How Complex Should D&D Be?

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  • Poll closed .
Aristo I agree with you to a point, the only problem is that there are many types and your style is not everybody's style. A light and basic game is not what everybody likes. There is no hierarchy of editions best to worst. Everybody has an opinion and everybody's will be different. I think to keep brand loyalty and happiness there needs to be several different products. One for the light gaming crowd, one for the heavy gaming crowd and potentially a middle of the road product in there too.
Let the purchaser decide between the various styles. In the best cases, a player will own all three styles of play and enjoy all of them in the worst you have a player who tolerates only one of them.

Is it wedging your market into multiple identities? Yes and no. Is it good that 60% of the people are happy with 4e D&D? Would it not make sense to perhaps sell three versions that will make each of those three groups 78% happy? Tailored to three big groups of the market is win win for everyone? If you can manage to publish setting material in such a way to be used by all three light/medium/heavy core materials. have each one easily convertible. It seems like a no-brainer.
 

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Polls like this just lead me to believe that the game company that tries to build a system based on focus groups and surveys is looking for trouble. I'm not convinced that most of the people that responded actually know what they want or would be happy with it if you gave it to them.

I'm positive that there is no such thing as a perfect system. A system is good only for what you want to achieve, and no system is ever perfect for even that. A system that is as close to perfect as possible for what you are trying to achieve, is a sucky system for what someone else is trying to achieve.

I don't think that 3e is complex enough. I also think that there are all sorts of areas where it is needlessly complicated. More to the point, I think there are alot of areas where there is complication that doesn't add cinematic richness to the play experience. So I'm not sure that the question can even be answered. I suspect that in practice most people will add complexity where they feel it is missing and remove it where they feel it adds no benefit. A perfect degree of complexity is always going to be a mosiac of different degrees of complexity depending on how important you feel some subsystem is to your enjoyment. I pity those that feel hidebound to the rules and forced to handle piddly things that they don't enjoy, mostly because if that is the case they'll always be disatisfied with any game system they play.

There is no perfect level of complexity because there is no right answer to what is a perfect level of versimlitude, perfect pacing of the game, or perfect correspondence between mechanics and fluff.
 

My big theory is that wotc made a bad design decision in 4e, overall. The problem comes from the fact that it's been recognized MMORPGS are cutting into the D&D fan market. Wotc decided to draw in that crowd by trying to tie in some of D&D's features to be similar to those games (I'm not trying to say "4e is a video game!" so don't yell at me, here). Really, though, I believe wotc should have instead tried to market a game with the "can your online PC do THIS!?"

i.e. simplified rules, with a game that didn't involve that much number-crunching and instead was imagination heavy.

But then, my ideal version of D&D would be something like a cross between BECMI and 4e. So feel free to ignore me. :)

Sounds good to me! Actually, I have a theory that this sounds good to most D&D players, that the vast majority actually want a simplified core system with tons of optional customizations ("modularity"). For some reason WotC is hesitant to go this route (actually, the reason is clear but I'll leave it unspoken for now).

It is interesting that 75% of the poll voters want LESS complexity than 3E, when this forum is populated by DMs and serious-to-hardcore types; so if we want something less complex than 3E, what must the casual gamers think?

That said, I would differentiate between "complications" and "complexity." The latter is not the problem and what people don't want, the former is. Complications come from rules, mechanics, crunch; complexity arises within game play, it is situational and what we all love. Complexity is not antithetical to simplicity, whereas complications are. This was the great step forward that 3E made: the realization and enactment of the new paradigm: core simplicity can "hold" greater complexity. Of course then they started complicating things.

That rules-bound, "by the books" style can only ever encompass a subset of the possibilities. For that reason, I favor making its apparatus a supplement to the fundamental necessities -- not making it the ubiquitous foundation that is constantly demanding attention, as WotC has done.

I expect this may be not just unpalatable but simply hard to grasp for the hardcore "gamers" steeped in the abstract-reductionist mode of thinking about the game. It would hardly be worth the trouble of addressing if a very simplistic approach were likely to satisfy enough of us. The problem is that D&D has an inherent non-quantified, situational complexity that appeals to many people -- and from which mechanical complexity can be a bothersome distraction; to which it can, indeed (as in the combat sub-game's bloating in 3e and 4e, and skill-denying "skill challenges"), be a tiresome, time-consuming barrier hard to hurdle.

