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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Picture courtesy of Pixabay

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

Er...don't take this the wrong way, but anyone who has to read through anything and rely on finding a keyword to specify that a fireball does fire damage is...well...I'll be charitable and just say they're either overthinking it or underthinking it.

:lol:


One reaction I had to all the keywords, first in 3e and then further on seeing 4e, was that their constant use made the whole game feel more...I suppose prepackaged, for lack of a better term. In and of itself this isn't necessarily a bad thing, but along with it came a strong sense of things having been tweaked and shoehorned in order to make them fit these keywords, rather than be more freeform.

They also came across as an obvious statement that the same company that designed M:tG was now also at the helm of D&D.

Yeah, 4E in particular had the heavy hand of the game designer. It had a very Lawful Neutral design philosophy IMO. I feel much more able to tweak or alter both 3E and 5E, but the intricacies and degree of pre-definition of 4E made me really reticent to do much of anything except make up a few monsters and items. Even then I felt that was quite difficult to do in a way I never felt in prior versions of the game. I really didn't feel much license to do so, either, like it really wasn't something the designers invited me to do. Yes there are spots they said "make this your own" but I never felt they actually meant it, kind of like an IT department that says "we're here to help you do your job" but you know based on all the restrictions they put on your computer that they don't actually mean it.
 

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Er...don't take this the wrong way, but anyone who has to read through anything and rely on finding a keyword to specify that a fireball does fire damage is...well...I'll be charitable and just say they're either overthinking it or underthinking it.

Sheesh!
Well, two things:

(1) 5e uses damage keywords just as 4e did. It just buries them in the text of spell descriptions.

(2) When I started a thread to check whether or not 5e players/GMs thought that fire-type spells could set things alight, many answered no - that only if the spell description said so could it happen.

Contrast 4e, which - in the DMG - points out that the function of keywords is to clearly convey what is going on in the fiction (so eg a gauze curtain or stack of books might take more damage from fire effects).

One reaction I had to all the keywords, first in 3e and then further on seeing 4e, was that their constant use made the whole game feel more...I suppose prepackaged, for lack of a better term.
I find it quite the opposite. The 4e description of the Fireball spell is very close to the Moldvay Basic one. Whereas the AD&D description, and 3E description, are full of stuff (about blast pressure; about volume; about setting things alight and melting gold; etc) which are obviously rulings from various TSR GM's games, which are now being served up to the play community as rules. It's karaoke.

Whereas 4e leaves it up to each table to decide eg how hard is it for a spell that deals cold damage to freeze a puddle? Or for another spell that does fire damage to melt it again.
 

The 4e description of the Fireball spell is very close to the Moldvay Basic one.

Your point? It was called Basic for a reason the book had a page limit.

Whereas the AD&D description, and 3E description, are full of stuff (about blast pressure; about volume; about setting things alight and melting gold; etc) which are obviously rulings from various TSR GM's games, which are now being served up to the play community as rules. It's karaoke.

That is what the Advanced stood for so one could expect more playable races, races distinct from classes, more classes, much more detailed alignment system, skills/proficiencies, more weapons and armour...and more detailed spells. It is advanced karaoke.

Whereas 4e leaves it up to each table to decide eg how hard is it for a spell that deals cold damage to freeze a puddle? Or for another spell that does fire damage to melt it again.

You must have missed all the threads discussing the physics of rope trick and almost every other AD&D spell.
 
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Well, two things:

(1) 5e uses damage keywords just as 4e did. It just buries them in the text of spell descriptions.

IMO keywords aren't particularly bad. Even having them in the spell header rather than the text isn't a bad thing at all.


I find it quite the opposite. The 4e description of the Fireball spell is very close to the Moldvay Basic one. Whereas the AD&D description, and 3E description, are full of stuff (about blast pressure; about volume; about setting things alight and melting gold; etc) which are obviously rulings from various TSR GM's games, which are now being served up to the play community as rules. It's karaoke.

Whereas 4e leaves it up to each table to decide eg how hard is it for a spell that deals cold damage to freeze a puddle? Or for another spell that does fire damage to melt it again.

I tended to ignore a lot of the "fireball physics" parts except to note that fireball didn't generate blast effects, filled space, and would often require an item saving throw to determine if it got fried. I'm sure the gold melting part was due to the fact that "treasure = XP" in 1E. But yeah, a number of spells in 1E had excess detail whereas there were others that lacked clear detail.

