Manbearcat
Legend
We have all manner of topics going on at any given point but sometimes it is difficult to discern the origin (PC, DM, conflation of both) of concerns, opinions and mechanical preferences. I figured I would create a thread to focus these issues from one side of the screen. Everyone who is posting on this thread, please enter DM stance before expressing any expectations relevant to your current needs as a DM. This is easy for me to do because even though I've been playing for over 20 years, I've literally DMed every bit of it (Cthulu one off evening session and a few other silly one offs here and there notwithstanding). So without further ado, my expectations for Next:
1) PCs
I expect some measure of reasonable, micro-balance within the PC build framework, enough tools for various archetype representation, and I want "what this guy is supposed to do and how he should be expected to do it" (roles?) clearly conveyed. The reasons for this are as follows:
a) I want to know what I can consistently expect from a PC regarding their mechanical output. I want the upper bounds and lower bounds of their proficiency constrained and elucidated in some capacity within the rules text. If I have these two things and I know "what they're expected to do" then I can consistently create encounters (in and out of combat) that are dynamic, compelling and in-line with my climactic expectations. Yes, there will be times when strategic play turns a difficult encounter into a walk-through. However, I would like these situations to be anomalous in the extreme. Never again do I wish (nor do my players) to construct a rich, thematically compelling, tension-inducing encounter for a plot arc climax and have it fail miserably due to the absurd lack of constraints on certain PC resources. Never again do I wish to construct an important encounter that utterly marginalizes one or more PCs due to it having to be a challenge (lest it be a walkthrough) for one overpowered build/class.
b) I want my players/friends to be able to construct and play their favored archetypes and have them be functional. Without the ability to construct them, or if their functionality is limited or incongruent with their expectations, then my PCs will lose heart, interest, and their attention will arbitrarily wax and wane.
* As a tacked-on addendum, I would like it if there was a rules module or clear, well balanced mechanical options (not merely guidelines) to downsize party (all the way to 1 PC).
2) Monsters
I expect my monsters to mechanically represent my expectations of their physiology, their tactics/abilities, and their roles/place within their tribe hierarchy or their ecology/behaviors if they are a non-social creature. I want a diverse and tactically compelling set of monsters to work with. I want their combat relevant abilities/stats self-contained to small blocks. As important, I want their functionality (such as the case with my PCs) and their math to consistently produce in-line with their XP value, CR (however it will be defined in Next) so that my built encounters (from a dynamism and a difficulty standpoint) meet my preconceptions as predicated on the rules text. I already know pretty much every monsters' lore (and I am very independent in my flavor needs) but obviously this must be fleshed out as concisely as possible.
3) Tactically Rich Combat (which, if appearing, will be Modular)
Admit that a single combat round is filled with a myriad of abstractions, from HPs to Attack Rolls to Movement, and don't try to imply the deception of action = direct, linear response from dice roll/process simulation (a singular attack role is a sequence of offensive flurries and defensive parries...not one Rock-Em Sock-Em Robot Swing - or more depending on edition). We're adults. We can handle it. Embrace it. Leverage this Abstraction. As full disclosure, I readily enjoy the tactical richness/composition of 4e Combat Mechanics. In my experience, their elegance supports the ability to easily create dynamic, compelling encounters (swiftly and consistently) filled with variety and interesting PC Decision-Points (and my own) which consistently comport with the challenge level that I expected when I composed it...and as importantly, let my players flex their chosen archetype muscles within the fiction. It doesn't have to be 4e-esque...but the design goals that make 4e tactical richness work need to be brought to bear.
4) Non-Sentient Threats
Traps, Hazards, Poisons, Diseases, Gasses, Suffocation, Environmental, Falling, etc. I want my Non-Sentient Threats to possess clear, intuitive, coherent mechanics that can threaten the PCs throughout the life of the game. It would be nice if most of these could be represented using "Track" mechanics as they functional quite well and produce the required tension (when done right). The more tools I have to create varying, genre relevant threats, the more compelling and dynamic the tension will be within the fiction (and down my players spines hopefully).
5) Divination Constraints and Hard-Coded Mechanics
This can be any of the various power Divination spells (Commune, Legend Lore, Scrying, etc) to the lower powered spells (Detect line) to their painful, at-will analog (if any exists...please no). I've said it multiple times at this point but once more won't kill me. Unconstrained, Powerful, Limited-Use Divination abilities, when adjudicated fairly as RaW, obliterate intrigue or investigatory plot arcs. Mildly-Constrained (or narrow in scope or weak in power), At-Will (or near it due to proliferation of spell slots) Diviniation abilities, when adjuticated fairly as RaW, can send a DM into a never-ending Rock-Paper-Scissors Consideration Game when composing intrigue or investigatory plot arcs. I want to create intrigue and investigatory plot arcs and I would like it if they are compelling and solvable primarily through engagement with the fiction (rather than I win buttons), but I am certainly just fine with hard-coded divination mechanics helping the fiction along. Further, I do not want it to be an exercise in agony during prep as I am attempting to contrive these arcs.
