D&D General D&D Combat is fictionless

If you want a lot of fiction in your game...
Aren't we really just discussing differences between fictions, rather than amount of fiction? One might say instead "If you want a lot of classic-D&D fiction in your game..." to make it clear this is a qualitative, not quantitative statement.

For example, suppose that as DM I narrate the offending 4e abilities by a DM using spell-like language. My group then has the same amount of fiction. It's just a differing fiction. I mention that because the Book of Nine Swords (ToB) was laden with fiction, but it was not classic-D&D fiction. So when 4th edition reprised the ToB mechanics, I understood them as presenting a highly-fantasised combat, and saw pushes, pulls, healing surges etc in that light. There was no difficulty narrating them so long as I bought into that genre.
 

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Your take is clearly informed by a very specific and narrow approach to RPGing.

At least I'm not promoting an edition which, in your own words, REMOVES some play styles from the game.

So no, I'm only interested in this thread, based on the premise that the more technical the game, the harder for it to be narrative and related to fiction.

Much of this is just entirely misaimed -- like the discussion about how 4e is technical which has little to nothing to do with the point about making narrative sense

Again, if you disagree with the premise above, feel free to discuss it, but as you seem to be only interested in edition warring...

or the bits about open or closed games systems which really is a proxy argument for how much control does the GM have over the system.

It's one way to see openness, but the one that I've been describing has little to do with this, it's the one that is used by the 5e designers when speaking about 4e: "An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of D&D."

It's arguing not from looking a possibilities available but rather from starting with the conclusion and trying to argue from there.

See above, the premises are simple:
  • Technical gaming based on the possibilities offered by rules limits the narrative freedom and the possibility to describe fiction.
  • 4e is not only extremely technical, but it also severly limits what the characters can do (and in addition, your own words, it "removes" some styles of play).
The conclusion is obvious.

4e's system actually allows more serious divergence in play approaches than 5e does.

You have zero proof of this. The contrary is obvious to anyone who actually looks at both game systems and realises, for example, that 4e is restricted to being played on a grid, where powers are restricted to being used on that grid and how purely technical the powers are.

It does much more strongly restrict the GM's ability to use Force than 5e does, and that does remove some of the ways that D&D is usually played

And here you go. How can 4e be more open when some ways of playing(and usual ones at that) are REMOVED ?

but it also enables a very strong narrative approach that's just not possible in 5e (or any other edition of D&D) without extensive houserules or just ignoring the system altogether.

Again, there is zero proof of this. HOW does it enable a stronger narrative approach than other editions of D&D ? By paraphrasing the inane descriptions of fixed powers that do not even reflect what they do in the simulation ? Come on...

Or maybe it is through SKill Challenges that remove creativity and roleplaying, forcing it into a carcan of successes and failures and promoting roll playing for the success of skills ?

So your claim about it being more closed is just a clear proxy for an argument that it doesn't align to your preferences. You should stick to making the argument that you don't like it rather than this charade about how there's some objectively discernable weakness to 4e. The former is defensible, understandable, and perfectly fine. The latter is, well, obviously silly and will get you in trouble for edition warring.

You are the one edition warring here, my friend, and promoting 4e, when I'm not making any judgment of quality. I am merely stating the obvious that you yourself recognise, that 4e removes (I was not as strong, for me it's only "discourages") some styles of playing, and in particular the more free form and therefore narrative ones, and in particular in combat, because 4e combat is only pushing figurines on a grid and counting squares, leaving very little place for fiction.
 

Oh, we're starting with a line by line fisking?
At least I'm not promoting an edition which, in your own words, REMOVES some play styles from the game.
Every game does this. 5e absolutely bars play styles. So does any other edition of D&D. Let's not pretend there's some freedom of play going on here in other D&D editions.

What 4e does is remove a lot of avenues for GM Force -- which is the GM forcing an outcome on the game. That does restrict a lot of play that features Force as a primary component, and many of the complaints about 4e are really about this feature of the system. Being open and honest about this isn't something that I think is at all bad. It's the counter that other editions do it better, when they really don't. If anything, 5e has fewer available approaches to play than 4e does, even with this restriction. Is this a good thing? Does it make 4e better? No, that's silly. It makes it different, and discussion of differences, honestly and openly, is how you can select a game that matches your preferences. Trying to cast a game you don't like as worse because of these things is the harm, here, and exactly what you're trying to do. Maybe just like what you like and stop bashing on things you don't?
So no, I'm only interested in this thread, based on the premise that the more technical the game, the harder for it to be narrative and related to fiction.



Again, if you disagree with the premise above, feel free to discuss it, but as you seem to be only interested in edition warring...



It's one way to see openness, but the one that I've been describing has little to do with this, it's the one that is used by the 5e designers when speaking about 4e: "An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of D&D."



