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mearls said:Keeping Modifiers Hidden
It's really hot in Seattle. Actually, in absolute terms it isn't that hot. I'm sure back in New England this would be rather average, but for us soft, Eloi-esque northwesterners, this is daunting stuff.
Anyway, the heat made me think of something RPG related. It's hot out, and I know that because of this I'm not operating at full capacity. I move a little slower, I'm more likely to just sit still, and painting miniatures is right out. The heat saps the patience I need to do that.
Of course, this prompts a thought about D&D. In the rust monster re-develop, several people commented that it's a real pain to keep track of modifiers. What if the DM did all that work? The players don't know the exact modifiers they face if those modifiers apply to all actions.
For example, the PCs are aboard a ship fighting a giant octopus. The octopus shakes the ship each round, causing unsteady footing and a -2 penalty to all attacks and checks. It doesn't matter what sort of attack or skill action the PCs take, they face the modifier. In this case, why bother burdening the player?
Even better, if a DM sees that the player fails because of the modifier, he can throw in a descriptive element to help describe what just happened.
The key is that these "secret" modifiers must be pervasive. If I take a penalty for ranged attacks but not melee ones, the player should at least know the modifier or have some sense of it. You don't want people making decisions and never realizing that they're taking penalties for them. OTOH, if you use description to give some cues, maybe that can work fine.
I have this intuitive sense that this might speed up play. It lets the players focus on what they can do to modify a roll ("Don't forget my bless spell!") while the DM takes care of monster and environment stuff.
I really do not mean to pick on Mike. I actually think he is a great guy, but some of his recent ideas have really caused me to twitch. As I was one of the people who complained about modifiers in the RM thread, then I figured I would say something about this latest idea. (Note: We'd love to see you in the New design Philosophy thread, Mike.)
I think this is an utterly horrible idea. As a DM, I cannot keep track of the mods in combat now. I usually just forget about them. In fact, players usually have to remind me if a particular monster has taken a penalty due to their actions.
3e is sick with mods. They are nearly impossible to keep track of at any given time. Everything seems reduced to a +/- mod. Feats, spells, items....they all grant mods that may or may not work at any given time.
And conditional mods are the devil. Period.
Heck, I am surprised that no one has decided to redesign the anti-magic spell. A rust monster only eats a sword. You can get a new sword. An anti-magic zone requires about an hour out-of-game to redesign the entire character.
Mods suck. They suck for the players and they suck for the DMs. I truly miss the days when every effect did not require an advanced degree in modifier theory. And, until we become cyborgs, or computers are cheap and small enough to be of real use at the table, then a game with heavy mods is just going to suck.
Have the complaints about the complexity of high level play fallen of deaf ears? It's the mods, dude, that make it utterly unfun to play.
Please, Mike, let us discuss.