Not quite sure what you mean by karaoke, though.


Your point? It was called Basic for a reason the book had a restricted page limit.

That is what the Advanced stood for so one could expect more playable races, races distinct from classes, more classes, much more detailed alignment system, skills/proficiencies, more weapons and armour...and more detailed spells.

Of course forking D&D into what became Advanced and then BESM were partly to due internal skullduggery in TSR and then some divides in the marketing team. Advanced was always much more clearly aimed at the book and hobby store trade in the USA whereas BECMI sold in toy stores (because boxed sets made sense to their buyers) and, from what I understand, in Europe. It's kind of a pity that things got forked that way as BECMI had some very good ideas---for instance BECMI had the general idea of the prestige class in the Companion set---as did Advanced, but ne'er the twain shall meet until 2000.
 

Yeah, 4E in particular had the heavy hand of the game designer. It had a very Lawful Neutral design philosophy IMO. I feel much more able to tweak or alter both 3E and 5E, but the intricacies and degree of pre-definition of 4E made me really reticent to do much of anything except make up a few monsters and items.
Complete agreement, here. I used extensive variants for 1e, and at least some in 3e (though 3e had it's own challenges, due to the overwhelming complexity of the later system, and the sense of 'player entitlement' that enshrined RAW and dismissed house rules out of hand), while 4e, like you, I stuck to making/modding monsters and magic items. The main reason was that there was little impetuse to use-rule, add or mod anything on the player side, it was all prettymuch balanced/playable, and whatever a player wanted could probably be built 'off the shelf,' with a little re-skinning (players explicitly being allowed to re-skin everything on a power but it's keywords, for instance), so no DM intervention was required there. That and elaborating on Skill Challenges, of course.

5e got me back into the swing of running in an improvisational style, which I hadn't realized how much I'd missed after, really, giving up on DMing with 3.5, because it was just too much work, and 'phoning it in' with 4e, because it was, at the opposite extreme, almost /too/ easy. Heck, when I run 4e, now, I tend to run it more improv, and little prep, in spite of how easy the prep is, just because I can squeeze out that little extra bit of fun that way. ;)

(2) When I started a thread to check whether or not 5e players/GMs thought that fire-type spells could set things alight, many answered no - that only if the spell description said so could it happen.
Contrast 4e, which - in the DMG - points out that the function of keywords is to clearly convey what is going on in the fiction (so eg a gauze curtain or stack of books might take more damage from fire effects).
To be fair (a) don't 5e fire spells usually mention they can start fires (typically they did in the classic game) and (b) 5e's all about Rulings Not Rules, so if you're not ruling whether a fire spell (or lightning spell, for that matter) sets something on fire, you're just "not doin' it right."
;P
I find it quite the opposite. The 4e description of the Fireball spell is very close to the Moldvay Basic one. Whereas the AD&D description, and 3E description, are full of stuff (about blast pressure; about volume; about setting things alight and melting gold; etc) which are obviously rulings from various TSR GM's games, which are now being served up to the play community as rules. It's karaoke.
Whereas 4e leaves it up to each table to decide eg how hard is it for a spell that deals cold damage to freeze a puddle? Or for another spell that does fire damage to melt it again.
How important is that, really? Mostly, I'd think you could leave that sort of thing up to the spell's little itallic flavor description - which the player had liscence to change.


I said "in function" and...
And I said, no, not even "in function." Consider the actual function of a caster in the classic game. A 1st level magic-user had 1 spell/'day' (more like 4hrs & 15min, depending on how your DM interpreted the rules), and only knew three besides the obligatory Read Magic. IIF one of those happend to be Sleep, he could trivialize a single encounter with level-appropriate enemies that were vulnerable to it - having done that, he threw darts. His function was to make a huge difference to the party in one fairly common sort of circumstance, and fade into irrellevance the rest of the time - while still hazarding his life to an absurd degree. As he gained levels and spells, he could trivialize more sorts of encoutners (and other challenges) more times/day (and eventually the party & their challenges would out-grow 'Sleep'), and could also have spells left over for convenience or creative uses and/or to enable whole adventures so his function expanded a great deal to not only defeating more & more of the day's challenges but to bringing the party into position to even face them in the first place, but, still, when he did finally run out of applicable spells, he was reduced to very lacklustre basic contributions -maybe with a Staff of Striking or Wand of Magic Missles, by this point. At high level he could, with sufficient DM conniavance, make character-re-defining magic items for himself or members of his party, and rarely ran out of spells (though the time it would take him to prepare a whole slate made the 'per day' aproximation overly generous!), his function was whatever he decided he wanted it to be.