6) Constrained Transmutation (Teleportation, Flight, etc) and Conjuration (Phantom Steed, etc)
I want Exploration and Chases to maintain their relevance throughout the campaign. Unfortunately, Unconstrained, Powerful, Limited-Use Transmutation and Conjuration abilities, when adjudicated fairly as RaW, obliterate the tension/compelling nature of chases, travel to far-to-reach places or travel through inhospitable places (eg phantom steeding out of the Mines of Moria or riding eagles, or turning into an eagle, to fly to Mordor).
7) Simple, Clear, Limited Buff Mechanics
Poorly-Constrained Abjuration/Transmutationg (Buff) Interaction and stacking undermine upper and lower bounds of PC/group viability, thus creating contests that are virtually impossible to forecast. Encounter building becomes dominated by a wing and a prayer.
8) Non-Combat, Closed System, Fiction Resolution Mechanics
I have little hope for these making it into the core (which is fine). But I would like a module for resolving various, genre relevant, DnD scenes that are Meta-Game, Narrative, "Fiction First" driven, and are Closed Systems (Encounters) where players are expected and incentivized to take author stance and mold the fiction (temporarily) without my prodding. This is the best place for Player Agency (outside of some kind of narrative point system) that comes to mind for me. For a much more thorough explanation of this, hop over to Pemerton's "Why I like Skill Challenges" thread. There are a great many posts that are both great and many that illuminate the ins and outs of this sort of resolution mechanic.
9) Reputation/Honor/Fame Module
I've always found these systems (even though horrifically mechanized) to be rewarding mini-games for my players. I would like to not tack-on my own ad hoc version. A functional system with tight math would be a delight.
10) Mass Combat Module
Just as genre relevant scenes (chases) and non-sentient threats (environmental exposure) are wonderful ways to captivate PCs and create dynamic sessions, so too is mass combat (used sparingly for climactic battles). A user friendly system, with clear, concise, balanced mechanics (that allow for players to take on the role of commander of legions) and quick resolution would be ideal.
11) Clear and Concise Rules Texts
Self explanatory.
12) Rich Setting Support
I'll hearken back to 2e for this...and that's all I'll say on that...because I'm tired of writing.
So DMs. Lend me your voices! Your expectations?
1) PCs
I expect some measure of reasonable, micro-balance within the PC build framework, enough tools for various archetype representation, and I want "what this guy is supposed to do and how he should be expected to do it" (roles?) clearly conveyed. The reasons for this are as follows:
a) I want to know what I can consistently expect from a PC regarding their mechanical output. I want the upper bounds and lower bounds of their proficiency constrained and elucidated in some capacity within the rules text. If I have these two things and I know "what they're expected to do" then I can consistently create encounters (in and out of combat) that are dynamic, compelling and in-line with my climactic expectations. Yes, there will be times when strategic play turns a difficult encounter into a walk-through. However, I would like these situations to be anomalous in the extreme. Never again do I wish (nor do my players) to construct a rich, thematically compelling, tension-inducing encounter for a plot arc climax and have it fail miserably due to the absurd lack of constraints on certain PC resources. Never again do I wish to construct an important encounter that utterly marginalizes one or more PCs due to it having to be a challenge (lest it be a walkthrough) for one overpowered build/class.
b) I want my players/friends to be able to construct and play their favored archetypes and have them be functional. Without the ability to construct them, or if their functionality is limited or incongruent with their expectations, then my PCs will lose heart, interest, and their attention will arbitrarily wax and wane.
* As a tacked-on addendum, I would like it if there was a rules module or clear, well balanced mechanical options (not merely guidelines) to downsize party (all the way to 1 PC).
2) Monsters
I expect my monsters to mechanically represent my expectations of their physiology, their tactics/abilities, and their roles/place within their tribe hierarchy or their ecology/behaviors if they are a non-social creature. I want a diverse and tactically compelling set of monsters to work with. I want their combat relevant abilities/stats self-contained to small blocks. As important, I want their functionality (such as the case with my PCs) and their math to consistently produce in-line with their XP value, CR (however it will be defined in Next) so that my built encounters (from a dynamism and a difficulty standpoint) meet my preconceptions as predicated on the rules text. I already know pretty much every monsters' lore (and I am very independent in my flavor needs) but obviously this must be fleshed out as concisely as possible.
