"I hate math"

woodelf said:
Take this paraphrase of a rule from Over the Edge: if you do something that gives you a tactical advantage, you get one or more bonus dice. There: all the flexibility of D&d3E, and then some--anything you do has a meaningful mechanical result, the results are differentiated in magnitude, and i've just obviated the need for 25pp of rules.

Or, in our own Four Colors al Fresco, benefit and hindrance dice come in any size from d3 to d50, giving you at least 11 steps in each direction, and there's no reason you couldn't assign multiple of each type.
Coredump said:
Fewer words, sure. But does it make the game, and the 'math' any simpler?

First, are you going to eliminate the feats?
PlayerA: I want to swing harder to do more damage
DM: Okay, roll your d20 to hit, but subtract a d6. Then when you roll your d12 for damage, add a d4. (Is this allowed, or would you need a feat for this?
PlayerA: What if I use both hands?
DM: okay, then you can add a D6 to damage.
PlayerB: Hey, don't forget that I am singing to help out.
DM: Okay, then also add a d4 to your to hit
PlayerA: Can I do this and still make it harder for him to hit me? I am really low on hit points.
DM: Okay, so subtract another d4 from your to hit....better yet, just subtract a d10 total, but don't forget to add the d4 from the singing. And Iwill subtract a die from the bad guys attack.
PlayerA: never mind, I don't think I can hit with that big of a subtraction. I will go back to just the -d6 +d4. Is the Bull's Strength still working?
DM: Oh yeah, add a D4 to your attack, and a nother D4 to your damage
PlayerA: Hey last time you gave PlayerC a D12 on his damage, I only get a d6?
DM: Because he said he was going all out, and you didn't. Plus, he was using a great axe. I decided it would benefit from this technique more.
PlayerA: Okay, well I want to go all out.
DM: Okay, subtract a d8 from attack, and add a D8 to damage.
PlayerA: c'mon...
DM: Fine, add a D10 to damage. But if you want a D12 you need a great weapon.
PlayerD: I had a great weapon last week, and you didn't give me a D12...
DM: Right, because the monsters you were fighting had thicker skin. So I decided that it wouldn't work as well on them.

This is definitely more flexible.... but simpler??? Not too sure about that.
And I only touched on Combat Expertise, one spell, and Power Attack. I didn't even try and get an advantage because of lighting, or position, or weapon speed, or experience, or any other 'subjective' area.

.
OK, two things to clarify my point. First, i was not so much suggesting how to "fix" D&D3E as pointing out that you do not inherently have to link complexity and flexibility. In fact, i may not have said it outright, but i'd actually say that that is one of the fundamental flaws of crunchy gamist games, like every instantiation of D20 System i've seen (save one of my own, which is still little better than a thought experiment): they hard-code that trade off. So i wasn't, by any stretch suggesting a fix for the problem within the context of playing D&D3E, but rather pointing out that if you want both simplicity and flexibility you may have to think way outside the box--in this case, switch systems. Or tear D&D3E down to it's very foundations and rebuild it from the ground up into something completely different. I think the elements that put simplicity and flexibility at odds in D&D3E are too fundamental to be easily fixed. But i wanted to make sure those who're looking to "fix" this particular problem realised that it's not inherent to RPGs, even if it is inherent to D20 System. I'm not saying that the particular solution i've proposed would work as a way to change D&D3E combat, but rather that trying to stick close to existing D&D3E combat is the problem, for those who want both flexibility and simplicity.

Second thing, i was very simplistic when describing Over the Edge and Four Colors al Fresco. In OtE, you have 3 traits [and a flaw, not germaine to this particular discussion]. Either a trait applies, or it doesn't. Each trait is rated from 1 to 6 dice (normally 2-4, however). All dice are d6s. You roll your dice, add them up, and that's your result. A bonus die means you roll an extra die, and discard the lowest. A penalty die means you roll an extra die, and discard the highest. Bonus and penalty dice cancel out. So, if one wanted to get close to the exchange you describe in an OtE game, it would go something like this:

PlayerA: I want to swing harder to do more damage
DM: Okay, that's worth a bonus die.
PlayerA: What if I use both hands?
DM: You'll have to, to get the harder swing.
PlayerB: Hey, don't forget that I am singing to help out.
DM: Right, PlayerA, you get an extra bonus die because of that.
PlayerA: Can I do this and still make it harder for him to hit me? I am really low on hit points.
DM: Sure. That'll be a penalty die. But the bad guy will have a penalty die, too.
PlayerA: Never mind, I don't think I can hit with that penalty die. I will go back to just the two bonus dice. Is the Bull's Strength still working?
DM: Oh yeah, that'll be worth a bonus on the damage if you hit.
...
And, right about here, i can't continue the example, because OtE is just too different, mechanically. Frex, one of the standard combat rules is that you take a penalty when you're repetetive, so no one would point out how they were doing the same thing as before, because that'd be worth a penalty if the GM agreed that it was "the same". Damage stems directly from attack success, so lowering your attack roll to raise your damage roll doesn't really make sense. It doesn't have the mechanical specificity to have specific attributes, much less to assign a particular one to attack or damage--frex, in combat, you get to use whatever trait is relevant, which might not even be a trait you'd normally consider physical, much less combat-related. Finally, since it only has one size of die, and a given advantage/hindrance is only worth one die (though you can certainly stack advantages to get multiple bonus dice), unless it's deemed too insignificant to be worth a mechanical bonus, arguing over magnitude of advantage is much less of an issue, and it's much easier for the GM to keep things straight and be consistent. Plus, the game assumes things won't be consistent--the setting is intended to be variable to the point of surreal, so if the GM is inconsistent from one encounter to the next, the players should assume that's really how it goes, and there's a reason they're just not privy to yet.

Now, let's talk about Four Colors al Fresco, which is much crunchier than OtE (which is sort of like saying that "yoghurt is much more solid than milk"--it may be true, but it doesn't say much, and they're both pretty much still liquids). In al Fresco, you normally don't roll the dice. The idea is to only use the dice as a last resort, when you can't figure out what happens based on the characters traits. Usually, you look at the character's traits and they spell out quite clearly that the character either succeeds or fails at an action. Dice only come into play when trying to do something that the character's traits would make "a maybe". So, if you want to bash down a normal door, you succeed, but it takes a while and you have a sore shoulder (i accidentally bashed in the back door to our house when i was only around 10 or 12). If your character has a flaw like "fragile build", you'll fail to bash down the door, and probably hurt yourself if you try anyway. But, back to our non-fragile character: if she needs to get the door down in a hurry, it's no longer clear either that she'll succeed or that she'll fail. She might get it open with the first blow, or it might hold up for a few. Generally, these ambiguous cases stem directly from unknown elements of the surroundings--unlike the D20 System paradigm, it's not a door with a fixed DC to open, and the character's abilities/luck fluctuate due to a die roll, but the character's abilities are roughly constant and we don't know until we roll the dice how tough that particular door is. [Yes, in this particular example, it's six-of-one, half-dozen-of-the-other. But the paradigm shift does show up significantly in other cases.] The other significant case that calls for die rolls is when two supers go against each other, both playing to their strengths. Sometimes, it's clear-cut: if Golem and Captain Italia arm-wrestle, Golem's Fists of Fury: Unstoppable in hand-to-hand combat and Hulking Brute: As strong as a small crowd, and nearly as large clearly trump Italia's Physique of Three Men: Retains the strength and endurance of his three component members. But, if Golem and The Cardinal were to wrestle, it's not nearly so clear--now he's going up against the Cardinal's Power; Strength of God: When wearing a cross, he is incredibly strong. Well, how strong is "incredibly strong"? We don't know, precisely--that's the whole point. But given that it's called "The Strength of God", it's probably pretty strong. So the SG might rule that he's stronger. But, in this particular case, she'd more likely rule that it was unclear, and time to roll the dice. I've digressed quite a bit, but for a purpose: i'm trying to, in capsule form, point up that the mechanical paradigm is so different from D&D3E that directly porting mechanical tricks isn't likely to work.

Anyway, in this game, hindrance and bonus dice, just like the character's dice, range from d3 to d50 (though, normally, d4 to d20). However, you only have one of each, maximum, at any time (well, with some exceptions, but they're not relevant here). So if you're already suffering a penalty die for being severely wounded, and the regiment of guards you're about to fight is worth another penalty die, you "add" them (it's not really addition, due to how the dice work), resulting in just one penalty die to keep track of. And the whole think works in terms of relative scale, not absolute scale, so comparing the size of the die from one character to the next, or one situation to the next, is kinda pointless. If the Cardinal needed to roll to attack (not likely, 'cause he's pretty good at combat, but for sake of argument), and wanted to do so with greater power, it'd either merit a bonus, or, at worst, a small penalty. But if Renaissance Man, who's a fencer and so on, not a brute, was actually rolling to attack (even more unlikely, but we'll go with it for now), he'd probably take a pretty significant penalty for trying to bring particular force to bear. Of course, as the game is actually played, it's unlikely anyone who's any good at combat would ever roll during combat, anyway, unless they were facing another super who was roughly equally as good. More often, players play to their character's strengths, and in this system, you don't roll when you're playing to your strengths--you succeed. It's also one of those systems where you get a bonus for trying a flashy stunt attack, not a penalty.