No class in 4e came close to that(those) function(s). Rather, function in the party was mainly a matter of Role, and the role of the traditional Vancian caster - the Wizard - was unique in the PH (as was his Vancian casting), that of 'Controller.'

Of course, litteral Vancian casting had prettymuch gone away by 3.0, and even before then 'memorization' was often replaced with the less bizarre 'preparation' (if not with utterly broken 'spell point' systems). Still, "in function," D&D 'pepped' (Tier 1) casting was the same as old-school Vancian memorization: at the beginning of the day, you picked a slate of spells from those available to your class (or in your book), choosing both the spells you'd be able to cast that day, and how often you'd be able to cast each of them, leaving you only with the decision of when to cast each one that day.

In 4e, /only/ the wizard retained that dynamic (though not the function, really, his dailies weren't powerful enough at any level for that), though he never really exceeded the function available to a low-mid ("sweet spot") magic-user in 1e (maybe a 3rd-8th level). But, the 4e wizard was still arguably Vancian. He did still prepare his Daily and Utility spells each morning. He just prepared each 'stot' from a much more limited set of alternatives.
To put it more succinctly, the 4e wizard wasn't imbalanced, overpowered or even arguably 'Tier 1.'


That's the part many people really didn't like, myself included. All right if you'd rather, it's high-power, limited use powers. I'm willing to buy it for casters, to some degree, but it really bugged me for martial characters. Various people came up with post hoc rationalizations "Think of it as picking your moment to shine" or other things, but ultimately until Essentials the martial classes felt weird and wrong to me.
I'd "rather" characterize encounter & daily powers as limited-user abilities, rather than spells, because that's what they, in fact, were. And, it's not a post-hoc rationalization. Powers were designed from the ground up to model genre as well as grandfather in D&Disms like clerical glowy healing and Vancian wizardry, albeit in less-game-wrecking forms.
In genre, a hero will pull some cunning trick, make some heroic effort, invoke some magical power, or whatever - maybe once, at the climax of the story, maybe once before that as foreshadowing, maybe several times to establish his bonnefides as a mighty warrior, mage, or whatever - what he won't do is button-mash his best trick against every enemy, every time. There are many possible ways to model that in an RPG, and Vancian 'memorization' is perhaps among the very worst, but D&D went with it (and has been backing away from it ever since!), a combination of routine 'at wills,' establishing short-rest-recharge 'encoutners,' and dramatic 'dailies,' is arguably not among the worst. It's pretty darn abstract, compared to creating separate sub-systems that, say, let a fencing master 'create openings' or condition opponents to pull off a finsihing move at one point in a given duel, or to let a mage 'gather power' while deflecting/absorbing an impetuous enemy's flashy attacks until he has enough to pull off some great working of arcane might, or let a devout knight stand against the brutal onslaught of a superhuman monster only to have his faith and perserverence rewarded with miraculous victory at the end. But, abstraction is a price worth paying for playabilty, in a game, IMHO.
All editions of D&D do pay that same price, some just get better deals for it than others... ;)

I was much happier with stances, which I think was a clever idea that really should have been kept in 5E and used more for a number of characters. The limited resource in this case is the choice of which stance you're in. IMO this would work great for the bard rather than being a full spellcaster, where different songs work as different stances.
That's not really a limited resource (in 4e, stances were typically dailies, becuase an encounter stance would've been all-encounter, every-encounter, and at-will stances would've had to have been trivial for the power available to unlimitted resources - as the Knight/Slayer demonstrated).

(Yes, I really dislike the general Vancian "fire and forget" mentality applied broadly. I'm OK with it as being part of how D&D functions for some class types like the wizard and as a compromise for priests, but absolutely don't want an extension of it.)
It wasn't an extention of it, it was a repudiation of Vancian, only the wizard remained Vancian.

IMO that's fine because it's an actual part of the class's backplot and exists in the game world: "You're a fighter who's learned a bit of magic on the side."
You could do that in 4e, too, just MC to Wizard, for instance. The concept of using spells is not, by it's nature, related to the limitation of being able to do something only once before needing to rest in order to do it again. It's only the long association of D&D Vancian magic that created that disconnect for you.

