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I don't get the arguments for bioessentialism
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<blockquote data-quote="Ruin Explorer" data-source="post: 9730384" data-attributes="member: 18"><p>The stealth and perception rules in 5E are a disaster for sure.</p><p></p><p>But they're a good example of not following good practice, not using a modern approach, not being goal-oriented, but instead trying to "freestyle" it.</p><p></p><p>There were dozens of games they could have used as a model. Yet they chose a totally unique and completely bizarre approach, which appears to be goal-less.</p><p></p><p>The surprise rules are even worse. I'd love to get all the people involved in their design to sit down in a room, and interrogate them like I was in Homicide: Life on the Streets, or at least Brooklyn 99, about why they did that way, because again, there's no perceptible or sane goal, and it looks nothing like any successful "surprise" system. Both 3E and 4E had perfectly good ones they could have just cribbed. One point of modern, conscious design is THINK BEFORE YOU CHANGE THINGS. Never change for change's sake. And WotC didn't follow that. They changed for the sake of changing as far as I can tell.</p><p></p><p>The biggest failing though is that they simply confuse and confound a lot of players (both surprise and stealth). They're counter-intuitive, they're weird and worst of all, they don't fit the fiction! It's the same kind of "We know better, we can freestyle it!" attitude we saw in a lot of early 1990s RPGs. It's not common in the rest of 5E, but it is present there, in 2014 and the incompetent 2024 attempts to "improve" things.</p><p></p><p></p><p>Agree 100% about magic items.</p><p></p><p>5E does apply modern-ish design to magic items and doesn't do much more than en-blandify them. I don't think that example is actually as weak as you think! Stuff like attunement is a fine concept, but it's<em> pure metagame</em>. Look at how Earthdawn used a similar concept, all the way back in 1994, but actually tied it into the game and setting and systems in a way D&D 5E simply doesn't, just uses at a metagame power limit.</p><p></p><p>4E did more interesting things with its modern design with magic items, which despite being for 6 years earlier, actually seems more modern imho. You don't have to like it but I think I respect it more than 5E magic item-wise.</p><p></p><p>Disagree 100 about magic spells.</p><p></p><p>5E absolutely <em>point-blank refuses</em> to apply modern design to magic spells though. It's active throwback design, almost an OSR design re: magic. It's just a bad one. We can't blame modernity or good design practice mere boring ideas and design conservatism are actually the problem. The retro magic/spell design of 5E was a major complaint I had back when 5E came out in 2014, note.</p><p></p><p>If 5E applied modern ideas to D&D spell design, we'd be looking at something more Dungeon World, Shadowdark or what Mike Mearls is working on right now. The way even 5E 2024 handles spells, it could have been written in 2000 - it's very similar to 3E just with a different wording approach (one developed by MtG in the 1990s, and which I'd personally say is just not a good choice for a TTRPG).</p><p></p><p></p><p>So I think this is not even an example that supports your point because you're not talking about a game.</p><p></p><p>You're talking about a TV show.</p><p></p><p>And you're talking bad writing, not a genre trope. Idiot-ball isn't a genre trope, it's something that happens because of bad writing and can happen in any genre - horror, musical, lawyer show, action, whatever. No game (that I'm aware of) has chosen, so far to including it in mechanics. I think the only time you would is if you making a game that was making fun of Hollywood movies/shows, like if you were doing that, like it was specifically a parody that might make sense.</p><p></p><p>But again, AFAIK, never been done in an actual game, so not an example.</p><p></p><p></p><p>Definitely but my experience is that new mechanics are more often preventing that, and I've been played TTRPGs since 1989. The vast majority of "results that are at odds with what makes sense" were ones I saw in games that were written between 1980 and about 2005. Games after 2010 particularly seem to be far less prone to "that doesn't make any sense" than games slapped together in the preceding 30 years (of course some were built with care, but that's much more common now).</p><p></p><p></p><p>I don't think that's true actually. It's usually pretty easy to prove. You just need to compare like-to-like, not make generalizations about combat length in total, when the problem could be elsewhere. Like, if combat takes 30 mins with one game, and 15 mins with another, it doesn't mean grappling is the problem. That inference doesn't make sense. It means something in the combat is the issue (and that we're valuing short combat length).</p><p></p><p>I think part of the issue here though is that you seem to think 5E is very modern design, when it's a 2014 game that, apart from two concepts:</p><p></p><p>1) Bounded accuracy</p><p></p><p>2) Advantage and disadvantage</p><p></p><p>Was fundamentally and intentionally designed to be very similar to 2000's 3E. I've discussed this at huge, huge length since 2014 even. The biggest change being ditching huge amounts of excess baggage (literally thousands of Feats, particularly) but it's intentionally a throwback design. It's not quite OSR, but it's also not quite not that.