Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Interview with Mike Mearls
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ScottS" data-source="post: 4443605" data-attributes="member: 75465"><p>Yes and no. For Fireball, "I roll to hit your Reflex, X damage if I hit and 0.5X damage if I miss" is clearly more DFE and better than trying to model the explosive shock wave, thermal effects, etc., if all you care about is the bad guy taking damage. 4e Grapple beats 3e Grapple in the "Concise Mechanic for Grabbing and Holding a Guy" contest. Let's assume that simpler is in fact better in both these cases.</p><p> </p><p>But consider the following counterexamples:</p><p> </p><p>There are at least 3 different ways they do 'poisoning' in the 4e MM:</p><p>A) attack vs AC, hit does damage and allows secondary attack vs Fort, which then applies the poison effect</p><p>B) attack vs AC, damage + poison effect on a hit</p><p>C) attack vs Fort, damage + poison effect on a hit</p><p>If I go pure DFE in my rules design, I shouldn't ever use option A to describe being poisoned, because it's the most 'sim' and you have to make two rolls where one would do. However, A gets used rather a lot in the MM. Even worse, there's no 4e 'game physics' or any other explanation as to why A, B, and C all show up in the book. Is there a specific effect the 4e guys were trying to design for, when something spits poison at me and it's just a Fort attack, but something biting me and injecting poison is AC followed by Fort? Spitting is a 'touch attack' and biting is a 'regular attack', so it's probably a holdover/legacy distinction from 3e, but if this is 4e then why are we simming even that much?</p><p> </p><p>Same story with falling down. If I set off a pit trap, it makes an attack vs my Reflex, and a hit knocks me in. If a rogue tries to judo-throw me off a cliff with Flying Foe... I make a saving throw to not fall. Why does my Reflex defense help me in the former case but not the latter? They're equally simple fall-avoidance rules, so DFE doesn't tell me why I'm using two different types of rolls. Is the intended effect supposed to be that rogues have an easier-than-normal time of making me fall if my Reflex is high, but a harder-than-normal time if it's low? If the only effect I care about is "you fall and take damage if you don't catch yourself", why am I not either rolling Reflex attacks in both cases, or saving throws in both cases?</p><p> </p><p>I'm also using these examples in reference to a related issue from the podcast. Mearls mentioned something about the 4e-doesn't-do-simulation concept leading to the end of 'canonical' rules for describing game situations (don't remember what the exact context/question was). My immediate thought was about rules drift: if you avoid simulation in your design, then you can't use simulation considerations to tell you whether a proposed rule for something 'works better' than another. So as different people work on your system, you may end up with multiple resolution mechanics for one 'effect' and no clear way to pick between them (as seen above, DFE doesn't necessarily help you at this point). Long-term result, your system starts to unravel.</p></blockquote><p></p>
[QUOTE="ScottS, post: 4443605, member: 75465"] Yes and no. For Fireball, "I roll to hit your Reflex, X damage if I hit and 0.5X damage if I miss" is clearly more DFE and better than trying to model the explosive shock wave, thermal effects, etc., if all you care about is the bad guy taking damage. 4e Grapple beats 3e Grapple in the "Concise Mechanic for Grabbing and Holding a Guy" contest. Let's assume that simpler is in fact better in both these cases. But consider the following counterexamples: There are at least 3 different ways they do 'poisoning' in the 4e MM: A) attack vs AC, hit does damage and allows secondary attack vs Fort, which then applies the poison effect B) attack vs AC, damage + poison effect on a hit C) attack vs Fort, damage + poison effect on a hit If I go pure DFE in my rules design, I shouldn't ever use option A to describe being poisoned, because it's the most 'sim' and you have to make two rolls where one would do. However, A gets used rather a lot in the MM. Even worse, there's no 4e 'game physics' or any other explanation as to why A, B, and C all show up in the book. Is there a specific effect the 4e guys were trying to design for, when something spits poison at me and it's just a Fort attack, but something biting me and injecting poison is AC followed by Fort? Spitting is a 'touch attack' and biting is a 'regular attack', so it's probably a holdover/legacy distinction from 3e, but if this is 4e then why are we simming even that much? Same story with falling down. If I set off a pit trap, it makes an attack vs my Reflex, and a hit knocks me in. If a rogue tries to judo-throw me off a cliff with Flying Foe... I make a saving throw to not fall. Why does my Reflex defense help me in the former case but not the latter? They're equally simple fall-avoidance rules, so DFE doesn't tell me why I'm using two different types of rolls. Is the intended effect supposed to be that rogues have an easier-than-normal time of making me fall if my Reflex is high, but a harder-than-normal time if it's low? If the only effect I care about is "you fall and take damage if you don't catch yourself", why am I not either rolling Reflex attacks in both cases, or saving throws in both cases? I'm also using these examples in reference to a related issue from the podcast. Mearls mentioned something about the 4e-doesn't-do-simulation concept leading to the end of 'canonical' rules for describing game situations (don't remember what the exact context/question was). My immediate thought was about rules drift: if you avoid simulation in your design, then you can't use simulation considerations to tell you whether a proposed rule for something 'works better' than another. So as different people work on your system, you may end up with multiple resolution mechanics for one 'effect' and no clear way to pick between them (as seen above, DFE doesn't necessarily help you at this point). Long-term result, your system starts to unravel. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Interview with Mike Mearls
Top