That "story" comment will provoke disagreement from some anti-story gamer types if they read it. Neither Moldvay Basic nor Gygax's DMG gives me the impression that XP is a measure of "amount of story".
's why I specified "at the very least." Plenty of games use XP for more than timekeeping.
But anyway, that's somewhat orthogonal. XP is a marker used to signal certain changes in the fictional status/capability of the PC. But the earning of experience doesn't itself model any ingame process.
Overcoming the challenges that give you XP is totally an ingame process. And your character overcoming those challenges is totally a process in the fiction.
For instance, in classic D&D you get XP for looting, but the award of the XP isn't measuring some ingame causal process that your PC as a result of looting. (Gygax says as much in his DMG.)
And in 4e, get enough XP and you'll become a knight commander. Or a demigod. But the earning of XP isn't modelling the ingame causal process of being promoted up the ranks of a military order, nor of earning the favour of the existing pantheon.
I've got no problem acknowledging that there's multiple ways to interpret it (while noting that the 4e example is totally debatable). That's kind of my point. When you say this:
pemerton said:
For instance, many people doubt that writing down XP totals actually represents something in the fiction. Similarly, I don't think anyone thinks that initiative scores represent anything in the fiction (they're just a metagame ranking device for making the action economy work).
...it is dismissive of *plenty* of playstyles. Lots of people think that XP does represent something in the fiction. Plenty of people imagine that initiative scores represent something in the fiction. It's not an insignificant minority that view HP damage as a thing that happens in the fiction of the world. It's not insane to hold that view, and it's a view that arises naturally from how many people actually play the game.
Which means it's not a "problem" like the OP posits, anymore than not liking One Direction is a problem. It's not WRONG to play the game like this, it's not a flaw in need of fixing, it's a way the game is used and it shouldn't be ignored or dismissed as a mistake that needs to be fixed.
That's my intent when I point out that XP and initiative and HP and whatever can totally be a representatoin of something in-world. It doesn't NEED to be metagame.
Is it "better" if it is? That's something that's debatable in the specifics. But it should be clear that it's not a thing that is required, so this changes the conversation from "Is this the problem?" to "Why might someone think it is a problem at all?"
Every minute? Every 6 seconds? And how do you explain the freeze-framing (in modern D&D) or the fact that archery always happens before swordplay (in classic D&D)? It's a transparent metagame device.
Again, no, it needn't be. In my mind, those 6-second rounds are happening basically simultaneously (we essentially play through them in very slow-motion). One attack roll in a round represents what happens when one character performs their stated action over the course of their ~6 seconds, at a fairly high level of abstraction. If that stated action is "I try to cut off the orc's head!" then the attack roll helps me adjudicate if that attempt is successful. Initiative represents the fact that the player (with Init 16) got to seize the moment to try that before the orc (with Init 9) could react.
Again, that's not to say that it must be this way, either, just that you're wrong to presume that it must not be. So lets have a conversation about relative merits and not about who is even allowed to come to the table.
Yes, how fast and alert the PC is factors into the action economy in certain ways (eg ranger bonuses to surprise in AD&D; DEX added to init in WotC D&D and some versions of classic D&D; various powers that manipulate starting initiative in 4e; etc). But that doesn't mean we're actually modelling a process. What is the process? In a real fight, there is no process that has a regular cycle of 6 seconds or 10 seconds or 60 seconds. Yet our initiative systems and action economies are based around those ingame passages of time.
The process is that if all these things are happening at the same time, who has the speed and wherewithal to be a little faster at trying to achieve their goal than someone else? Initiative is a mechanic that resolves the question of: "If everyone tries to do their thing at once, who gets to go a little faster than others?"
This is all true but strikes me as irrelevant. In Tunnels & Trolls you can only win a melee if you have a melee weapon - a toothpick or dandelion flower won't cut it. (Contrast Toon, perhaps.) But that doesn't make T&T a process-sim game: it's even loss process-sim than D&D!
