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D&D 5E Legends & Lore 4/1/2013

For the purpose of clarity, I did not suggest that (in this thread). I asked, if a DM's purpose is not to fudge, why have one?
To frame scenes. To author backstory. To play NPCs and monsters. To contribute to the shared fiction by narrating colour. In many instances of action resolution, to adjudicate the details of the consequences (eg you failed your Diplomacy roll talking to the king - what happens as a result?).

Those are some of my main reasons. I'm sure others have others.
 

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The approach I try to use is to start from the fact that the person I'm talking to is playing an RPG, and then try to reason back from that - "Given this person is (i) playing and RPG, and (ii) wants this thing that strikes me as really weird, what are they doing differently from me, or what do they value differently from me, such that in their framework it makes sense."

But that doesn't mean you can replace the GM with a computer. The computer can't play NPCs with personality. The computer can't decide that, because of how you spoke to his manservant, you have a -2 penalty on your Diplomacy rolls with the king. Generally, the computer can't provide colour in the same way a GM can (better visuals, worse patter) and can't adjudicate fictional positioning in anything like the same way.

I agree with all that, you're completely right.

Standard 5th is not the game you want, and its not even trying to be anything close to what you want. Criticizing it for not being what its not trying to be leads to less interesting conversation (imho). And I don't mean to get personal with this, and maybe you personally, are fine with that direction, and feel 5th isn't the game for you and that's fine. But it seems to be a re-occurring topic in a lot of these threads, and I used comments in your post to address what I see as an on-going, and often irresolvable issue.

I get what you want out of your RPG, I think its an interesting way to play the game, but 5th is really trying to emphasize story telling, not tactical combat... Its never (ever) going to be about pitting the DM against the players, that idea goes very much against the goals the game designers have been laying out since pretty much day one. I feel that "I want the GM to go no holds barred for the NPCs and monsters, and the players to go no holds barred for the PCs, and by application of the mechanics we'll find out who overcomes whom, or what compromise is reached." is looking for... a tactical miniature game wrapped up in a narrative structure. You need that sort of structure in a game that encourages you to go 'all out'. I think some people think you lose a bit of creativity in that structure, and that's what they're looking for out of their game.

WOTC has you covered though, and I really hope they pour a ton of development time into the module that will follow in 4th footsteps. You guy deserve an awesome game dealing with the type of play you want.
 

because the GM now has a conflict of interest between playing the NPCs as hard as s/he can, and being a fair resolver of conflicts between them and the PCs.

Again, I'm not talking about D&D4 here, this is pure roleplaying theory, which is the only reason I'm entertaining this discussion in this thread. D&D4 is a lemon popsicle.

IMNSHO, dungeon mastery has nothing to do with being fair. A computer can be fair. Hell, a complex resolution table in a book can be fair. Dungeon mastery is about being /unfair/. It's about knowing when a critical hit from a monster detracts more from the fun than it adds, and when the PCs overcoming an obstacle with too much ease is going to diminish their enjoyment of the overall experience. /That/ is what a computer (digital or analog) cannot bring to the table.

The computer can't play NPCs with personality. The computer can't decide that, because of how you spoke to his manservant, you have a -2 penalty on your Diplomacy rolls with the king. Generally, the computer can't provide colour in the same way a GM can (better visuals, worse patter) and can't adjudicate fictional positioning in anything like the same way.

Most modern computer "RPGs" manage all of these things with relative ease. What they do not do is adapt appropriately to the unexpected or the unenjoyable. In a situation where a DM would fudge, the computer has two options: prevent the player from manipulating his character in a way that results in conflict, or crash. Neither is desirable.

I will absolutely agree that an 8-year-old could out-dungeon-master Skyrim, but I would have an extremely difficult time believing that anyone could out-storytell Skyrim without comparable development resources.

I just don't see what a DM brings to the table if he's not there to provide adaptive adjudication.
 

Then I would have thought you're not a big fan of Mearls' idea of using Apprentice tier to shepherd in newbies.

...You would have thought I'm not a big fan of play beginning at 1st level? For everyone? By default?

A little background: I begin nearly all of my campaigns at 1st level. If I could, I'd start every campaign with my PCs armed with broken-off axe handles and armored in some rubbed-on dirt, except that I'd be /lynched/. I love 1st level. I eat, sleep, and breathe 1st level. What I don't like about Mearls' proposal is that there's an artificial break at 3rd level at which it is "okay" to start play if you're a whiny, powergaming little snot.