Yes, very well put, although I don't think OD&D or BECMI (or AD&D) is the answer. I think a simplified post-3E D&D is. In other words, I don't want to lose the core d20 mechanic; the early editions allowed greater flexibility of imagination by not railroading folks into choosing options ala a video game, yet they had proverbial feet of clay because they didn't have the strong spinal cord that the core mechanic provides.

In other words, modular 5ed D&D: D&D with a very simple "Core" game (akin to True 20 or even simpler) but with endless "Advanced" options.

So everyone would play "Core" 5ed D&D, but each playing group or even campaign would include different "Advanced" options. (This is touched upon by different folks in this thread).

WotC went whole hog into the business of defining what you can and cannot do, and how many hoops you have to jump through just to figure out which is which. Not as a collection of handy optional tools for the DM, but explicitly as THE RULES -- the very means by which character-players are supposed to "play the game" -- as if it were Sorry! or Monopoly. The "freedom" of players, having been so constrained, was made dependent on the DM being bound by dictates. The noisiest part of the player culture made even more ado about that than did the designers.

Yes, I understand that. Do you understand that in fact these are not adding a jot or tittle except as interesting examples? That when taken as prescriptive they are restrictive?

What you celebrate is simply the accumulation of rules -- and that is okay. You can have a whole pile of delightful restrictions without needing to impose them on everyone! It is necessary only that they should be available to anyone who wants to play that way.

Yes, truly. This is what I was trying to get at in the thread about what 2E had but 3E and 4E have lost, or more specifically what I feel like the D&D Insider is in danger of snuffing out. It is almost because 3E and 4E offer so many options that they fill up the "imaginative space" and limit fluidity and flexibility and ad hoc play. Rather than giving us a good cookbook with recipes to make our own meals, 4E has been pre-packaging TV dinners. You can't really cook your own meals from scratch with Character Builder; what you can do is choose which meat to combine with which vegetable to combine with which grain. So if you have meal lists of:

Meat - chicken, beef, lamb, pork, turkey, tofu, seitan
Grain - rice, barley, millet, cous cous, quinoa
Veggies - corn, broccoli, peas, beans, kale, spinach

It is easy to think, "Wow! that's 7 x 5 x 6 = 210 possible combinations!" And yes, 210 is a lot, but it is a lot less than infinite. This paradigm is, as Ariosto points out, taken directly from video games, which give you the 210 options and more. But if it is 210 thousand options, or 210 million...it is still limited, still finite. The imagination is not.

So the big question, in my mind, and the one we should all be asking whether or not you agree with anything I have just said, is:

WHAT SORT OF D&D GAME PROVIDES THE BEST FRAMEWORK FOR THE FREE PLAY OF IMAGINATION?

A trend within some indy games is that you define your character by various descriptors that you, the player, come up, rather than choose from lists. So you make up your own feats, so to speak, you color your powers....all you "need" Is a basic system, a skeletal structure, to hang that on. This is why I wanted guidelines, a rubric if you will, on how to design the game rather than more and more pre-designed and pre-formulated rules options. More TV dinners ("Now with wild rice!"). Again, sure, let's see them in supplements, but one of the early statements of 4E is that "Everything is core", which encourages people to buy everything. So we're back to economics dictating creativity when it should be the other way around.

Trouble is, none of the current editions is perfect.

Therefore, I propose we keep coming up with new stuff until we get everything perfectly right.

"Did I mention that I like coming up with new stuff?", -- N

Yes, this is the great joy of no only being a gamer but being a human. Coming up with new stuff. Let's keep on doing it.
 
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Why do people when they talk about "1e/2e isn't complex" seem to forget the fact tha thalf of the basic classes used spells and thus were actually quite complex?
Because "some classes could use spells" is not the same as "all classes must use Powers";

or "everyone must use combat rules that, even before considering Feats and Powers, are more complicated and time consuming than those of most games that don't even pretend to be about anything but combat";

or "you can't scratch your ass without a Handle Animal check, which of course requires not only special rules defining the task but a whole sub-system to make sure you can't get better at Handling Animals without sucking at something else (which makes adding any new skills to the integrated and calibrated system a pain in the burro)".

