Flipping the Table: Did Removing Miniatures Save D&D?

Dungeons & Dragons is doing better than ever, thanks to a wave of nostalgia-fueled shows like Stranger Things and the Old School Renaissance, the rise of actual play video streams, and a broader player base that includes women. The reasons for this vary, but one possibility is that D&D no longer requires miniatures. Did it ever?

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Wait, What?​

When Vivian Kane at TheMarySue interviewed lead rules designer for D&D, Jeremy Crawford, about the increased popularity of D&D, here’s what he had to say:
It’s a really simple thing, but in 5th, that decision to not require miniatures was huge. Us doing that suddenly basically unlocked everyone from the dining room table and, in many ways, made it possible for the boom in streaming that we’re seeing now.
In short, Crawford positioned miniatures as something of a barrier of entry to getting into playing D&D. But when exactly did miniatures become a requirement?

D&D Was a Miniatures Game First (or Was It?)​

Co-cocreator of D&D Gary Gygax labeled the original boxed set of Dungeons & Dragons as “Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures.” Gygax was a wargamer himself, which used miniature games to wage tabletop battles. His target audience for D&D were these wargamers, and so use of miniatures – leveraging Chainmail, a supplement he created for miniature wargaming – was assumed. Miniature wargaming was more than a little daunting for a new player to join. Jon Peterson explains in Playing at the World:
Whether fought on a sand table, a floor or a yard outdoors, miniature wargames eschewed boards and the resulting ease of quantifying movements between squares (or hexagons) in favor of irregular scale-model terrain and rulers to measure movement distance. Various sorts of toy soldiers— traditionally made of wood, lead or tin, but by the mid-twentieth century constructed from a variety of alloys and composites— peopled these diminutive landscapes, in various attitudes of assault and movement. While Avalon Hill sold everything you needed to play their board wargames in a handy box, miniature wargamers had the responsibility and the freedom to provide all of the components of a game: maps, game pieces and the system. Consider that even the most complicated boardgame is easily retrieved from a shelf or closet, its board unfolded and lain across a table top, its pieces sorted and arranged in a starting configuration, all within a span of some minutes— in a pinch the game could be stowed away in seconds. Not so for the miniature wargamer. Weeks might be spent in constructing the battleground alone, in which trees, manmade structures, gravel roads and so on are often selected for maximum verisimilitude. Researching a historical battle or period to determine the lay of the land, as well as the positions and equipment of the combatants, is a task which can exhaust any investment of time and energy. Determining how to model the effects of various weapons, or the relative movement rates of different vehicles, requires similar diligent investigations, especially to prevent an imbalanced and unfair game. Wargaming with miniatures consequently is not something undertaken lightly.
D&D offered human-scale combat, something that made the precision required for miniature wargaming much less of a barrier. Indeed, many of the monsters we know today were actually dollar store toys converted for that purpose. It’s clear that accurately representing fantasy on the battlefield was not a primary concern for Gygax. Peterson goes into further detail on that claim:
Despite the proclamation on the cover of Dungeons & Dragons that it is “playable with paper and pencil and miniature figures,” the role of miniature figures in Dungeons & Dragons is downplayed throughout the text. Even in the foreword, Gygax confesses that “in fact you will not even need miniature figures,” albeit he tacks onto this “although their occasional employment is recommended for real spectacle when battles are fought.” These spectacular battles defer entirely to the Chainmail rules, and thus there is no further mention of miniatures in any of the three books of Dungeons & Dragons other than a reiteration of the assertion that their use is not required. The presence of the term “miniature figures” on the cover of the woodgrain box is, consequently, a tad misleading.
James Maliszewski states that this trend continued through Advanced Dungeons & Dragons:
Even so, it's worth noting that, despite the game's subtitle, miniature figures are not listed under D&D's "recommended equipment," while "Imagination" and "1 Patient Referee" are! Elsewhere, it is stated that "miniature figures can be added if the players have them available and so desire, but miniatures are not required, only esthetically pleasing." The rulebook goes on to state that "varied and brightly painted miniature figures" add "eye-appeal." The AD&D Dungeon Masters Guide, though published five years later in 1979, evinces essentially the same attitude, saying "Miniature figures used to represent characters and monsters add color and life to the game. They also make the task of refereeing action, particularly combat, easier too!"
Gygax himself confirmed that miniatures weren’t required in a Q&A session on ENWorld:
I don't usually employ miniatures in my RPG play. We ceased that when we moved from CHAINMAIL Fantasy to D&D. I have nothing against the use of miniatures, but they are generally impractical for long and free-wheeling campaign play where the scene and opponents can vary wildly in the course of but an hour. The GW folks use them a lot, but they are fighting set-piece battles as is usual with miniatures gaming. I don't believe that fantasy miniatures are good or bad for FRPGs in general. If the GM sets up gaming sessions based on their use, the resulting play is great from my standpoint. It is mainly a matter of having the painted figures and a big tabletop to play on.
So if the game didn’t actually require miniatures and Gygax didn’t use them, where did the idea of miniatures as a requirement happen? For that, we have to look to later editions.