/Yes/, I'm exaggerating for effect and humor and beg your indulgence. But /no/, I have no problem at all with 1st level being THE FIRST LEVEL.

I read it. I would say around a year or so ago, but my memory is not that good. It was framed as a rhetorical question, or perhaps a hypothesis, along the lines of "Imagine a D&D where you can play your tweaked-out 3E/4e style PC alongside your friend playing his/her barebones classic D&D style PC. Wouldn't that be terrific?"

Can someone else on the thread with better Legends & Lore fu than me dig it up?

I have the exact same memory, and I hope someone can find it, but I don't think it will change the fact that the design goals of D&D5 are clearly different now than they were then. :/
 
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If you think what Pemerton is advocating is a focus on the tactical miniatures aspect of 4e, or player-DM antagonism, I don't think you've actually read his posts, let alone comprehended them.

This is something I've been saying for over a year, now; if you think the Tactical module is what Next needs to use to attract 4e players, you have a serious dearth of understanding about what 4e players want out of the game, IME (me, certainly, and I believe several other players on these boards, [MENTION=42582]pemerton[/MENTION] included).
 

Man, you cannot force people to accept a playstyle that doesn't work for them. And "Wizards are the BEST EVAR" is as valid a playstyle as "Wizards are not the best ever." It's fun for some groups. Not my groups, but my preferences don't matter at tables I'm not sitting at, and I really don't care what those tables play like. 13 year olds the world over will use deity stats as excuses to kill Thor. Not my problem. Hope they have fun.
That's not what I'm saying at all. If people want that kind of game - more power to them. My point is that, how the options to achieve both this style of game, and also the one I prefer, are presented will determine the default culture around the table. If the game presumes that you will use a process-sim ruleset as default (i.e. pushing a giant has huge penalties) and tells you "ignore this if you like" - that sets a certain tone for interpreting the rules of the game, just as setting an effect-based approach as the default and telling you "here are some options you can use to make it more realistic" sets a different tone. That presentation will define the culture of the typical table.

That's all I'm saying. It will have a great impact on how the game is played at a majority of tables. I have no problem with a wide variety of approaches to D&D, nor how others play for the most part, but I don't want the default presentation of the game to favour one approach over the other. I think that would be a mistake, and so far, it looks like it's doing so, and not the approach I prefer. That bothers me.

I think an essential part of running D&D, if you're kind of old hat, is establishing how your table runs. It's how DMs leave their own mark on their players' experiences. It's an AWESOME feature of the game, that each group has its own dynamic. The best thing the rules can do is get the hell out of the way of that.
I agree, and why I think that the rules will have to be carefully written so as not to present one set as a kind of "preferred" way of doing things. That will turn me off the game in a big way. Especially where it concerns finding a game or group whose style I enjoy. Not everyone lives in a hugely populated area, so choices can be limited for a lot of gamers. Especially if they don't like online play. Even so, I've found online games tend to gravitate towards whichever approach the rules suggest as "default" so getting this right (read: as neutral as possible) is even more critical to PbP gamers.

Ok, I see...

But 3e was designed in such a way that in fact many times supposed the group was using all the rules. There were lots and lots of character and monsters abilities that directly related to the action economy, to hard-coded conditions, weapon classifications, or e.g. to attacks of opportunities, flanking etc. Lots of "IF <condition> THEN <ability>" where the <condition> is very clearly defined, and if you started to ignore some of that stuff, suddenly many feats or spells or special abilities had to be removed from the game as well. 3.5 made it even worse because it added a couple of more actions types. I am not familiar with 4e, but I thought it was quite the same, just as codified. I don't think any of these editions allowed to easily ignore a list of 6-8 different actions types and just go... 5e seems much better than the previous 2 editions with regard to these, although it's still going to have IF-THEN abilities (most of which at the moment seem to gravitate around the (dis)advantaged condition).
I'm not 100% clear about the point you are trying to make here, but if I read it right I can answer you by saying that yes, 4e is similar in that there are a lot of clearly defined conditions and situations. However, it has little to do with action types and ignoring them - it is the approach to things that differs. In 3.x, the process of how you do something is given more weight than the end result, whereas in 4th, the result is important and how you arrive there is a matter to be worked out based on keywords and what [MENTION=42582]pemerton[/MENTION] calls "fictional positioning." This is why, for example, you don't see any lists of penalties for trying to bull rush a giant based on your relative size, while in 3.x you do. 4e cares about the effect, about what happens; you make your attack vs Fortitude of your target, and if you succeed, you shove your target. 3.x cares about modelling the particulars of what's happening; you make your attack, adjust for relative size, strength, take an OA just for trying (unless you took a feat), then if you don't get clobbered and you still overcome your target with all the modifiers, you move the target.