See above, the premises are simple:
  • Technical gaming based on the possibilities offered by rules limits the narrative freedom and the possibility to describe fiction.
Maybe, sometimes, not necessarily. This premise is flawed and isn't supported by your argument. 4e offers lots of narrative freedom, you just have to embrace it. Does it allow the GM to Force things into the narrative they want? Less so that other editions, for sure. Does it allow the players to Force things into the narrative that they want? More so that in other editions. You've approached this from one side -- 4e actually allows players far more narrative freedoms than in other editions.
  • 4e is not only extremely technical, but it also severly limits what the characters can do (and in addition, your own words, it "removes" some styles of play).
The conclusion is obvious.
4e doesn't limit anything like this. Page 42 exists, as does the skill challenge frameworks which are extremely enabling of "out of the box" actions and efforts. If all you're doing is saying that players can only press the buttons on their sheets, you've very much missed the point of the system.
You have zero proof of this. The contrary is obvious to anyone who actually looks at both game systems and realises, for example, that 4e is restricted to being played on a grid, where powers are restricted to being used on that grid and how purely technical the powers are.
Playing on a grid has nothing to do with narrative freedoms. And you can flex this easily enough, with less effort than adding in skill challenges to 5e takes. I don't understand why you'll make numerous arguments that 5e is flexible because you can change the rules but then lock into this extremely narrow argument that insists you can't do such things with other systems. It's weird.
And here you go. How can 4e be more open when some ways of playing(and usual ones at that) are REMOVED ?
Easily, it enables approaches that other editions of D&D do not. Yours appears to be a flawed understanding of play approaches that assumes that to allow different approaches you cannot remove others. It's like saying that one way allows travel east and south, but another allows travel east, north, and west, but not south, that you have to say the second way can't offer more choices because it took away south from the first. It's a silly argument. Instead, these things are different.

I can play 4e in a narrativist approach, or Story Now. I cannot do this in 5e. In return, 4e is less suited to trad styles because it restricts GM Force, which is a needed component to do these types of games. But it doesn't eliminate trad approaches, it just curtails some of the sub-approaches within Trad. Of course, Trad is the most popular way to play D&D these days, so if you're wedded to it as your primary way to play, then 4e will not feel good to you. Perfectly fine. However, I cannot flex 5e or other D&D systems into a narrativist approach within the system at all. It's not a matter of it's more challenging, like 4e with Trad, but just not at all supported in any way. Hence, 4e flexes to more diverse playstyles than 5e does. Does this make 4e better? Nope, makes it different -- it does different things. Why this is so hotly contested I'm not really sure.
Again, there is zero proof of this. HOW does it enable a stronger narrative approach than other editions of D&D ? By paraphrasing the inane descriptions of fixed powers that do not even reflect what they do in the simulation ? Come on...
Page 42 and the skill challenge system. Use/run these with a narrative approach and you're off to the races with lots of player directed play.

If you mean "I can narrate things how I want as GM" as your definition of narrative approach, then, well, we've found the issue and it's the one I identified earlier.
Or maybe it is through SKill Challenges that remove creativity and roleplaying, forcing it into a carcan of successes and failures and promoting roll playing for the success of skills ?
You seem to badly misunderstand how skill challenges work. Pretty normal, they were not well described in the early books. But this is not how skill challenges work, and they most certainly do not restrict either creativity or roleplaying.
You are the one edition warring here, my friend, and promoting 4e, when I'm not making any judgment of quality. I am merely stating the obvious that you yourself recognise, that 4e removes (I was not as strong, for me it's only "discourages") some styles of playing, and in particular the more free form and therefore narrative ones, and in particular in combat, because 4e combat is only pushing figurines on a grid and counting squares, leaving very little place for fiction.
Sure, you're welcome to that opinion. Doesn't make it true.
 

...in particular the more free form and therefore narrative ones, and in particular in combat, because 4e combat is only pushing figurines on a grid and counting squares, leaving very little place for fiction.
I think there is an interesting question around what is meant by 'free form' and 'narrative' here. It sounds like ad-hoc decisions are being given narrative value. I'm not convinced that ad-hoc decisions have any greater narrative value than ruleswise ones; or to put that from another perspective, what is the explanation that tells us ad-hoc decisions have greater narrative value than ruleswise ones?
 

What 4e does is remove a lot of avenues for GM Force -- which is the GM forcing an outcome on the game.
Could you be more explicit about elements in question for this?

I generally feel I can predictively force some mechanical outcomes. My ability to estimate what combat encounter will tpk vs some other result is far far better in 4e than other editions it creates slightly more control for me.

Which is still just as it has ever been not overwhelming as I still cannot really guess how my players may overcome obstacles (regardless of whether I plan a skill challenge or improvise) or whether there will be one LOL. Like my daughter turning a potential conflict into a parlay which enables a long term alliance and similar things. Following players leads has had similar outcomes all the way back to 1e but I felt there was more chaos in mechanically induced results and less in 4e.
 
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Could you be more explicit about elements in question for this?

I generally feel I can predictively force some mechanical outcomes. My ability to estimate what combat encounter will tpk vs some other result is far far better in 4e than other editions it creates slightly more control for me.