So, getting all the way back to your "sure, it's more flexible, but is it simpler?" question: yes--once you see the whole system, not just my initial excerpt. But it's not a viable solution to graft onto existing D&D3E combat, without a lot of work, IMHO, as your hypothetical example points out. You have to switch mechanical paradigm, not just change how some bonuses work, to make this sort of thing work. Let's see...

You know what? that's gonna wait for a separate post. It's bedtime now, and i'm not immediately thinking of anything, anyway.
 

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So what you're saying is:

Neither system is remotely gamist. Both are primarily narrativist.

Is that it?

Because it sounds like that's your point. Neither of the systems you describe have the remotest essence of tactical play, which is more-or-less the primary focus of D&D's conflict system.

I don't think a paradigm shift will do much except wholly alter the experience of playing D&D. If you think that's a good thing, great.

Otherwise stick to eliminating exceptions from the game.

Frex: all bonuses which go away when you are surprised are now applied to touch AC. All bonuses which stick around are applied to flat footed AC. All bonuses without the same name are stacked for normal AC. No remembering force effects. No remembering deflection or whatever. It's either touch AC or it's not. It's either flatfooted ac or it's not.

Power attack does not apply for actions outside your round. Now you don't need to remember it for AoOs.

Expertise is put into action on the first attack against you in a round, and lasts until the end of your turn. Now you don't need to remember whether you attacked recently, and how much you expertised for unless you use it to avoid a hit.

Dodge is a flat +1 dodge bonus to AC. Now it can be recorded on your sheet ahead of combat.

The timing on all spells is now the following
times of 1rd/level last for 1 combat, or one action.
times of 1min/level (or thereabouts) last for 1 'scene'. ie - they basically last until theres a break in the action (anyone takes 20, anyone has a bit of a rest, anyone declares a bunch of actions all at once).
Times of 1hr/level last for a session or a day, whichever is less.

Times beyond that just don't matter

Use UA's damage save mechanic for the monsters so you never need to keep track of hitpoints.
 


MerricB said:
Is this thread actually: "Armour Class gets hard to calculate at higher levels"?

Cheers!
No, I think it would better described as "figuring out the attack bonus, actual AC and environmental factors is too much work." I don't agree, but that appears to be the general idea.

In general, I find that at high-levels and low, once you've used a mechanic a couple of times, the group gets used to it and remembers it. The first time you use Expertise or Power Attack, there's some effort to identifying how it works. Five levels later, you've got it down, I think. ;)
 

Kriegspiel

Saeviomagy said:
So what you're saying is:

Neither system is remotely gamist. Both are primarily narrativist.
I don't think that's his point (although it may be true).

At any rate, you can have a simple, flexible system that's not-at-all narrativist. The kriegspiel (wargame) of the Prussian military fits that description perfectly -- at least once they moved away from rules and towards expert judgments:
The nineteenth-century Prussian game started life with a rigid structure and copious formal rules. The two sides were each placed in a separate room with a model of the terrain or a map. The umpires moved from one room to another collecting orders from the players, and then retired to a third room to consult the rules and find the results of combat. A great deal of their time was consumed in leafing through voluminous sets of rules, consulting tables and giving rulings on fine legal points. By about 1870, however, this rigid system was starting to be thought rather clumsy and time-consuming. Quite apart from the many defects and loopholes in the rules themselves, it reduced the umpires, who were often very senior officers, to the role of mere clerks and office boys. clearly, such a state of affairs was intolerable.

It was General von verdy du Vernois who finally broke with this system, and abolished the rule book altogether. His approach to the wargame was the free kriegspiel, in which the umpire had a totally free hand to decide the result of moves and combats. He did not do this according to any set of written rules, but just on his own military knowledge and experience. He would collect the players' moves in exactly the same way as before; but he would then simply give a considered professional opinion on the outcome. This speeded up the game a very great deal, and ensured that there was always a well thought-out reason for everything that happened. This was a great help in the debrief after the game, and it allowed players to learn by their mistakes very quickly.