The distinction is huge, and for me and many like-minded gamers, crucial to my enjoyment of the game.

Also for simulationist reasons there were rules for such thing as weather, although most of the times these were indeed optional. In our case we usually just handled everything with default circumstance bonuses, which was really a precursor of the (dis)advantage mechanic.
Weather mechanics and other things like that are completely irrelevant to the discussion. It has very little to do with action resolution. I can easily (and sometimes do) import the weather tables for use from the old Wilderness Survival Guide (1e). As to circumstance bonuses, nothing prevents those from being handed out in any edition. I sometimes use them for good or bad descriptors that a player gives.

But maybe you're referring to something else, if you think 3e was more simulationist than 4e... maybe the average intricacy of every spell, special ability, feat etc. was significantly higher than in 4e?
Yes, this is a part of it, and obviously true. 3.x as a process-sim rules engine, is concerned with lots of modifiers for how and why things happen, hence the simulation. 4e moves away from this concept (though is not divorced completely from it), and is more concerned with the what happens, than how or why - that is generally up to players and DMs to decide for themselves - typically whatever makes the most sense for what is going on in the context of the fiction.

There are lots of discussions about this all over this forum, but I don't think this thread is really the best place to get into it Yet Again; it's already thoroughly derailed as it is.

Standard 5th is not the game you want, and its not even trying to be anything close to what you want. Criticizing it for not being what its not trying to be leads to less interesting conversation (imho). And I don't mean to get personal with this, and maybe you personally, are fine with that direction, and feel 5th isn't the game for you and that's fine. But it seems to be a re-occurring topic in a lot of these threads, and I used comments in your post to address what I see as an on-going, and often irresolvable issue.
The problem seems to be stemming from the fact that the designers are trying to sell 5e as an edition for everyone. If that's not what it's intended to be, that's fine, but then they need to be up front about that.

I get what you want out of your RPG, I think its an interesting way to play the game, but 5th is really trying to emphasize story telling, not tactical combat...
If this is your impression of how 5e is different from 4th, I am very confused. Yes 4e has tactical combat, but it also emphasizes storytelling to a much greater degree than most other editions that I have played. The fact that the game runs so well with a scene-framed approach is testament to this.

WOTC has you covered though, and I really hope they pour a ton of development time into the module that will follow in 4th footsteps. You guy deserve an awesome game dealing with the type of play you want.
Yes, so they keep telling us, but if what we get is just a tactical module, then they will have missed the point by a mile.
 

The problem seems to be stemming from the fact that the designers are trying to sell 5e as an edition for everyone. If that's not what it's intended to be, that's fine, but then they need to be up front about that.

If this is your impression of how 5e is different from 4th, I am very confused. Yes 4e has tactical combat, but it also emphasizes storytelling to a much greater degree than most other editions that I have played. The fact that the game runs so well with a scene-framed approach is testament to this.

Yes, so they keep telling us, but if what we get is just a tactical module, then they will have missed the point by a mile.

- 5th with modules is suppose to be the sell to everyone. That's been the approach since day one. Basic is where it starts, and then standard and then modules. 5th standard was never suppose to be everything to everyone.

- It emphasizes story in a different way. A way some people find constraining. 4th has benefits and weaknesses, as do the other systems.

- At this point we don't even have the foggiest clue what basic is going to end up looking like, let alone how in depth or comprehensive any of the modules might be. Your module could be a core size tome for all we know, there's a big player base screaming for tactical combat, so all the more reason/excuse to put more development into it. Not only that, but 4th has a huge amount of player feedback to lean on.
 

- 5th with modules is suppose to be the sell to everyone. That's been the approach since day one. Basic is where it starts, and then standard and then modules. 5th standard was never suppose to be everything to everyone.
Time will tell. At this point, it's going to have to be one heck of a module to get my gaming dollar...

- It emphasizes story in a different way. A way some people find constraining. 4th has benefits and weaknesses, as do the other systems.
Much the same way as I find that other editions have been constraining to my creativity. It sounded like you were saying that 4e did not have emphasis on storytelling in favour of tactics, or even that it has less emphasis there in favour of tactics, which I certainly disagree with.