Yeah, that's often an issue. The benefit of savoring things you don't have but are building towards versus having too many options or having options that are empty ones due to foes being immune to them. IME, high level fighter types were still quite valuable in 3E, though, but that required a savvy player and the DM making things work, whereas 4E is much more relentlessly game balanced, so much so that I often felt the heavy hand of the game designer.
Spin it all you want, what you just said was that 4e was a better game than 3e. You weren't wrong. Not in fact, and not in spin. ;) A high-level fighter in the classic game was his magic items, period. A high level fighter in 3e, if it followed one of only a couple of build types, could retain a degree of entertaining tactical relevance in some combats (even most, if the DM leaned a certain way and/or players of casters exercised retraint), but was, overall, increasinly irrellevant to the campaign. 3e's sweet spot topped out at 10th, if not 6th (pre-Polymporph-errata, particularly). E6 was a great idea for some very solid mechanical reasons.

There were two "fighter math" problems. The harder one was figuring out when to Power Attack and if so by how much. (Best to just make it a default value and call it a day rather than "dial a yield.") The other was just the burden of rolling all those dice and doing a bunch of two digit arithmetic. Some people just stink at that and often won't be willing to learn the kinds of strategies that lead to speed up, such as learning to group dice in groups of fives and tens.
Those are both pretty minor, really. An easy rule of thumb for the former is "don't power attack when you full attack, otherwise, PA 5." The idea is that the vast majority of enemies at high level are going to be calibrated so that rogues & such, and fighter second itterative attacks, hit pretty dependably, while additional itterative attacks are dicey, so if you move, Spring Attack/WWA, or expect to get a lot of AoOs, PA 5 gives you a damage boost on attacks that'd probably be hitting automatically were it not for the mandatory miss on a natural 1.

IME some people just never really managed to speed up. Of course the ones that had this the worst were the really hard core optimizer types---the ones who inevitably gravitated towards classes like barbarian and avenger---but a Paragon or Epic tier sheet just got ridic, especially when you factored in magic items. The fact that the power cards were often inaccurate or too abbreviated in various ways. I got into it with a player here who insisted on using spell cards in 5E. The cards often left out key details. He finally got D&DBeyond and looks things up on his phone.
I had not noticed that issue with the power 'cards' (9-up format power descriptions, though the font got absurdly tiny at times) on the DDI sheets, though the feat and feature entries suffered from it horribly. The off-line version let you edit the descriptions and layout, which was hugely beneficial - I miss that.
Frankly, if an optimizer - whether abusing a Tier 1 caster or an outre build - is slow, it's his own darn fault. ;P

IMO it's one reason I dislike tools proficiencies. Some of them are OK but for the most part they're just useless in most games. By contrast Thievery should just be a skill.
One thing I do like about 5e too proficiencies, in spite of there being a potentially infinite number of them to be incompetent with if you don't have 'em, dovetails with something else I really liked about 5e that was long overdue: straightforward 'downtime' guidelines. You can learn a language (also an unduly-open-ended mechanic) or a Tool Proficiency by spending downtime days on it. So the skills that you can't do that with, are the 'real' skill lists, the rest, essentially, flavor. (And, yes, the Thief's lock-picking/trap-disarming/&c belongs on the real skill list, I agree.)

To be clear, I don't actually mind squares but there's just no doubt that things like bow ranges were drastically shortened in 4E so they would fit on expected battlemap sizes.
Nod. I mean, they did have ranges in excess of of not one, but two typical battle maps, but whatever. There was no particular reason not to give a preternatural English-Longbow-of-lengend-inspired archer an implasible 300 yd range. It's just nothing to do with squares vs feet. They could've put a range of 30/180 sqs on the longbow if they'd wanted to, as easily as 150'/900' - and more easily than 10/20/30 'scale inches that can be 10 yds out of doors' ...