The skills list and associated zero-sum regulation is at least brief in 4e. Even in 3e, it could theoretically be excised ... but for the dependence of (e.g.) the Rogue class upon it.
 
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re: Complexity in powers vs spells.

At MAXIMUM, the most a character KNOWS is 17 powers.

You're honestly comparing this as even CLOSE to what a spellcaster would know?

A 3rd level cleric ALREADY exceeds this in pre 3e.

A 10th level wizard has that many slots by this state to say nothing of how many spells he actually knows.

Personally, this latter part of the thread seems to be more along the lines of "martial classes don't deserve nice things" since none of the detractors of the 3e/4e "complexity" seem to have a problem with the SPELLCASTERS.

Why is it that imagination can't suffice for the spellcasters but it should for the non-spellcasters?


re: DM complexity.

There are two big issues I can see.

1. Trying to have a system that "encourages" monsters and NPCs to be built along the lines of the PC. Great for those that want the world to look good on paper, but in practise, really, not really needed. 1e/2e and 4e were very smart in this as it so cuts down prep time.

2. Needing to refer to other books while in play. This actually applies somewhat to 1e/2e as well as 3e. Technically, you could use monsters that didn't use spells or spell-like abilities and this was quite possible in the low level (E6-E8) range but even in 1e/2e, once you hit around level 9, most creatures seemed to require having the PHB open as well.
 

Aristo I agree with you to a point, the only problem is that there are many types and your style is not everybody's style.
No; that is my point, along with the proven solution.

The "proof of concept" has been done. I propose nothing in the least far fetched.
 


I'd like the simplicity of 4E encounter/monster design and enough mechanical support for character options to make a noticeable difference - pretty much 3E's character design scope, but with some minor simplifications (removing synergies and tweaking the base skill system - 4E went too far into simplification/folding, IMO). For example, I want my 2nd-story burglar to have mechanical reflections that make him different from my friend's ninja. And not just in combat.
 

The early editions allowed greater flexibility of imagination by not railroading folks into choosing options ala a video game, yet they had proverbial feet of clay because they didn't have the strong spinal cord that the core mechanic provides.
Huh?? Is this another suggestion that all us "old-school" players must be freaking geniuses because we can handle tossing six-sided dice sometimes?

At semi-random ...

Slaying Strike Rogue Attack 15
[... eight lines of specifications ...]
Special: If the target is bloodied, this attack does 5[W] + Dexterity modifier + Strength modifier damage on a hit (half damage on a miss) and can score a critical hit on a roll of 17-20.

Well, that's sure got plenty of, uh, sturdy viscera of plasticine, or something. Not like the rocket science involved in rolling 5 dice for damage ... oh, except that you are rolling 5 dice for damage ... except on a hit against a target that's not bloodied, when you roll 3 ... or on a miss, when you do half damage. Ah, but at least those are all d20, eh? Er, no. D6? Well, actually, it depends on the weapon -- maybe d6, maybe d8, maybe d4.
 
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The problem with 3E is not its core mechanic. To the contrary, the unified, simple, intuitive core mechanic (1d20+mods for target number or higher, higher total = better), as well as the reduction of restrictions on class and race combinations, were some of its best innovations.

The problem with 3E is that, on that simple core mechanic, a lot of additional rules and statistics are heaped. Stat blocks are long; character sheets are crowded; and therefore designing anything - PC, NPC, monster, spell and so on - takes a lot of time. This made prep into a chore as a DM, and levelling up a character was also a bit complicated (especially in regard to skills).

So I've moved to Basic Fantasy RPG (BFRPG) and removed the race/class restrictions it had, added a few rules I liked from 3E (such as bonus spells for high Wis or Int) and I'm having a balst with it; prep is now quick and enjoyable as "Stat blocks" are only one sentence long per monster/NPC instead of paragraph-long.
 

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