- At this point we don't even have the foggiest clue what basic is going to end up looking like, let alone how in depth or comprehensive any of the modules might be. Your module could be a core size tome for all we know, there's a big player base screaming for tactical combat, so all the more reason/excuse to put more development into it. Not only that, but 4th has a huge amount of player feedback to lean on.
This is true, we don't know. The only words we've seen on the matter though only address the 'tactical' element, and often with a somewhat dismissive tone, so I think the skepticism of the 4e fans is completely justified. They have not indicated to us in any official communication that they "get" the essence of what many of us are after.

Yes, I want tactics to be a part of it, but as this massive derail has outlined, there is a lot more to it than that, and at this point it will have to be a core-sized tome.
 

This is from about 8 pages ago, but:

The difference is that, while wizards have always had a degree of narrative control, now everyone else has it too.

Tide of iron lets the fighter (potentially) maneuver an enemy off the edge of a cliff or something, which is a minor bit of narrative control. There are a ton of better examples; come and get it is probably the quintessential one. It allows the pc fighter to move the enemies up to him- whether he flavors it as a taunt, as pulling the rug out from under the bad guy and jerking him towards the pc, or as the stereotypical "fingers twitch come at me bro" from all the martial arts movies, the pc gets to decide that the bad guys move up to him. This is not something that any version of D&D prior to 4e gave to the fighter.

EDITED TO ADD: Or look at the rogue power Trick Strike: If you hit, for the rest of the encounter, when you hit that enemy you can slide it 1 square. So... how and why does this work? Answer: It's up to the player.

Basically, between paragon path abilities, class powers and feats, the game really gives a lot of narrative control to all the pcs. Earlier versions more or less limited this sort of control to spellcasters.

I've done my bout with "Narrative control" before, and to me (and no one has ever given me a good answer otherwise) "narrative control" is synonymous with "I do what I want regardless of how much sense it makes."

First off, its primary function is to neuter DM control of his game as rule-arbiter (referee) and shielding yourself in the "Almighty Letter of the Rules" to justify never losing, or even the illusion of letting your character be in danger.

Can't use your favorite tripping attack because you're facing an arthropod? BOOM! Rules says I can trip anything!

The bad guys are running away? BOOM! I use my "get over here" power and they all run back; bloody, bruised, and out of arrows, for one more final waacking. How Intelligent was that NPC wizard again?

Didn't put any ranks in diplomacy? BOOM! Skill challenge rules says I can use any other skills. Is the king impressed by my ability to climb the pillars yet?

Oh noes! A rust monster? Relax, it will eat your +3 sword and poop out a +2 weapon instead. Anyone got any old items they don't want? We can recycle them and make your +4 gear stronger.

Erhmahgad! A Raksasha! The epitome of evil! Immune to all but the most powerful spells and magical weapons, but weak against a blessed crossbow bolt. Oh, we don't have any? That's ok. We'll just make it vulnerable to all weapons and spells, but we'll give it like +2 to saves to show how good it is at resisting magic! We wouldn't want anyone not to be able to fight this thing. Ok Bob, magic missile it to death!

We used to call that rules lawyering. Or munchkinism. Now, we call it "Narrative Control".

The logical extension of the battle between player and DM for narrative control ends up with DM, no longer rule arbiter (and increasingly less important as world-builder thanks to WotC's consolidation of fluff to being their cosmology for every setting, their PHB deities killing and eating long established ones, and the character builder slowly destroying any will to homebrew classes, races, or items) the DM becomes one thing: monster-runner. And even that job is becoming a monotonous since monster design has been reduced to a handful of small, meaningless powers and a flurry of ineffectual attacks due to poor monster math and a dread fear monster make kill our pwescious hewos.

Here is a room, there are 5 orcs. Players, have fun slaughtering them because they are a balanced encounter only designed to chip away 20% of your resources before dying. I'm going to go have a sandwich, call me when you're done.

Blech! No thank you. It didn't sell well enough the first time to keep D&D afloat, so I think its time to jettison these player entitlement notions to the dustbin with alignment languages and % strength. Good riddance!
 

[MENTION=7635]Remathilis[/MENTION] - Narrative Control != "Ignore sense and the GM"; in FATE, narrative control is the entirety of the game, and it clearly works there. It has absolutely nothing to do with player entitlement.

EDIT: To expand, narrative control of this sort is a clear way to avoid needing crunch bloat. Want to do something that would make sense for your character, but don't have a rule for it? Find something your character does have access to that's reasonably close, refluff, and run.
 

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