I'm not particularly interested in jargony labels, really. I'm not here under the tribal banner of "process-sim" (whatever the Ron that means), trying to lay claim to rulebooks as my territory. I'm just articulating why the playstyle that I use is worthy of consideration for 5e, and, in fact, may be a style well-suited to being a default 5e playstyle. Not a "problem." I'll leave it up to experts in the terms to determine if this falls under that umbrella, but given the OP, it seems like it might.
I'm not talking about other defeat conditions, and I don't know what makes you think I am. I'm saying that when I roll my fighter's attack against an orc with a longsword, until the attack die is rolled and the result applied, and then any damage dice rolled and applied, the mechanics tell me nothing about what I'm doing in the fiction other than trying to beat this orc in melee using a sword.
I'm confused here. What
mechanics are in play before the attack die is rolled that would even tell you that much?
I don't think the mechanics need to tell you what your actions are. You tell the mechanics what your actions are, and the mechanics work out what that means. You say to the dice, "I'm going to try and hit that orc with my sword, you tell me if that works." It's the specific thing that helps the players see the action in their head.
Also, by "beat this orc," you must mean "beat the AC of this orc," which uses a value (AC) that explicitly represents how hard it is to physically hit the orc with a weapon. So there's a pretty obvious tie in the mechanics to actually injuring the orc with your weapon if you beat the AC with your weapon, and not injuring the orc with your weapon if you do not.
If I miss, the mechanics still don't tell me anything except that I didn't land a lethal blow.
They also tell you that the reason you didn't land a lethal blow was because you failed to beat the enemy's defenses when you tried to land that lethal blow. And before you even used the mechanics, you knew that you were attempting to land a lethal blow.
If I hit but don't reduce hp to zero, the mechanics tell me a bit more: I didn't land a lethal blow, but I did wear the orc down in some way. Only if I reduce the orc to 0 hp do the mechanics tell me that I dealt an injury - namely, a lethal one.
Since that HP damage came as a result of beating the enemy's defenses (AC) with your attempted lethal attack (attack roll), the mechanics are pretty much spelling out you that you injured, but failed to kill, the target when you tried to land that lethal blow.
As I said in my earlier post, if you or your group want to embellish beyond the mechanically mandated minimum, nothing is stopping you indulging your tastes. (Though I think you're going to get the occasional corner case, like the orc wielding a polearm who takes a crit, is reduced to 2 hp, has that narrated as an arm being severed, but then through a change in die roll fortunes turns the tide to win the battle, and walks back to the tribe victorious. How does that work? And why can the orc be healed to full health without needing a Regeneration spell?)
I'm not sure I was looking for permission.
You're free to determine action from result, too, but that's not going to determine what WotC should presume in the default game.
(and if you narrate an orc at 2 hp as a severed arm, you're looking at a narration that's totally OK with one-armed orcs who fight as fiercely as two-armed orcs)
But the resolution mechanics don't need to model the action. They just need to model the conflict. For instance: roll opposed dice. Whoever rolls higher wins the conflict. If one of the antagonists has a marked advantage due to fictional positioning, they get to add 3 to their roll.
Without an action, there is no conflict. Conflict doesn't exist in an unconnected vacuum from the events that precipitate it. There is no agon without a struggle, and a struggle comes out of a
verb, a change, a dynamism, something happens, and then there is a result. A conflict
is a process. Might as well work through it how causality does. Might as well say that the precipitating event that causes the conflict
happens, and use the mechanics to help describe the fallout from that event.
Clearly, it isn't necessary. You can describe a conflict abstractly, without a need to reference what is driving it. You can look at a struggle in reverse chronology the way historians and archeologists do, in terms of figuring out how a certain condition came to be. Some might even prefer that for the flexibility it offers in terms of the story you tell (anything that arrives at the endpoint is a valid narration!). It sounds confusing and dull and dis-empowering to me, but I'm not the arbiter of how everyone has fun.
But is it better for default D&D to be a game where people declare actions and drive the game forward than where they abstractly resolve nebulous conflicts and figure out what happened to bring them to their present state? I'd certainly argue so. I'm not convinced that it's necessarily true, but I think there's a strong, strong argument in favor of it.