Pleading the Fifth​

Jennifer Grouling Cover explains the complicated relationship gamers had with miniatures &D in The Creation of Narrative in Tabletop Role-Playing Games:
The lack of a visual element may make spatial immersion more difficult to achieve in D&D than in more visually oriented games; however, this type of immersion is still important to the game. Without the visual component to TRPGs, players may have difficulty picturing the exact setting that the DM lays out. Wizards of the Coast's market survey shows that in 2000, 56 percent of gaming groups used miniatures to solve this dilemma…Because D& D combat rules often offer suggestions as to what you can or cannot do at certain distances, these battle maps help players visualize the scene and decide on their actions…Even though some gamers may get more interested in the visual representation of space by painting and designing scenery such as miniature castles, these tools exist more for showing spatial relationships than for immersing players visually.
In essence, Third Edition rules that involved distances seemed to encourage grid-based combat and miniature use. But the rise of Fourth Edition formalized grid-based combat, which in turn required some sort of miniature representation. Joshua Aslan Smith summed it up on StackRPGExchange:
The whole of 4th edition ruleset by and large is devoted to the balance and intricacies of tactical, grid-based combat. There are exceptions, such as rules for skill challenges and other Role Play aspects of the game (vs. roll play). To both maximize the benefits of 4th edition and actually run it correctly you need to run combats on a grid of 1" squares. Every single player attack and ability is based around this precept.
This meant players were looking at the table instead of each other, as per Crawford’s comment:
Part of that is possible because you can now play D&D and look at people’s faces. It’s people looking at each other, laughing together, storytelling together, and that’s really what we were striving for.
It wasn’t until Fifth Edition that “theater of the mind” play was reintroduced, where grids, miniatures, and terrain are unnecessary. This style of play never truly went away, but had the least emphasis and support in Fourth Edition.

Did the removal of miniatures as a requirement truly allow D&D to flourish online? Charlie Hall on Polygon explains that the ingredients for D&D to be fun to watch as well as to play have always been there:
Turns out, the latest edition of Dungeons & Dragons was designed to be extremely light and easy to play. Several Polygon staff have spent time with the system, and in our experience it's been a breeze to teach, even to newbies. That's because D&D's 5th edition is all about giving control back to the Dungeon Master. If you want to play a game of D&D that doesn't require a map, that is all theater of the mind, you can do that with Skype. Or with Curse. Or with Google Hangout. Or with Facetime. Basically, if you can hear the voice of another human being you can play D&D. You don't even need dice. That's because Dungeons & Dragons, and other role-playing games that came after it, are all about storytelling. The rules are a fun way to arbitrate disputes, the maps and miniatures are awful pretty and the books are filled with amazing art and delicious lore. But Wizards of the Coast just wants you to play, that's why the latest version of the starter rules is available for free.
D&D’s always been about telling a good story. The difference is that now that our attention – and the camera or microphone – can be focused on each other instead of the table.
“What 5th edition has done the best,” according to game designer Kate Welch, “is that idea of it being the theatre of the mind and the imagination, and to put the emphasis on the story and the world that is being created by the players.” That’s the kind of “drama people want to see,” both in their own adventures and on their screens.
If the numbers are any indication, that makes D&D a lot more fun to watch.
 