Which is still just as its never been not overwhelming as I still cannot really guess how my players may overcome obstacles. Like my daughter turning a potential conflict into a parlay which enables a long term alliance and similar things. Following players leads has had similar outcomes all the way back to 1e but I felt there was more chaos in mechanically induced results and less in 4e.
The result of those is decided by the mechanics of the game. That they are somewhat predictable in outcome is a feature of the stability of the mechanics, but this isn't Force. Force is where the GM overrides the system to determine the outcome. You see this quite often in the Official Adventures where certain events occur no matter what happens and some outcomes are fixed. Play usually obscures these with various approaches, like getting players to agree to play towards the outcomes or but using Illusionism, but even direct examples in the moment are often overlooked by players steeped in the play approaches that lean on Force. There's nothing wrong with Force as a tool -- it's a great go to for any plot driven game and can be used very well to create engaging and compelling stories in play -- but, like any tool, overuse is usually associated with degenerate playstyles (hard railroading is stronghanded Force consistently applied).
 

Well, for me there is a difference in saying "As a player, I'm choosing not to take my turn as ordered by the game system" and "my character, expecting reinforcement to come since we've been making quite a bit of noise, hides in this corner and will attack the first person that comes through the door".
Yes. The first is a mechanical thing. The second is a fictional thing. In 4e D&D, the Delay and Ready action can both represent that second sort of thing.

Or using simple words to heal someone, no spell, no magic, nothing. Nothing in actual fiction (books, movies of the genre) looks like this
Not true at all! In LotR, during the siege of Minas Tirith Gandalf takes charge of the city's defences, and wherever he goes, hearts are lifted. That is exactly what happens in 4e when a character speaks an Inspiring, Healing or Majestic Word.

I actually see some of the things that, for instance a 4e bard or warlord can do as RETCONS! In other words, you move the orc 2 squares with a power, that isn't (necessarily) the orc being moved back, it could be the orc NEVER MOVED FORWARD, or the Warlord called out that possibility to his ally the fighter and forestalled it from ever happening.
Right. I remember the first time the fighter in my campaign used Come and Get It. He was chasing some fleeing goblin archers [(using Mighty Sprint, of course), who were rushing down some stairs. I narrated the pull effect as some turning back to see who was chasing them, and others never making it down in the first place.
 

Look at Commanding Presence, pure gamist effect, no description of how it happens.
Huh?

FIrst, there is this on p 143 - the introduction to the Warlord class description:

Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.​

So it's hardly a surprise that one then goes on to learn of a class feature called Commanding Presence. And the description, if one were needed, is in the name - the character has a commanding presence. Furthermore, one is called Tactical Presence and is INT based - so we can work out that it involves the urging of one's allies to use clever tactics - while the other is called Inspiring Presence and is CHA based - so we can infer that it involves rousing one's allies to further action, and urging them on.

With similar economy, Moldvay Basic has no description of the Fireball spell beyond "This spell creates a missile of fire that explodes into a ball of fire 40' diameter when it strikes a target" (p B18). It's a virtue of 4e, especially pre-Essentials, that it eschews overwrought prose and relies on crisp mechanical presentation to make clear what the fiction is.

I would also add: the earliest version of a warlord-type ability published for D&D that I know of are the abilities of a Good Cavalier, as presented in UA, to (i) act while at negative hit points, (ii) to heal an additional d4 hp per week of healing, and (iii) to make all allied creatures within 10' immune to fear.
 

@FrogReaver, I finally had a chance to catch up on this thread. Sorry it seems to have been derailed by attacking 4e - I didn't realise that by mentioning the 4e initiative options I'd be triggering the resulting onslaught!

I had a look at your system in post 360, and tend to have the same thoughts as @clearstream: to me it seems to add a lot of overhead to resolution.

If you try it, maybe post a follow-up about how it goes?
 

Yes. The first is a mechanical thing. The second is a fictional thing. In 4e D&D, the Delay and Ready action can both represent that second sort of thing.

And my perspective is that you don't need the delay action, which is purely mechanistic and only based on the rounds/turns of the game system, not about anything happening in the game world.

Not true at all! In LotR, during the siege of Minas Tirith Gandalf takes charge of the city's defences, and wherever he goes, hearts are lifted.

And Gandalf is what ? A Warlord ? No, he is a demigod wizard...

That is exactly what happens in 4e when a character speaks an Inspiring, Healing or Majestic Word.

And that is precisely my problem with powers which are use mechanistically to produce healing. Because, once more, even 4e defines regaining hit points as healing.

Right. I remember the first time the fighter in my campaign used Come and Get It. He was chasing some fleeing goblin archers [(using Mighty Sprint, of course), who were rushing down some stairs. I narrated the pull effect as some turning back to see who was chasing them, and others never making it down in the first place.

And again my perspective is that retcons look stupid narratively speaking. You have already described something happening, and then you stop the narration, tell everyone that, actually, it did not happen, and then narrate something else. And this is not even magical !

So it's typically the kind of thing that made 4e combat in particular fictionless. I'm not saying it's a worse game system whatever your style of play, but when you want fiction, storytelling and narrativism to be the centre of your game, that system in particular makes it harder, that's all.
 

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