This is a viable resolution system for a simple RPG. Robin Laws's HeroQuest revised uses a variant of it for most action resolution, though with slightly more fiddly win and loss conditions based on a more granular comparison of the roll results; and Marvel Heroic is more complicated then this, but uses an idea a bit like this as its starting point.
A system like this certainly involves the character's acting: including acting to improve their fictional positioning so as to get bonuses to rolls. But it doesn't model any ingame processes.
Why not? Two opposed dice certainly can represent two individuals each trying to wound the other, or someone defending as another attacks.
The player is doing something: they're putting their PC into circumstances whereby the game rules permit them to make an attack roll.
The character is doing something to - namely, engaging the goblin in melee combat - but more than that the core D&D rules don't tell us.
"Engaging the goblin in melee combat" is what,
specifically? What does that look like? What is different about it when Mary's character does it vs. when Billy's character does it? What are they trying to DO when they do that?
Give me something concrete, so that I can imagine the world in my head, and believe in this this world of elves and orcs because
things are happening in it.
You can impose such a rule at your table if you like. It's not part of the game rules, though. The resolution of a D&D melee combat won't change depending on whether or not this extra narration is added. In mechanical terms, there is nothing for you to respond to. It's all epiphenomenal. The causal links you're asserting aren't actually there in the mechanics. You can narrate it however you like and the resolution won't change.
I think it may be better for the game to presume that players are saying that their characters do specific things. I'd bet that creates a more rewarding experience at more tables than abstract waffling. Which is still viable for those that have no issue with it.
That's part of why 4e's combat mechanics are quite different from classic D&D (and perhaps 3E - I don't know the latter well enough): it has plenty of results of combat that aren't purely epiphenomenal: forced movement, condition infliction, etc. So by D&D standards 4e gives a comparatively large amount of information on what is happening in the fiction as a result of combat (though not as much as, say, Rolemaster).
I mean, characters have been getting petrified by basilisks and killed by poison and grabbed by ropers since OD&D. I'm not sure I appreciate the distinction you're making here.
You can narrate your attack that way. You can equally narrate it as "I go for the gut" or "I try to get an advantage - what openings are there?" or even "The orc parries badly, leaving an opening on the left side that I take advantage of." (Though presumably many would find the latter objectionable because it is "martial mind control".) I personally have no experience in melee fighting, but from what others say I gather that one of the latter two has more in common with the reality of fighting than "I go for the head" or "I go for the gut" which I gather is meaningless in the absence of more information about what sort of error (forced or otherwise) the opponent has made.
Attack rolls are explicitly attacks. It's what it says on the tin.
Sure, but doesn't that mean that your way is not the One True Way? In other words, you might choose to narrate hit point loss as injuries whenever it occurs, but - given that nothing in the mechanics mandates that - why are you trying to assert that it is a default, or even a necessity?
Like I said above, I'm demonstrating that this reading of things is merely valid and important -- not a "problem." I would go on to argue that it's probably a better way for default D&D to go, but I haven't really launched into that yet.
There's also a marketing issue here - if you're telling me that D&Dnext doesn't have room for 4e-style hit point loss (which includes damage-on-a-miss), you're telling me I shouldn't buy it or play it. Luckily for WotC I think you're wrong, and that in fact there is very little in D&Dnext's treatment of attack rolls, damage and hit point loss that requires me to interpret in the way you are saying I must. (It's healing rules are another matter, but they can probably be rewritten.)
That's not really what I'm telling you. I mentioned in the "let us meat and morale come together under one HP model!" thread that all 5e needs to do to satisfy both camps at once is avoid default rules that can only be modeled one way or the other (injury mechanics, and morale-based healing, for two). Which isn't to say at all that everyone needs to envision these things the same way.
What I'm really telling you is that specificity and causality are really quite important factors to an enjoyable game for what I'd wager is a great plurality of players (if not a majority), and so to describe those things as "problems" is to miss the plot.