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Michael Tresca

Michael Tresca

There's also a strong ethos that says the DM's job includes tweaking or kitbashing the rules system to suit her own game/self/players; and 4e (and 3e for all that) was not a very kitbash-friendly system - too many knock-on effects where changing something here broke things there, there, and probably there as well.


Lanefan

There was a large portion of D&D players who rejected tweaking and kitbashing. A largish subculture, not so fondly called "rules lawyers" in polite conversation and multiple expletives outside that.

And another pair of subcultures, who also often rejected tweaking and kitbashing were the Lore fanboys for both Greyhawk and (best left) Forgotten Realms. For them, the "approved changes" are reflective of the reality of the setting, and even in the early 80's, they were slavishly demanding adherence to setting... and later bemoaning that AD&D needed sourcebooks for both with mechanical changes. (For some reason, perhaps the radical class changes, perhaps fewer of them playing, DL fans tended to be a bit less apparent where I was.)

And I recall a flame war on one of the local BBS's in the late 80's over Elves of Alfheim... and how it "ruined Basic D&D's balance"...

not everyone bought into "rule 0" even back in the day. Many of us never have.
 

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4e (and 3e for all that) was not a very kitbash-friendly system - too many knock-on effects where changing something here broke things there, there, and probably there as well.

And this was intentional on the part of the designers, as their definition of DM-proofing included kitbash-proofing. Compare this with 5e, where the specific design intention is to make it modular and thus kitbash-friendly.
How is 3E not "kitbash-friendly"? It's spawned everything from PF to Mutants and Masterminds to d20 Cthulhu to 13th Age, etc.

And I don't buy that 4e is not "kitbash-friendly" either. This idea of knock-on effects is overrated. (What examples do you have in mind?)

Given all the variations that I've seen posted by 4e players on these boards, I think it can be "kitbashed" just fine!
 

There's a very strong ethos, I think, among D&D players that the GM's job includes deciding outcomes. Which also underpins at least some of the discussion about TotM vs minis/grids.
I don't see the connection - please elaborate.
When the system uses concrete numbers for range, separation, movement rates, etc, and when the actual rules decisions that take these as inputs are made by the GM based on his/her conception of the ingame situation (which is what TotM tends to mean in 5e), then the GM is exercising a degree of influence of outcomes.

In AD&D the movement rates relative to the distances, together with the engagement rules, tend to reduce the impact of this - where is does manifest more is in relation to the duration of magical effects once the action is not taking place in a dungeon adjudicated via tight timekeeping rules.

In 5e the durations have mostly been cleaned up, but the distance issues are more significant because it has 3E/4e-style engagement rules, movement rates etc which increase the significance of small variations.
 

Of course if it's the level of abstraction that is the issue with SC's for a few/some/many... a better explanation wouldn't have really helped. Some people just want finer granularity and tighter action association in their task resolution and mechanics. The other issue I saw was that 4e tried to have it's cake and eat it too in this respect which may have caused some dissonance with the mechanics (the same way some people just don't like there being a minion version of a monster and a regular version)... on the one hand we have very granular and hardcoded DC's for things like picking a lock... but on the other hand you could pick that same lock in a SC and the DC could be different. This type of design speaks to a specific sort of playstyle and I'm not sure it was what the majority of D&D players wanted. All IMO of course.



Eh, I'm not so sure I agree seeing as how their most recent console videogame... Neverwinter... actually uses the 4e mechanics and plays like a pretty traditional MMOrpg. It's been a while since I've played but if I recall correctly... Basically they've converted the at-will/encounter/daily divide into tiered cool down times for your various 4e powers in the videogame... This is exactly what I think most people are relating them too when they make the videogame comparison...the standard structure implemented for every class, categorization of power levels, and standard recharge times of 4e powers while not an exact 1 for 1 copy, it's not a stretch to see why they reminding many people of modern/prevalent mmorpg mechanics.

