it so can someone please fill in for me.

That hits on most of moving parts of the lack of logical throughput that underwrite the theory.

One other teeny, tiny problem (and you touch on this briefly) is the decision-making of the figment/character is never a 1:1 relationship with the players whenever mechanical resolution is involved.

Fortunes model nothing discernible in the real world. If one wants to say that they presumably model entropy or unverifiable +/- in an outcome, they are grossly, I mean disgustingly unqualified for that so that would be a reach. Fortunes seem to just be "for fun". Roll a dice, grab a card and "see what happens!". No figment/character interacts with something like this nor do they have any concept of, nor mathematical privy to, outcomes based on these things. So every time a player decides to, or decides not to, commit to an action based on the odds-weighted throw of the dice or the turn of a card, they are committing to something that their character never interfaces with nor has any possible knowledge of, or understanding of, its implications/existence.

Action Economy is a gamist construct to facilitate play by way of shared framework between actors. Players have to make decisions based on cost/benefit analysis of action economy handling all the time. No figment/character has any concept of, nor mathematical privy to, cost/benefit analysis adjudication based around it and the subsequent action, or inaction, based on this medium.

Hit Points follow the same logic as the above; The PCs are in a chase that means their very lives and a moment's hesitation may cost then...and Will the Wizard won't jump off a 3-story building after Bob the Fighter makes the decision reflexively. There are dozens and dozens of meta-decisions embedded in the HP system.

Task Resolution adjudication follows the same logic as the above (with whatever skill system or dice pool vs target number that might be in place).

The number of mechanical artifacts in any RPG that are meant solely to facilitate coherent play between player and other players and their coherent interaction with the gameworld is legion. In none of these cases is there a 1:1 relationship. The artifacts are mechanical resolution proxies twice removed (and then some) from any player to figment/character interface. Free-form replay, bereft of any influence of Fortunes/Action Economy/etc, is about the closest that you get to legitimate proxies; eg association. And there, you still have lack of resolution between the two perspectives; the player can't possibly "know" all of the stimuli available to the figment/character upon which judgement is formed and action is undertaken. He in-fills his own subjective bias which is not associated from where I'm sitting. Rosencrantz and Guildenstern "living in the actual world" would very likely be disturbed by the mismatch...thus destroying their own immersion that they are actors of free will in a living, breathing world!
 

log in or register to remove this ad

Yet, I know that I would never have allowed any of those in any pre-4e game I've ever run and I would certainly have a pretty strong talking to with the players for even trying to dictate results like that.

But, that's what a power system does. Leaving it up to the DM doesn't work. We've had almost 30 years of D&D to prove that. Fighters get to do what the system allows them to do and very rarely anything else. We've all been trained not to let players do this. So, how do we allow martial characters to do cool things, if we don't tell DM's that they can do cool things.

BINGO - this is exactly why the martial maneuvers, and a frequency system are important to making martial characters have as interesting options as the casters.

If the only 'reliable' martial maneuver is "I hit him with my sword" that's the only maneuver that will be used. And as seen with the DDN playtest if you don't have a workable frequency system you end up with 'spamming' of maneuvers such as parry. 3.x also suffered from this 'spamming' with things like tripping, power attacking, etc.

We have indeed been trained to believe that martial characters can't, or shouldn't, do cool things. And if we "allow" them to do something cool we usually make it so 'statistically difficult' that it's not worth it.
 

BINGO - this is exactly why the martial maneuvers, and a frequency system are important to making martial characters have as interesting options as the casters.

If the only 'reliable' martial maneuver is "I hit him with my sword" that's the only maneuver that will be used. And as seen with the DDN playtest if you don't have a workable frequency system you end up with 'spamming' of maneuvers such as parry. 3.x also suffered from this 'spamming' with things like tripping, power attacking, etc.

We have indeed been trained to believe that martial characters can't, or shouldn't, do cool things. And if we "allow" them to do something cool we usually make it so 'statistically difficult' that it's not worth it.

I think there are three basic points of view on the other side: one) is you dont need the actual maneuvers, so long as the raw damage, attack bonuses, number of attacks, etc for a fighter are in the right zone, it is all good and you can layer whatever flavor your want; two) is you should have maneuvers but they ought not to be keyed to a powers system ike aedu. Something like you had in the 2E fighters book or something based around giving the fighter stronger advantages when it comes to opportunity attacks, grappling, tripping, etc would work; three) is let the GM ajudicate those kinds of things utilizing a simple core system. This last approach is probably not going to appeal to 4E players as GM consistency is a big issue for them, but for many old school players, a GM is better equiped to figure t hat out on the fy, than having a prefab system for it. Not coming down on any of these three in particular at the moment, and I sure I could have missed something, but those are some of the responses. I think if you feel you need a martial powers system, that is totally cool. There is room for disagreement on any part of the game. But I think when you tell people they should want it too, that is problematic. I was fine playing 2E and 3E, and loved fighters in those editions. My first experience with 4E was a fighter and i hated it. The AEDU structure just doesnt work for me. I think there are other ways to make martial maneuvers work mechanically though.

