Don Durito
Hero
D&D can do anything so long as that anything is done in a D&D way.
Thing is, no one here is saying that.You know, I used to get all riled up about discussions like these.
Then I realized that no amount of people telling me I can't do certain things in D&D will stop me from doing those things at my table.
Guard hears something and raises the alarm. Heist done, out come the swords and it ends in a massacre.Honestly, I'm not seeing exactly why a heist in D&D would be completely failed by a single die roll just because a guard happens to hear the fighter clanking by either. It depends on how the DM and players handle the revelation that the fighter was heard - which doesn't seem that different from BitD. The specific mechanics will differ, but not the fact that something happens in the environment and the PCs/DM all have choices to make about what that means.
Lets take a concrete case: The PCs, for whatever reason, must cross The Perilous Land. In 4e this would be a Skill Challenge. Now the GM does have leeway as to both the difficulty (IE level) and Complexity (1-5) of the challenge. He will also set the Primary and Secondary skills, using the process in the DMG/RC. Assuming we ar using RC's mechanics he will also get some choices along the way, like when to deploy obstacles and when to require high difficulty checks. How the fictional position of the journey evolves is also pretty much in the GM's court, though the players clearly have a strong input here by their action declarations and which resources they decide to expend (again the GM does get to decide how useful these are). The GM also gets to pick failure consequences, such as HS loss, etc.We must be referring to different things when we're talking about conflict resolution mechanics.
5e has robust combat conflict resolution mechanics.
5e has social conflict resolution mechanics (that are operationalized a la Wheel of Fortune...get pieces of the puzzle and then solve the puzzle).
5e, outside of those two, doesn't have any sort of general (or specific) purpose, encoded conflict resolution mechanics that operationalize conflict like 4e Skill Challenges, AW/Blades Clocks, Dungeon World's Perilous Journeys, Dogs in the Vineyard's or Mouse Guard's Conflict mechanics.
For instance.
Journeys are handled via task resolution and GM decides. They aren't operationalized like conflict resolution. For instance, this would be operationalized Conflict Resolution:
* who is the Scout? Who is the Navigator? Who is the Quartermaster?
* Scout, here is the situation. Make your Scout move and lets find out what happens. Ok, you got this result. Pick from this menu of results. Ok, here is how the situation has changed (via Danger or Discovery). What do you do with this Danger or this Discovery?
* Navigator...
* ...rinse, repeat, until you've dealt with all complications, until you turn back, or until you reach your destination.
Conflict Resolution is formal, encoded, structured procedures for resolving a Conflict. Contrast with Task Resolution and GM Decides (where its informal, not encoded, not structured and GM extrapolates based on their personal conception of the situation (a) how things unfold and (b) when Win Con/Loss Con is achieved).
Its not about me . The implications on actual play of various instantiations of Fail Forward are fundamental...objective.
Take the form of Fail Forward that I depicted above.
* You cannot lose.
* You will achieve your story win.
* The GM is basically just keeping the balls in play until they decide enough drama has played out and you get your story win.
You disagree that this particular systemization of Fail Forward is different from an alternative systemization of Fail Forward where:
* You can lose
* There is encoded structure and constraining principles which dictate how Fail Forward complications emerge and propel play
* There is a codified, table-facing Win Condition and Loss Condition.
I think whether an RPG session will look like a work of fiction is up for grabs: I've achieved this with one-shots using Cthulhu Dark and Wuthering Heights, and I think it can be done pretty reliably. Our Prince Valiant sessions also tend to be pretty reliable in build-up/pay-off.This is a perspective thing you have to engage with to usefully discuss this sort of thing in the first place:
Do you really expect an RPG session to look like a given work of fiction?
Because I think if you do, the vast majority of games aren't going to produce that. Works of fiction work as they do because they're deterministic; failures only happen at points that they do because they're dramatically desirable or necessary. Games are, barring some uncommon narrative heavy cases, random to at least some degree.
That means both premature failure and outright anticlimax are possible, and if those bother you, they're liable to be a problem (even metacurrencies, which exist largely to flatten this effect, can usually not prevent them but just mitigate them) in almost all games to some degree (some more than others, but then, games have different allegiances so how hard a game is trying to avoid these things varies considerably; you can have one that makes better stories at the price of making less interesting game-play, for example, and that's not going to be a desirable tradeoff for everyone).