Yeah, I thought the language, class roles, and some other things were very MMO based. This class is the tank, this is the controller, this is the striker, etc.
 

I think the Skill Challenge is a microcosm of a lot of 4e's problems with the D&D player-base. We've seen it for years and years in the past and you see it again in this thread; people decrying the SC mechanic as an arbitrary practice in (mostly) fiction-irrelevant dicing. Which is not what it is. At all (which we've covered a jillion times over). <snip>

But folks smuggling in 3.x or AD&D serial exploration expectations into 4e's scene resolution mechanics are invariably going to be very :confused: , :-S , and perhaps :mad:

What I think tended to happen in my experience was that Skill Challenges ended up becoming an exercise in dicing. I don't think that's what the designers' intent was. I'm fairly certain that it was supposed to be an introduction of the kind of modern structured interaction to D&D. I doubt they intended the way a lot of tables ended up using SCs. There were some aspects that made it turn into that, at least where I was. One was the requirement that everybody participate. This often meant that the SC as written would have some weird skills attached just to allow the barbarian's player something to do in a social situation. Our joke for that was "he does pushups to impress the king".

I played a lot of 4E with some people who had some rules lawyer-ish tendencies. Not horrible, but some, and so 4E's propensity to bring out the rules lawyer in everyone really brought it out in SCs.


As an aside, I still don't understand the video game stuff. 4e's combat machinery is quite clearly inspired much more by Magic the Gathering (each Role as a Magic deck archetypes; eg Control, Aggro, Mid-Range)...which is, of course, WotC...so it seems the intuitive extrapolation.

I'm sure they were thinking something like "wow, if we could get the massive amount of Magic players (which dwarfs D&D players), D&D players, some modern video game players (sure WoW but especially God of War and the Diablo player-base as the "World on Fire" PoL mythology/setting is a match), and entice the indie RPG community (due to its tightness of design, narrativism, and scene-based paradigm)...holy cow that would be THE BIGGEST THING EVER."

4E's combat system was clearly inspired by several sources: MtG, action and action RPG video games with powers that had cooldown, miniature games, and some other RPGs such as White Wolf's Exalted. The late 3.5 releases shows that they were playing with some of these ideas, most notably in the IMO excellent Book of Nine Swords. Some of the ideas they were playing with, such as At Will powers, were clearly there to deal with the problem that Vancian casting induces among casters.

IMO the big problem with 4E's design wasn't that they used that idea, it's that they made every class use it, especially in the early days of 4E. The fighter and rogue both became "spellcasters" of a sort. A lot of players I recall were really undone by that change. They wanted to swing swords, not figure out when to use which power. Essentials restored a fighter that was more of a classic fighter in the form of the slayer, but by then it was pretty clear that 4E was on its way down. Ironically, the 4E fighter and rogue actually did feel a good bit like the classic fighter or rogue in play, but it didn't involve making basic attacks.

I'm not saying this is the only reason why 4E was a relative failure. Their excessive production schedule was an issue, massive change of the game world, pushing into "weird" concepts that I think appealed at best to a very small niche (e.g., the shardmind), magic items were incredibly boring and mundane, and still others.
 


There's also a strong ethos that says the DM's job includes tweaking or kitbashing the rules system to suit her own game/self/players; and 4e (and 3e for all that) was not a very kitbash-friendly system - too many knock-on effects where changing something here broke things there, there, and probably there as well. And this was intentional on the part of the designers, as their definition of DM-proofing included kitbash-proofing. Compare this with 5e, where the specific design intention is to make it modular and thus kitbash-friendly.