3) Tactically Rich Combat (which, if appearing, will be Modular)
Admit that a single combat round is filled with a myriad of abstractions, from HPs to Attack Rolls to Movement, and don't try to imply the deception of action = direct, linear response from dice roll/process simulation (a singular attack role is a sequence of offensive flurries and defensive parries...not one Rock-Em Sock-Em Robot Swing - or more depending on edition). We're adults. We can handle it. Embrace it. Leverage this Abstraction. As full disclosure, I readily enjoy the tactical richness/composition of 4e Combat Mechanics. In my experience, their elegance supports the ability to easily create dynamic, compelling encounters (swiftly and consistently) filled with variety and interesting PC Decision-Points (and my own) which consistently comport with the challenge level that I expected when I composed it...and as importantly, let my players flex their chosen archetype muscles within the fiction. It doesn't have to be 4e-esque...but the design goals that make 4e tactical richness work need to be brought to bear.
4) Non-Sentient Threats
Traps, Hazards, Poisons, Diseases, Gasses, Suffocation, Environmental, Falling, etc. I want my Non-Sentient Threats to possess clear, intuitive, coherent mechanics that can threaten the PCs throughout the life of the game. It would be nice if most of these could be represented using "Track" mechanics as they functional quite well and produce the required tension (when done right). The more tools I have to create varying, genre relevant threats, the more compelling and dynamic the tension will be within the fiction (and down my players spines hopefully).
5) Divination Constraints and Hard-Coded Mechanics
This can be any of the various power Divination spells (Commune, Legend Lore, Scrying, etc) to the lower powered spells (Detect line) to their painful, at-will analog (if any exists...please no). I've said it multiple times at this point but once more won't kill me. Unconstrained, Powerful, Limited-Use Divination abilities, when adjudicated fairly as RaW, obliterate intrigue or investigatory plot arcs. Mildly-Constrained (or narrow in scope or weak in power), At-Will (or near it due to proliferation of spell slots) Diviniation abilities, when adjuticated fairly as RaW, can send a DM into a never-ending Rock-Paper-Scissors Consideration Game when composing intrigue or investigatory plot arcs. I want to create intrigue and investigatory plot arcs and I would like it if they are compelling and solvable primarily through engagement with the fiction (rather than I win buttons), but I am certainly just fine with hard-coded divination mechanics helping the fiction along. Further, I do not want it to be an exercise in agony during prep as I am attempting to contrive these arcs.
6) Constrained Transmutation (Teleportation, Flight, etc) and Conjuration (Phantom Steed, etc)
I want Exploration and Chases to maintain their relevance throughout the campaign. Unfortunately, Unconstrained, Powerful, Limited-Use Transmutation and Conjuration abilities, when adjudicated fairly as RaW, obliterate the tension/compelling nature of chases, travel to far-to-reach places or travel through inhospitable places (eg phantom steeding out of the Mines of Moria or riding eagles, or turning into an eagle, to fly to Mordor).
7) Simple, Clear, Limited Buff Mechanics
Poorly-Constrained Abjuration/Transmutationg (Buff) Interaction and stacking undermine upper and lower bounds of PC/group viability, thus creating contests that are virtually impossible to forecast. Encounter building becomes dominated by a wing and a prayer.
8) Non-Combat, Closed System, Fiction Resolution Mechanics
I have little hope for these making it into the core (which is fine). But I would like a module for resolving various, genre relevant, DnD scenes that are Meta-Game, Narrative, "Fiction First" driven, and are Closed Systems (Encounters) where players are expected and incentivized to take author stance and mold the fiction (temporarily) without my prodding. This is the best place for Player Agency (outside of some kind of narrative point system) that comes to mind for me. For a much more thorough explanation of this, hop over to Pemerton's "Why I like Skill Challenges" thread. There are a great many posts that are both great and many that illuminate the ins and outs of this sort of resolution mechanic.
9) Reputation/Honor/Fame Module
I've always found these systems (even though horrifically mechanized) to be rewarding mini-games for my players. I would like to not tack-on my own ad hoc version. A functional system with tight math would be a delight.
10) Mass Combat Module
Just as genre relevant scenes (chases) and non-sentient threats (environmental exposure) are wonderful ways to captivate PCs and create dynamic sessions, so too is mass combat (used sparingly for climactic battles). A user friendly system, with clear, concise, balanced mechanics (that allow for players to take on the role of commander of legions) and quick resolution would be ideal.
11) Clear and Concise Rules Texts
Self explanatory.
12) Rich Setting Support
I'll hearken back to 2e for this...and that's all I'll say on that...because I'm tired of writing.
So DMs. Lend me your voices! Your expectations?