Celebrim
Legend
D&D is a fantasy game system wherein...
0) The most important rule of the D&D game system is that the rules exist to break the rules. The rules as such are never 'complete'. Subsystems in D&D are not built around unified mechanics. Instead, each subsystem describes its own unique resolution mechanics. For example, each spell involves a unique description of its effects. Each monster can have unique abilities that break the normal rules in various ways. Each class can have its own rules subsystems and acquire its own combination of rules breaking powers. Magic items can be likewise unique in their effects, and published modules encourage the creation of locations with unique mechanics. This makes D&D a very rules heavy system built around some simple base mechanics. This works well for two reasons. First, it means that learning to play D&D is usually simple and complexity can be gradually added. Second, it means that the publishers of D&D can extend the crunch of the game with an almost endless array of supplemental material, ensuring the ability to continue to publish profitability long after the market is saturated by the basic rules.
1) Propositions are normally resolved by the roll of a D20; success is indicated by beating a target number. D&D generally considers propositions to be pass/fail and is not generally concerned with degree of success. A fairly large number of modifiers can modify the roll.
2) Most defences are passive and do not have to be declared. Opposed rolls are generally avoided by the system.
3) Combat in the system has low granularity and a moderate degree of abstraction. Individual attacks and parries are not usually modelled in favor of abstracting a potentially lengthy combat sequence down to the few potentially telling blows that occur within it.
4) Character durability is usually fairly high. Combat has low lethality and a fairly high degree of predictability due to the hit point mechanic which allows the character to absorb usually several attacks without having his combat ability degraded. This makes D&D a rather forgiving game, both from the standpoint of a new player and the standpoint of luck. It's not usually expected that any one combat might be lethal. If magical healing is used within the game, the pace of play can be quite high. Because of the hit point mechanic and the low granularity of combat, D&D tends to play out more like a strategic resource management game than a tactical game. The primary purpose of tactics is to ensure minimal consumption of critical limited resources like consumables, hit points, and spells.
5) D&D is generally more concerned with modeling pluasible outcome than specific mechanics, the rules system is moderately generic and can model a fairly wide range of settings, magic levels, technology levels and genera trappings like 'pulp' or 'high fantasy' with only small tweaks to the rules. For example, the 'Vancian' magic system can be used to adequately model virtually any fantasy game where magic is rarely or sparingly used by the protagonists. And because D&D tends to be made up of largely interrelated subsystems, a subsystem like 'Vancian magic' can easily be interchanged with a mana point system or some other system without impacting the rest of the game. This allows a high degree of customibility.
6) D&D is a class based system with fairly low granularity in character generation, favoring strong archetypes and balanced play over full customization. Character progression is in the form of levels which add fixed bonuses to the character. Levels are purchased using XP. Because the primary proposition mechanic is linear and because of the ablative hit point mechanic, D&D allows for a 'dope to demigod' power progression within the same rules system while still maintaining comparably high balance.
7) Character starting ability scores have a much smaller impact than levels. Ability scores typically provide only one modifier to a proposition role out of many possible. D&D typically uses a fairly small standard array of six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) which is small enough to be manageable, while still being large enough to provide for quirkiness in the character's ability (ei strong but clumsy, clever but socially inept, smart but clueless, etc.).
I would propose that the designers of 4e disparaged many of the traits that define D&D. Much like the designers of 2e they thought that either everyone was playing or wanted to play the same game, or else that they ought to prefer the game that they wanted people to play to the one they were playing. The same sense of 'if you aren't playing the game this way it's badwrong fun' that showed up in the 2e core rule books, showed up in the blog posts by the designers in the run up to 4e. They acted like everyone was playing the same game and had the same problems with the existing rules set. They failed to recognize that the same attribute is often both a weakness and a strength. For example, they failed to realize that D&D's diverse sprawling rules set that provokes rules bloat is not only part of the games attraction, but also that there are reasonable reasons for wanting a diverse set of unconnected rule handling special cases. The people that enjoy that are not just suffering from nostalgia or blindness.