3.X had Unearthed Arcana published as a set of potential house rules along with the tons of third party content and games based on the D20 ruleset, so I'm not sure I'd agree with the assertion about 3.X. 4E to me felt much less easily alterable, with many more pretty clear dependencies among its parts. There seemed to be much less other people publishing with 4E, although that may be more to the way WotC handled the license.
 

3.X had Unearthed Arcana published as a set of potential house rules along with the tons of third party content and games based on the D20 ruleset, so I'm not sure I'd agree with the assertion about 3.X. 4E to me felt much less easily alterable, with many more pretty clear dependencies among its parts. There seemed to be much less other people publishing with 4E, although that may be more to the way WotC handled the license.

Lanefan's criticism of the difficulty of modifying 3e because of too much interconnectivity was very common from some AD&D fans shortly after 3e debuted. Then, once more people got a feel for 3e, the argument continued on but against 4e. But I'm not sure the criticism is entirely misplaced. 3e and 4e are part of a trend in integrated game mechanic design considerably more advanced than earlier iterations of D&D and AD&D. Those editions are less piecemeal in their approach. It is easier to isolate certain aspects of the game in 1e/2e.

In some ways, that integrated design was a benefit because many game mechanics worked together better, a hindrance in others because the tolerance of play styles and some other factors narrowed. For example, it was relatively easy to have mixed level game groups in 1e, much harder in 3e and 4e because tolerance for mixed level parties had narrowed as damage output and ACs of monsters were more closely related to the expected level of the party members.
 

3.X had Unearthed Arcana published as a set of potential house rules along with the tons of third party content and games based on the D20 ruleset, so I'm not sure I'd agree with the assertion about 3.X. 4E to me felt much less easily alterable, with many more pretty clear dependencies among its parts. There seemed to be much less other people publishing with 4E, although that may be more to the way WotC handled the license.

I avoided kit bashing 4e because the system looked well-balanced and I didn't want to screw around with that. Reason is not because I dislike kit bashing. It was because by the time I moved to 4E, 3.5 was a brutal hodge-podge of nonsense advanced by the deep D20 3rd party system and the lack of a PHB+1 rule. I was ecstatic to not have to kit bash to achieve balance.
 

Lanefan's criticism of the difficulty of modifying 3e because of too much interconnectivity was very common from some AD&D fans shortly after 3e debuted.

Oh sure, definitely....

Then, once more people got a feel for 3e, the argument continued on but against 4e.

Yeah that's a classic loop of people offended by new developments all over the place, not just in games. :) Think about what old fans often say about bands that change their sound, to say nothing of politics.


But I'm not sure the criticism is entirely misplaced. 3e and 4e are part of a trend in integrated game mechanic design considerably more advanced than earlier iterations of D&D and AD&D. Those editions are less piecemeal in their approach. It is easier to isolate certain aspects of the game in 1e/2e.

Certainly it's harder to mess with things when the rule system is much more integrated.

In some ways, that integrated design was a benefit because many game mechanics worked together better, a hindrance in others because the tolerance of play styles and some other factors narrowed. For example, it was relatively easy to have mixed level game groups in 1e, much harder in 3e and 4e because tolerance for mixed level parties had narrowed as damage output and ACs of monsters were more closely related to the expected level of the party members.

Yeah, that's a very good point. In a tightly integrated ruleset it's much harder to go outside the designers' vision. I found 3.X much more alterable than 4E. In 3.X I had pretty good intuition for the numbers, though not as good as 2E. In 4E, I got the numbers fairly well but because everything was a power and all characters were complicated power choices essentially it was hard to alter things. 4E was relentless about requiring synergies among the players.

A friend of mine really loved DMing 4E but I generally hated it, though I often enjoyed playing it (with some exceptions). He's way more of a rule follower than I am, whereas I tend to improvise and go by the seat of my pants more. Because I had a good feel for the numbers in 3.X I didn't bother to work every detail out in advance but mostly relied on heuristics that kept things going and had fights stay fairly balanced. 4E was very good if you liked following rules but I was the kid who spent 1st grade in the corner and didn't color in the lines and I still mostly cook by taste.
 
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