The thing is that bonus action attacks are usually quite limited, but it was often possible to chain together bigger attacks in prior versions. You've got one bonus action and one reaction, end of story. I also liked the idea of sacrificing an action (e.g., the bonus action or, even better, the reaction) to maintain concentration rather than the way concentration works now.
Sustain was the 4e equivalent of concentration, and did require an action - often a minor action, sometimes even standard. You can get quite a lot of attacks rolling in 5e, thanks to Extra Attack on top of TWFing for a Bonus Action attack every round, with things like Action Surge & Haste atop that, as well. In 4e, minor action attacks were rare (mostly available to strikers, and, at Epic, to arcanists via a feat) and mostly encounter powers, never at-wills. So you could manage a round or even two of minor action attacks, by devoting all your Encounter flexiblity to belting out damage in an Alpha Strike - it was 'optimal' for, well, an Alpha Strike, which was not often an optimal tactic in 4e, really.

Some off-turn is OK, but some 4E characters had just way too much of that and a lot of it was so situational that for a lot of builds it was useless.
Some builds could go that way, if you wanted to take them there. But, as with minor action attacks, it's not like a given concept forced you to play that given way.


I don't get what I'm robbing myself of.
"some of the fantasy/action genre cadence of combat" - in genre, especially on the more pop-culture/action-movie side of the genre, it's very common for battles to go badly against the heroes, at first, then for them to come back and win.
Cliche, prettymuch.

If you're tired of that cliche, and like the idea of heroes beating down the baddies swiftly & decisively, most of the time (while still giving a sense that the baddies are deadly), you can cut monster hps & increase their damage proportionately (like I said, half/double was oft-suggested). It can be a delicate adjustment, since the other side of 'most of the time,' can end up TPK.

IMO that's a good idea but it's so totally, utterly out of the game world it just bugs the !#@$@#$ out of me. It just feels like a game mechanic that's grafted on to make combat faster and to force a different dynamic at the end of a fight and prevent people from nova-ing right at the beginning. I dislike it for exactly the same reason I dislike high-power, limited-use abilities
It's more of the above, really, capturing the way combats actually go in genre (heroic, dramatic, come-from-behind, &c) vs how they go 'realistically' (nasty, short, & one-sided).

I don't know if "really clever but unmoored game mechanics" was Heinsoo's specialty, but if so it would go a long way towards explaining why I felt that was a hallmark of 4E.
As I tried to explain above, they're just moored to something else: to genre conventions, rather than D&D traditions (or worse yet, "realism"). And, yeah, he seems to have a flair for good mechanics like that - both functional as part of a game and evocative of the genre.

Hmm... in fine GRE Verbal fashion, 13A:4E::Pathfinder:3E?
It's been suggested, but not really, no. Hiensoo & Tweet designed 13A, Tweet never worked on 4e and is generally of a different school of design thought, entirely. There are superficial similarities in mechanics, and a sort of 'compromise' between the design philosphy of 4e & the classic game evident.
Many of the folks at Paizo worked on 3.5, sure, but PF was an outrigh clone of 3.5, mechanically compatible with it (at least at first), and intended & advertised as a continuation/re-boot. Not only is 13A not that to 4e, it would be illegal to clone 4e the way PF did 3.5, and Hasbro is as letigious as any other corporation.
 
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So if I want people to like 4E, all I need to do is rewrite all the powers into Gygaxian prose??
I spent a few of my 'formative teenage years' decyphering and immitating what I found in 1e D&D books - I still tend to slide towards the overwrought and verbose...
...no to mention it's just nostalgic fun to evoke the classic game, whether by re-introducing an items/spell/monster that didn't make the cut, or create a new one suggetive of the presentation & style of the olden days. :)

But, no if you had wanted the people who didn't like 4e to like it, you'd've had to re-write the classes to restore LFQW & heighten the impact of the 5MWD, re-write the rules to restore DM fiat, and re-write magic items to be capable of exlipsing character ability/concepts entirely.

A half-measures attempt to do just that gave us Essentials.

This is an interesting question. I have often wondered how could one improve on 4E - presentation as well as the actual system, including to make it easier to tinker with.
EDIT: And when I mean improve - I mean a natural evolution of that style game. And no, I don't mean 5e :p
[MENTION=82106]AbdulAlhazred[/MENTION] 's HoML ( http://www.enworld.org/forum/showthread.php?644220-Towards-a-Story-Now-4e ) is suggetive of that kind of improvement, it's not a professionally done, fully-articulated system but what's he's revealed of it has a lot of intersting ideas.
 

Well, two things:

(1) 5e uses damage keywords just as 4e did. It just buries them in the text of spell descriptions.
OK, so 5e's no better than 3e or 4e in that respect.