The free kriegspiel using maps can offer many advantages for modern wargamers provided that the umpire has a reasonable background in wargaming, and a bit of common sense. If this condition is met, the game immediately becomes faster and less pedantic than if it had been tied down to a set of rules. The umpire can always think of more factors to incorporate in his decisions than could ever be true in a formal or rigid game. He can therefore spread a greater atmosphere of realism about the game.
 

mmadsen said:
I don't think that's his point (although it may be true).

At any rate, you can have a simple, flexible system that's not-at-all narrativist. The kriegspiel (wargame) of the Prussian military fits that description perfectly -- at least once they moved away from rules and towards expert judgments:

Wonderful. Simply wonderful.
 

Silveras said:
When you say modules, do you mean published modules ? I think most people would see the long stat blocks as a detriment - they would be viewed as taking up too much space. The DM should not be running an adventure where s/he does not understand the villains' abilities well enough to work out alternate stat blocks on his/her own.

This is less a flaw than a marketing decision, a recognition that some people would feel ripped off by a module that was "all stat blocks".

But would they be playing D&D3E? Seriously: if someone would feel ripped off by a module with tons of crunch, wouldn't they be playing a simpler game than D&D3E in the first place? I mean, i know it's precisely the fact that most D20 System stuff (supplements, adventures--you name it) feels like it's "all crunch"--yes, i'm aware that's hyperbole--that is a large part of why i don't buy D&D3E, or most D20 System stuff. From everything i've heard around here, and looking at which D20 System stuff seems to be the most popular, i don't think there's any basis to the claim that complex, multi-buffed alternate stat blocks are omitted because the D20-System-buying public doesn't want them. Rather, i suspect it's either because the authors don't want to take the time to figure them out, or because it didn't occur to them that people would want them. Or because the authors don't want to take up all that space with stat blocks and want to squeeze more other stuff into the scenario.
 

Saeviomagy said:
So what you're saying is:

Neither system is remotely gamist. Both are primarily narrativist.

Is that it?

Because it sounds like that's your point. Neither of the systems you describe have the remotest essence of tactical play, which is more-or-less the primary focus of D&D's conflict system.

OtE doesn't, by design, really reflect tactical play in the usual sense. It's more about strategic play.

I think my real point, in the context of this thread, is that if you are working with a heavily gamist system, and want great flexibility, you'll need great complexity. But let me borrow a bit from the description of Kriegspiels:

The free kriegspiel using maps can offer many advantages for modern wargamers provided that the umpire has a reasonable background in wargaming, and a bit of common sense. If this condition is met, the game immediately becomes faster and less pedantic than if it had been tied down to a set of rules. The umpire can always think of more factors to incorporate in his decisions than could ever be true in a formal or rigid game. He can therefore spread a greater atmosphere of realism about the game.

IOW, you don't need a heavily gamist system to support tactical play. After all, my roommate engages in some seriously-tactical exercises without any "rules" whatsoever as part of her military training. All you need to do is adopt a simulationist model, and you no longer need all those rules. [n.b.: i'm not saying that simulationism is superior to gamism, or that simulationist games never have complex rules--just that flexibility-without-complexity for tactical situations is easily achieved with a simulationist paradigm, while a gamist paradigm, IMHO, necessitates a link between flexibility and complexity (and a narrativist paradigm doesn't really support tactical situations).]

Which, btw, gets me back to Four Colors al Fresco. I've actually been wrestling lately with the question of whether it's really a simulationist or narrativist model. I used to call it "pure" narrativism. But now i'm thinking it's more accurately described as either a hybrid, or even more on the simulationist side. One piece of evidence: it most definitely *does* support tactical play, and quite well--certainly as well as my experiences with D&D3E. It just does it in a completely different manner, mechanically.

I don't think a paradigm shift will do much except wholly alter the experience of playing D&D. If you think that's a good thing, great.

Agreed: it wouldn't be the same game anymore. Which was part of my point: i think that asking for "D&D3E, with all the flexibility and tactical options, but less complexity" is a lot like asking for "a ham sandwich, except without the bread, and hummus instead of ham". But i'm not convinced it wouldn't be "D&D" any more. After all, those who wanted detailed tactical play were managing it with OD&D, just by adding the detail in through simulationist, rather than gamist, mechanisms. Or, put another way, if that's what you want, it'd be a lot less effort to switch game systems than to 'fix' D&D3E to do it.

