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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Is the Real Issue (TM) Process Sim?
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="I'm A Banana" data-source="post: 6261784" data-attributes="member: 2067"><p>So, that's useful. We recognize the validity of each others' playstyles and know that they are pretty much mutually exclusive: if you have to imagine events in basically chronological order, that breaks your experience. If I have to imagine events as basically outcomes and figure out the reason that outcome happened after we figure out the outcome, that breaks my experience. We can probably make the leap that we don't just speak for ourselves, but for dozens of people like us. </p><p></p><p>We've also got some supporting evidence. For me, lessons from improv and the flow of causality and the empowerment of character action over mechanical resolution. For you, lessons from actual combats where the input is only figured out in reverse and the flow is much less deliberate. While hypothetically one of us could be persuaded to see the game the other way, if both of our styles are valid, this persuasion is unnecessary. I don't need to convince you to play my way, you don't need to convince me to play your way.</p><p></p><p>Now we come to what D&D should actually <strong>do</strong>.</p><p></p><p>The neutral ground scenario is that default D&D does what I propose it do with HP: <em>just not be monolithic</em>. </p><p></p><p>There is nothing inherent in the "roll a dice and compare against a target number" core mechanic that mandates it be one or the other (Gygaxian saving throws!). One can say what they're doing and chuck a d20 or chuck a d20 and then say what they did and it's really up to individual tables (or even individual players) and it's not really a problem. </p><p></p><p>All that D&D needs to avoid are default rules that can only work in one way or the other. So, for example, they can't include a default rule that says "roll the die and if it's 5 more than is needed to hit, you can choose to make the target surrender instead," since it is impossible for me to use that rule and enjoy it, because it would involve declaring the action after the die was rolled. A rule that said "the prone condition can apply to any creature, it doesn't always mean that something has been knocked off its feat. An ooze can't be knocked off its feat, but it can still be prone!" would also fall into that camp, because then I can't always say that the Prone status represents something in the world. </p><p></p><p>I'm not sure what a rule would violate your style, but I'd be surprised if D&D couldn't exclude those kinds of rules, too.</p><p></p><p>Which isn't to say that they can't be added back in. Just that our basic, simple game needs to avoid them.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6261784, member: 2067"] So, that's useful. We recognize the validity of each others' playstyles and know that they are pretty much mutually exclusive: if you have to imagine events in basically chronological order, that breaks your experience. If I have to imagine events as basically outcomes and figure out the reason that outcome happened after we figure out the outcome, that breaks my experience. We can probably make the leap that we don't just speak for ourselves, but for dozens of people like us. We've also got some supporting evidence. For me, lessons from improv and the flow of causality and the empowerment of character action over mechanical resolution. For you, lessons from actual combats where the input is only figured out in reverse and the flow is much less deliberate. While hypothetically one of us could be persuaded to see the game the other way, if both of our styles are valid, this persuasion is unnecessary. I don't need to convince you to play my way, you don't need to convince me to play your way. Now we come to what D&D should actually [B]do[/B]. The neutral ground scenario is that default D&D does what I propose it do with HP: [I]just not be monolithic[/I]. There is nothing inherent in the "roll a dice and compare against a target number" core mechanic that mandates it be one or the other (Gygaxian saving throws!). One can say what they're doing and chuck a d20 or chuck a d20 and then say what they did and it's really up to individual tables (or even individual players) and it's not really a problem. All that D&D needs to avoid are default rules that can only work in one way or the other. So, for example, they can't include a default rule that says "roll the die and if it's 5 more than is needed to hit, you can choose to make the target surrender instead," since it is impossible for me to use that rule and enjoy it, because it would involve declaring the action after the die was rolled. A rule that said "the prone condition can apply to any creature, it doesn't always mean that something has been knocked off its feat. An ooze can't be knocked off its feat, but it can still be prone!" would also fall into that camp, because then I can't always say that the Prone status represents something in the world. I'm not sure what a rule would violate your style, but I'd be surprised if D&D couldn't exclude those kinds of rules, too. Which isn't to say that they can't be added back in. Just that our basic, simple game needs to avoid them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is the Real Issue (TM) Process Sim?
Top