(2) When I started a thread to check whether or not 5e players/GMs thought that fire-type spells could set things alight, many answered no - that only if the spell description said so could it happen.
::facepalm::

That's on them for letting rules trump common sense and reality.

Contrast 4e, which - in the DMG - points out that the function of keywords is to clearly convey what is going on in the fiction (so eg a gauze curtain or stack of books might take more damage from fire effects).
This is far, far easier to mechanically replicate by using the saving throw matrices from 1e - paper's save vs. fire, for instance, was massively more difficult than its save vs. cold. That way, no need to describe or remind DMs of what should be rather obvious.

In different threads I've recently seen several references to 1e's saving throw matrices, none of them complimentary; and for the life of me I can't understand why. They're one of 1e's better mechanics.

I find it quite the opposite. The 4e description of the Fireball spell is very close to the Moldvay Basic one. Whereas the AD&D description, and 3E description, are full of stuff (about blast pressure; about volume; about setting things alight and melting gold; etc) which are obviously rulings from various TSR GM's games, which are now being served up to the play community as rules. It's karaoke.

Whereas 4e leaves it up to each table to decide eg how hard is it for a spell that deals cold damage to freeze a puddle? Or for another spell that does fire damage to melt it again.
Fine; but giving some guidelines, as 1e does, is never a bad thing.

Lanefan
 

AbdulAlhazred 's HoML ( http://www.enworld.org/forum/showthread.php?644220-Towards-a-Story-Now-4e ) is suggestive of that kind of improvement, it's not a professionally done, fully-articulated system but what's he's revealed of it has a lot of interesting ideas.

The inspiration mechanic used with traits, boons/affliction track, fixed hit points, DR, backgrounds, disadvantage/advantage are not new ideas. The level advancement is a nice touch with boons and provides a lot of freedom.

Still waiting to see how he will deal with powers per se but I suspect it might link into the SIEGE mechanic (Castles and Crusades) with degrees of success (essentially DMG42 with degrees of success). That is the only way I have thought of dealing with powers myself, but I'm more curious how powers/class abilities will be presented within the classes

Thanks for the link, I had missed this thread will be following closely.
 
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:lol:
Yeah, 4E in particular had the heavy hand of the game designer. It had a very Lawful Neutral design philosophy IMO. I feel much more able to tweak or alter both 3E and 5E, but the intricacies and degree of pre-definition of 4E made me really reticent to do much of anything except make up a few monsters and items. Even then I felt that was quite difficult to do in a way I never felt in prior versions of the game. I really didn't feel much license to do so, either, like it really wasn't something the designers invited me to do. Yes there are spots they said "make this your own" but I never felt they actually meant it, kind of like an IT department that says "we're here to help you do your job" but you know based on all the restrictions they put on your computer that they don't actually mean it.

I don't think I.ve ever seen my thoughts on 4E put better.
 

::facepalm::
That's on them for letting rules trump common sense and reality.

This is the description given in the PHB for the fire-related spells.

Fireball - the fire spreads around corners, ignites flammable objects in the area that aren't being worn or carried.
Fire Bolt - a flammable object hit by this spell ignites if it isn't being worn or carried.
Fire Shield - shield erupts with flame and damages attacker, no mention of affect on objects
Fire Storm - the fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose plant life in the area is unaffected by the spell.
Flame Blade - no mention of lighting up things.
Flame Strike - strikes the creature - no mention about objects.
Flaming Sphere - the sphere ignites flammable objects not being worn or carried
Produce Flame - no mention on affect on objects.

Most gamers I gamed with ignored the fire affecting items worn or carried - 5e just made it a blanket rule.
5E is very much about doing your own thing - so a house rule could easily change that. I mean if the opponent was covered in oil, and someone shot out a firebolt at them, I cannot see a DM ruling against that. But then again there is all types out there. :p

In different threads I've recently seen several references to 1e's saving throw matrices, none of them complimentary; and for the life of me I can't understand why. They're one of 1e's better mechanics.

Within the 5E DMG, objects have been given an AC with hit point categories based on size of the object and toughness (fragile, resilient).

Along with that the 5E DMG discusses objects and damage types (immunities, resistances, vulnerabilities, damage thresholds). These idea is that it is mostly left up to the DM to adjudicate.
 
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