Otherwise stick to eliminating exceptions from the game.

[snip a bunch of really great suggestions]

Use UA's damage save mechanic for the monsters so you never need to keep track of hitpoints.

Those are all pretty good, and i think go a long way towards simplifying the game. But haven't you eliminated options with every one of them? How are those eliminating complexity without eliminating flexibility?

I only kept the last one because i have specific comments: i really like it in some ways, and hate it in others. I've been wrestling with a way to have D20 System cleanly scale with power level, so that anybody sufficiently less powerful than the PC just becomes a mook (i.e., one-shot kill), without having to designate them specifically ahead of time, and without ditching hitpoints. I've so far resisted using the damage save, but it accomplishes pretty much the same thing--i just think that hitpoints are integral to the feel of "D&D", so i want to retain them. I think it represents exactly the sort of "paradigm shift" in the mechanics that i was saying would be necessary to really make a difference in complexity without killing flexibility, unlike the rest of your suggestions, which are definitely just "cleaning up" the existing mechanics. It's also the one of your suggestions that i think would have the biggest positive impact (at the "cost" of a fundamental shift in how the game plays).
 

I'm afraid I probably can't add much constructively to the conversation at this point, but I'd like to say -

Yes, I find that 3e has too much in-game maths for my liking. The maths isn't complicated, but there is such a lot of it, especially at high level (and typically I find that when a dispel/greater dispel is cast it knocks down some but not all of the defences, complicating the resulting AC and other bonus effects further).

Another issue which may or may not have been covered is that the reliance on derived values also tends to slow things down - when buffs/spells/poisons change the value of a stat and suddenly a dozen other derived/related values (attack/AC/hp/skills) change.

I always liked RuneQuest (2nd ed) which was certainly not narrativist but the simple mechanics played well for powerful as well as neophyte characters. Combat took longer than 1e, but nowhere near as long as 3e. As a matter of fact I'm considering doing a RQ conversion for the Eberron setting to see what it might look like :)

Back to the main point though - I can't think how to effectively simplify 3e as it stands, because the "issue" is built into the fundamental mechanics of the system. Perhaps moving to an entirely simpler combat system like SNAP d20 would do it, but there we have the issue once more... a fundamental change to the way that combat works (which is pretty much central to most games of D&D I imagine!).

One option I toyed with, but not very seriously, is to eliminate bonus stacking issues but setting an arbitrary cap. For one setting you could say "all bonuses stack, but to a maximum of +5", for another setting you could say "all bonuses stack but to a maximum of +(character level)/2". Eliminate bonus types all together. Would it work? I don't know.

BTW nice to read a ten-page thread where everyone has remained civil!

Cheers
 

woodelf said:
But would they be playing D&D3E? Seriously: if someone would feel ripped off by a module with tons of crunch, wouldn't they be playing a simpler game than D&D3E in the first place? I mean, i know it's precisely the fact that most D20 System stuff (supplements, adventures--you name it) feels like it's "all crunch"--yes, i'm aware that's hyperbole--that is a large part of why i don't buy D&D3E, or most D20 System stuff. From everything i've heard around here, and looking at which D20 System stuff seems to be the most popular, i don't think there's any basis to the claim that complex, multi-buffed alternate stat blocks are omitted because the D20-System-buying public doesn't want them. Rather, i suspect it's either because the authors don't want to take the time to figure them out, or because it didn't occur to them that people would want them. Or because the authors don't want to take up all that space with stat blocks and want to squeeze more other stuff into the scenario.

Perhaps I was not clear about the context. I was referring to the notion of the stat block containing multiple sections for the possible combinations of conditions and spells in operation. I was also referring to this in a published adventure module.

My comment has nothing to do with rules supplements, or the fluff/crunch ratio therein.

A published adventure has a limited amount of space. The more space used to show different versions of the same creature means less space available to present encounters or plot in the adventure. That is why I am saying that stat-blocks in modules (adventures) probably deliberately do not include multiple variations of the villain. That is the DM's job, really; to adjudicate them.

Additionally, the original comment was about how the stat blocks in high-level modules stopped listing variations. I think this is also, in part, because lower-level modules are geared (somewhat) toward new DMs who need more hand-holding while getting used to the system. At higher levels, this would be less necessary.
 

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