the spamming problem is something that is tied to the math and maneuver design. You do want people to use these maneuvers, but I think you want to think about when they should be useful. For me looking to real life is a good starting point for this. At the same time though you do need to consider the needs of the game. i havent kept up with next, so I cant say whether they've succeeded or not on this front. But I imagine that the flatter math will at least help them with the spamming issue. In my own games, I like to make many manevers conditional. To me that works better than divying them out once per encounter or once per day. But I also think it is possible to make an at will maneuver system, provided the penalties, bonuses and advantages/disadvantages are thought out.
 
Last edited:

But, that's what a power system does. Leaving it up to the DM doesn't work. We've had almost 30 years of D&D to prove that.
How many years of PF (and its simple maneuver system) will it take to prove that it does work? And what about those 30 years would convince us that D&D is broken? And what about the last 5 years would convince us that powers appeal to the average rpg player?

Fighters get to do what the system allows them to do and very rarely anything else. We've all been trained not to let players do this. So, how do we allow martial characters to do cool things, if we don't tell DM's that they can do cool things.
Well, instead of trying to patch the issue with powers, we could fix the system itself. To the extent that it needs fixing.
 

How many years of PF (and its simple maneuver system) will it take to prove that it does work? And what about those 30 years would convince us that D&D is broken? And what about the last 5 years would convince us that powers appeal to the average rpg player?
.

I think this needs repeating here. You may not personally think it works, but it is clearly working for lots of players. People have different experiences with the game. I mean 4E didnt work for lots of people as well. I tried it many times and couldnt get the experience I wanted out of it. Does that mean it's broken? No, obviously it works great for many of the posters here. It simply doesn't meet my need. This is exactly the kind of thing people were complaining about with disociated mechanics a moment agoand its why I take the view that Disociated mechanics help explain my experience but are not universal. The same goes for brokeness. For a lot of folks here, pathfinder and 3E are broken. I am not going to deny you that experience of the game. But i know too many people playing these games who dont find it broken at all (and all of them are intelligent and capable of understanding math as well as any of you) to conclide that it is universally broken.
 

How many years of PF (and its simple maneuver system) will it take to prove that it does work? And what about those 30 years would convince us that D&D is broken? And what about the last 5 years would convince us that powers appeal to the average rpg player?
Prove to me that it does work? I don't think it can. Everything I've seen so far has been better than 3.5 on that count, but utterly inadequate for my tastes. Prove to you that it works? Seems to have already. And D&D Next promises to make both of us totally happy, so hooray! Everything is wonderful forever!

I think the average RPG player will play whatever their group is playing and have fun with it. Those of us wasting time on ENWorld on a Sunday morning are a rarity. So...

-O
 

The notion that 4e is a "balanced game" or that 3e (or anything else) is an "unbalanced game" is no more objective or less edition warr-y than the dissociative mechanics argument.

Edit: [MENTION=11821]Obryn[/MENTION] I don't particularly disagree with any of that.
 

The notion that 4e is a "balanced game" or that 3e (or anything else) is an "unbalanced game" is no more objective or less edition warr-y than the dissociative mechanics argument.
It's funny because I usually try and look at what an edition's proponents say about it and look for commonality. I've seen a lot more 3.x players argue, "it's unbalanced but we love it and besides, balance is boring" than "3.x is totally balanced." When enough players use "balance" as a dirty word and condemn 4e for it, well... I can't say I think "unbalanced" is edition warring.

When I ran it (and remember, I did for the better part of the 8 years it was sold), it was clear to me that something was way, way off - I might not have called it "balance," but it broke the game for me and it made DMing a chore.

-O
 

Can't we all just accept that every single edition of D&D sucks?*

And that D&DN will suck too?*

Therefore worrying about or trying to prove that it doesn't it is a waste of time? ;)


* for a small percentage of players
 

It's funny because I usually try and look at what an edition's proponents say about it and look for commonality. I've seen a lot more 3.x players argue, "it's unbalanced but we love it and besides, balance is boring" than "3.x is totally balanced." When enough players use "balance" as a dirty word and condemn 4e for it, well... I can't say I think "unbalanced" is edition warring.

When I ran it (and remember, I did for the better part of the 8 years it was sold), it was clear to me that something was way, way off - I might not have called it "balance," but it broke the game for me and it made DMing a chore.
The problem here is subtle, but it's the jump from saying that one particular mechanical element needs a rewrite (easy to agree on) or that the goals of the game don't work for everyone (okay) to saying that the entire game in all possible forms is unbalanced, even unplayable (clearly false on both counts).

Can't we all just accept that every single edition of D&D sucks?
Please. Let's.
 

Status
Not open for further replies.
Remove ads

Top