0) The most important rule of the D&D game system is that the rules exist to break the rules. The rules as such are never 'complete'. Subsystems in D&D are not built around unified mechanics. Instead, each subsystem describes its own unique resolution mechanics. For example, each spell involves a unique description of its effects. Each monster can have unique abilities that break the normal rules in various ways. Each class can have its own rules subsystems and acquire its own combination of rules breaking powers. Magic items can be likewise unique in their effects, and published modules encourage the creation of locations with unique mechanics. This makes D&D a very rules heavy system built around some simple base mechanics. This works well for two reasons. First, it means that learning to play D&D is usually simple and complexity can be gradually added. Second, it means that the publishers of D&D can extend the crunch of the game with an almost endless array of supplemental material, ensuring the ability to continue to publish profitability long after the market is saturated by the basic rules.
1) Propositions are normally resolved by the roll of a D20; success is indicated by beating a target number. D&D generally considers propositions to be pass/fail and is not generally concerned with degree of success. A fairly large number of modifiers can modify the roll.
2) Most defences are passive and do not have to be declared. Opposed rolls are generally avoided by the system.
3) Combat in the system has low granularity and a moderate degree of abstraction. Individual attacks and parries are not usually modelled in favor of abstracting a potentially lengthy combat sequence down to the few potentially telling blows that occur within it.
4) Character durability is usually fairly high. Combat has low lethality and a fairly high degree of predictability due to the hit point mechanic which allows the character to absorb usually several attacks without having his combat ability degraded. This makes D&D a rather forgiving game, both from the standpoint of a new player and the standpoint of luck. It's not usually expected that any one combat might be lethal. If magical healing is used within the game, the pace of play can be quite high. Because of the hit point mechanic and the low granularity of combat, D&D tends to play out more like a strategic resource management game than a tactical game. The primary purpose of tactics is to ensure minimal consumption of critical limited resources like consumables, hit points, and spells.
5) D&D is generally more concerned with modeling pluasible outcome than specific mechanics, the rules system is moderately generic and can model a fairly wide range of settings, magic levels, technology levels and genera trappings like 'pulp' or 'high fantasy' with only small tweaks to the rules. For example, the 'Vancian' magic system can be used to adequately model virtually any fantasy game where magic is rarely or sparingly used by the protagonists. And because D&D tends to be made up of largely interrelated subsystems, a subsystem like 'Vancian magic' can easily be interchanged with a mana point system or some other system without impacting the rest of the game. This allows a high degree of customibility.
6) D&D is a class based system with fairly low granularity in character generation, favoring strong archetypes and balanced play over full customization. Character progression is in the form of levels which add fixed bonuses to the character. Levels are purchased using XP. Because the primary proposition mechanic is linear and because of the ablative hit point mechanic, D&D allows for a 'dope to demigod' power progression within the same rules system while still maintaining comparably high balance.
7) Character starting ability scores have a much smaller impact than levels. Ability scores typically provide only one modifier to a proposition role out of many possible. D&D typically uses a fairly small standard array of six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) which is small enough to be manageable, while still being large enough to provide for quirkiness in the character's ability (ei strong but clumsy, clever but socially inept, smart but clueless, etc.).
I would propose that the designers of 4e disparaged many of the traits that define D&D. Much like the designers of 2e they thought that either everyone was playing or wanted to play the same game, or else that they ought to prefer the game that they wanted people to play to the one they were playing. The same sense of 'if you aren't playing the game this way it's badwrong fun' that showed up in the 2e core rule books, showed up in the blog posts by the designers in the run up to 4e. They acted like everyone was playing the same game and had the same problems with the existing rules set. They failed to recognize that the same attribute is often both a weakness and a strength. For example, they failed to realize that D&D's diverse sprawling rules set that provokes rules bloat is not only part of the games attraction, but also that there are reasonable reasons for wanting a diverse set of unconnected rule handling special cases. The people that enjoy that are not just suffering from nostalgia or blindness.