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9730384, member: 18"] The stealth and perception rules in 5E are a disaster for sure. But they're a good example of not following good practice, not using a modern approach, not being goal-oriented, but instead trying to "freestyle" it. There were dozens of games they could have used as a model. Yet they chose a totally unique and completely bizarre approach, which appears to be goal-less. The surprise rules are even worse. I'd love to get all the people involved in their design to sit down in a room, and interrogate them like I was in Homicide: Life on the Streets, or at least Brooklyn 99, about why they did that way, because again, there's no perceptible or sane goal, and it looks nothing like any successful "surprise" system. Both 3E and 4E had perfectly good ones they could have just cribbed. One point of modern, conscious design is THINK BEFORE YOU CHANGE THINGS. Never change for change's sake. And WotC didn't follow that. They changed for the sake of changing as far as I can tell. The biggest failing though is that they simply confuse and confound a lot of players (both surprise and stealth). They're counter-intuitive, they're weird and worst of all, they don't fit the fiction! It's the same kind of "We know better, we can freestyle it!" attitude we saw in a lot of early 1990s RPGs. It's not common in the rest of 5E, but it is present there, in 2014 and the incompetent 2024 attempts to "improve" things. Agree 100% about magic items. 5E does apply modern-ish design to magic items and doesn't do much more than en-blandify them. I don't think that example is actually as weak as you think! Stuff like attunement is a fine concept, but it's[I] pure metagame[/I]. Look at how Earthdawn used a similar concept, all the way back in 1994, but actually tied it into the game and setting and systems in a way D&D 5E simply doesn't, just uses at a metagame power limit. 4E did more interesting things with its modern design with magic items, which despite being for 6 years earlier, actually seems more modern imho. You don't have to like it but I think I respect it more than 5E magic item-wise. Disagree 100 about magic spells. 5E absolutely [I]point-blank refuses[/I] to apply modern design to magic spells though. It's active throwback design, almost an OSR design re: magic. It's just a bad one. We can't blame modernity or good design practice mere boring ideas and design conservatism are actually the problem. The retro magic/spell design of 5E was a major complaint I had back when 5E came out in 2014, note. If 5E applied modern ideas to D&D spell design, we'd be looking at something more Dungeon World, Shadowdark or what Mike Mearls is working on right now. The way even 5E 2024 handles spells, it could have been written in 2000 - it's very similar to 3E just with a different wording approach (one developed by MtG in the 1990s, and which I'd personally say is just not a good choice for a TTRPG). So I think this is not even an example that supports your point because you're not talking about a game. You're talking about a TV show. And you're talking bad writing, not a genre trope. Idiot-ball isn't a genre trope, it's something that happens because of bad writing and can happen in any genre - horror, musical, lawyer show, action, whatever. No game (that I'm aware of) has chosen, so far to including it in mechanics. I think the only time you would is if you making a game that was making fun of Hollywood movies/shows, like if you were doing that, like it was specifically a parody that might make sense. But again, AFAIK, never been done in an actual game, so not an example. Definitely but my experience is that new mechanics are more often preventing that, and I've been played TTRPGs since 1989. The vast majority of "results that are at odds with what makes sense" were ones I saw in games that were written between 1980 and about 2005. Games after 2010 particularly seem to be far less prone to "that doesn't make any sense" than games slapped together in the preceding 30 years (of course some were built with care, but that's much more common now). I don't think that's true actually. It's usually pretty easy to prove. You just need to compare like-to-like, not make generalizations about combat length in total, when the problem could be elsewhere. Like, if combat takes 30 mins with one game, and 15 mins with another, it doesn't mean grappling is the problem. That inference doesn't make sense. It means something in the combat is the issue (and that we're valuing short combat length). I think part of the issue here though is that you seem to think 5E is very modern design, when it's a 2014 game that, apart from two concepts: 1) Bounded accuracy 2) Advantage and disadvantage Was fundamentally and intentionally designed to be very similar to 2000's 3E. I've discussed this at huge, huge length since 2014 even. The biggest change being ditching huge amounts of excess baggage (literally thousands of Feats, particularly) but it's intentionally a throwback design. It's not quite OSR, but it's also not quite not that. [/QUOTE]
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