The skill system is an optional rule?In BitD it would be 'bad faith' (IE against the precepts of the game we agreed to play) for the GM to do something like that. In 5e there's is MERELY A SUGGESTION that you might use OPTIONAL RULES (the skill system) in a certain way. Even the suggestion provides many layers of options to the GM, and at its most complete the process lacks substantial features of resolution processes in other games. As @Ovinomancer says, this can be seen as a feature, but it is hard to argue 5e has anything like complete rules for stuff like this. It has the very most rudimentary possible implementation really that is mechanics at all.
I understand, most GMs may choose to follow certain suggestions and so you will find there is a 'typical experience', but it is far from substantially supported in rules text.
Well, in the 4e SC scenario the fiction must evolve in a way which comports with the mechanical structure, and vice versa. That is, you failed a stealth check, clearly that check was an attempt by the player to have his PC evolve the fiction in a given way "I sneak past the town watch patrol, sticking to the shadows." Now, in the 5e version of this everything is the same, except we have no idea what the valence of this action is. In 4e you failed, the guards clearly didn't literally catch you red-handed, because the SC structure says "you don't fail completely until 3 failures" but equally clearly you are FICTIONALLY closer to that point. In 5e I cannot even make a statement about what the significance of that failure is, I have literally nothing to go on. If the GM decides "OK, the guards are a bit more suspicious now" what does that even mean? How many checks must I pass or fail before the jig is up or I achieve my goal?But this is effectively just taking the heist and abstracting it one level without process sim details. You fail a stealth check in a skill challenge and it racks up a fail (narrating it how the group chooses) - as long as you end up with the requisite number of successes before fails - it's (some level of) a success. Contrast playing a heist scenario without the skill challenge, and you have a failed stealth check... that could still be redeemed by quickly neutralizing the guard by playing out how that's done. And it could still be a heist with (some level of) a success.
The quite clear laying out is in the DMG 2. I think it's also laid out in the DMG, but I'm prepared to concede that, while clear, it's not quite clear!Well, in the 4e SC scenario the fiction must evolve in a way which comports with the mechanical structure, and vice versa. That is, you failed a stealth check, clearly that check was an attempt by the player to have his PC evolve the fiction in a given way "I sneak past the town watch patrol, sticking to the shadows." Now, in the 5e version of this everything is the same, except we have no idea what the valence of this action is. In 4e you failed, the guards clearly didn't literally catch you red-handed, because the SC structure says "you don't fail completely until 3 failures" but equally clearly you are FICTIONALLY closer to that point. In 5e I cannot even make a statement about what the significance of that failure is, I have literally nothing to go on. If the GM decides "OK, the guards are a bit more suspicious now" what does that even mean? How many checks must I pass or fail before the jig is up or I achieve my goal?
I don't see any abstraction here in the 4e case. I am not sure what "without process sim details" means. There are fictional details. There HAVE to be. This is quite clearly laid out in, at least later versions, of the SC rules. Every time a check happens, the fiction evolves to a new state, which is a logical consequence of the previous state.
Yes, and those stealth rules are such a wonder of ease of use and game design that no one ever has any issues with 5e's stealth rules.![]()
Sure, I can, as a GM with rule zero authority, sort of make anything happen. Still, what was the consequence in 5e of one failure in a process of many checks? It probably guided the fiction in a bit different path. This is about all that FF can do without more structure. I mean, basically you can make up an ad-hoc version of 4e's SC rules and say "well, lets see, I think if they fail 3 checks they probably opened the hornet's nest, but if they manage to succeed on 5 first, then I'll figure it was challenging enough." Why not just have the structure to start with? I've never understood why its lack gains us anything.You don't even need fail forward principles to avoid the problem of the jig being up with one failure. I think it's more of an example of clashing expectations and styles - the DM's being way to focused on the consequences of one failure or adversarial DMing rather than sticking to good storytelling or genre conventions. I won't deny that BitD has much better and more explicit guidance for GMs playing along with the players toward their goals - but the whole idea that you can't do that with D&D (or shouldn't try or whatever unhelpful advice comes along) is ridiculous.