New Legends & Lore

It's an interesting article, and it's nice to read some of Mearls' thoughts on the subject, given his current role. The complexity issue is one that I have spent entirely too much time thinking about.

First off, I would like to define a few terms as to how I will be using them:

An archetype is a character that recurs in myths and stories and has become a part of the collective consciousness. By definition, an archetype would be defined only in very broad strokes. Some archtypes are truly cross-cultural, while others are limited to specific cultures or genres. The heroic knight, the wise old wizard, the grizzled veteran, the naive farmboy who will become a hero, the wisecracking rogue, the trickster, the fallen hero -- these are all archetypal characters which have appeared time and again in film, myth, and literature.

A character concept includes the character's role in the world, where he or she came from, and his or her primary motivations in life. It's more about who the character is than what the character can do. This isn't about writing a page of backstory, but one or two sentences that can be read to the other players to help them imagine who this character is. The grizzled veteran who was a scout in the king's army during a decade-long war, but found that he had no place in society once the war was over and turned to selling his blade to the highest bidder. The spoiled noble who dabbled in magic while growing up lost his family fortune and joined up with a group of mercenaries in order to support his extravagant lifestyle, even though he considers them to be lowly physical laborers.

The build refers to character options that you may choose in order to customize and specialize your character. This focuses almost entirely on what your character can do and can become a game-within-the-game, as many options will work best when combined with other options. The build could be a means of supporting and fleshing out the character concept, or it could be the focus of character creation entirely.

Where we came from

OD&D, B/X, BECMI, and AD&D draw very clear inspiration from classic literary and mythological archtypes, as well as archetypes emerging from fantasy literature published in the mid 20th century. If you wanted to play a knight, an archer, a barbarian warrior, or a mercenary captain, then you created a fighter. Other than how you chose to arrange your ability scores, a knight would differ from an archer by how you portrayed him.

Build options were pretty much non-existent in the earliest versions of D&D. AD&D 2nd Edition was where the build started to take hold in the core game; the Player's Handbook included weapon specialization, non-weapon proficiencies, cleric spheres, wizard school specializations, and discretionary points for thieves and bards to spend on abilities. The PHBR series began adding more options very quickly. I find it interesting to note that the earlier PHBR books featured kits that were still rather concept-driven and archetypal in nature: the peasant hero, the noble warrior, the gladiator, the witch, or the swashbuckler. Later books in the series started adding kits that seemed based around abilities rather than concepts. And I don't think I have much to say about the role of the build in 3rd and 4th Edition D&D that isn't immediately obvious.

I make no secret that I favor concept-driven character creation as opposed to build-driven character creation. Support for a wide range of character concepts is important, but I'm not that concerned about the ability for a player to create anything that he can imagine as, frankly, many of those ideas are just plain dumb. Archetypes are very useful for RPGs, as they allow someone unfamiliar with the subject matter to jump in much more easily and they faciliate communication. Many longtime gamers will write off the classic archetypes as boring, but I feel that D&D is at its best when it is rooted in strong archetypes.

Where we are going

The game's focus on the build seems to be a major point of contention for many, and perhaps this is the natural conceptual point for a Basic/Advanced D&D split. The Basic D&D game would present character classes that represent classic fantasy archetypes and a limited number of options to customize those classes. Character creation would be entirely concept-driven; this is probably a more natural approach for new players. The Advanced D&D game would open up character creation; if a player's spark of inspiration for a character really does come from a desire to play a dwarf-tiefling crossbreed who fights with a dagger strapped to his tail and a quadruple-bladed sword wielded in one hand, while casting web spells through his enchanted nosering*, then the system would support that sort of mechanics-first design.
*Just plain dumb Exhibit A.

The Basic D&D game would be very judicious with its use of temporary hit points, "until the end/beginning of somebody's next turn" effects, conditions that require tracking (marks, quarries, curses, etc), and triggered actions. Mearls' article focused entirely on the complexity of character generation, but there are a host of in-play complexities that players of fighters generally didn't have to deal with in earlier editions. In my experience, a player who wants to play an Essentials-style slayer also doesn't want to have to track temporary hit points as separate from regular hit points, remember which one-round buffing effects apply on this turn, or deal with triggered actions apart from "if he moves away from me, I get to hit him." Keep the interactions between the different moving parts of the system fairly straightforward. No chains of triggered actions. Limit the one-round effects to daily or encounter powers only. Reduce the focus on tactical positioning.

The Advanced D&D game would use the same core rules as the Basic game, but include many more character options. These character options could also be more complex in terms of how many pieces of the system need to interact with each other. Fully embrace the tactical nature of combat. Character classes can be more flexible, with the versions in the Basic game an example of what can be "built."

The hypothetical Basic D&D isn't just for new players. It's also for players who simply don't want to deal with a large number of rules, character sheets that look like tax forms, characters that take an hour to create unless you use a computer, a complex tactical battlegrid, battlefield effects that change on a round-to-round basis, or a dozen options to consider ever turn in combat. These players aren't dumb; some are more focused on story and character interaction and others are casual players who enjoy the social aspects of playing. OD&D through AD&D 2e (core) were reasonably accessible for these players. 3e and 4e have a much greater focus on tactical combat and build options, and this focus is an obstacle for many.
 

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Now that being said... I do think what you want to accomplish IS possible, even with the game currently as is. And it can be accomplished simply by having the Dungeon Master build your character for you.

I did this a 4e game that I ran in early 2010 (ran 2 sessions), and again for one that I started last November (ran 3 sessions). In both cases, I had one player who owned any 4e books (not the same player), so in order to have any time at the table to actually play the game, I ended up making characters for everyone else based on a few short "what do you want to be" questions.

I ended up spending more time making & revising characters than I did preparing an adventure. It's a lot of extra work for the DM; at a certain point I wondered if it might be easier to just play the game by myself. :p
 

I would be strongly against making characters for players. It is hard enough to remember everything on a sheet that one has created themselves.
 

Klaus said:
I voted for the preference of character customization. If every fighter is equal, you'd have no incentive to play the class again. In 4e, for instance, you can play two Fighters side-by-side and they feel entirely different.

To get under the skin of the value of simplicity here (and why the choice between "simple or options" is a false choice):

"Every fighter works the same" is a problem when you only have one Fighter. When there's no other option.

"Every fighter works the same" is a lot less of a problem when you have 12 different things that could be called "fighters."

Barbarians. Swordmages. Rogues. Warlords. Monks. Paladins. Rangers.

Furthermore: Tempests. Knights. Slayers.

The more classes you have (and I'd argue that each 4e build is largely functionally the same as a class), the less variety within a class you need, since if you want to play a different sort of fighter, you can just pick up a different class, and if you want to blend styles, you can multiclass (which is also easier when there's lots of classes).

If you have a lot of different "classes," it frees up each class you have to do something specific, and do it well.

This means you can customize outside of a class. You're less concerned with being a different-looking fighter, and more concerned with your particular character's abilities and experiences. It's very likely, because of the large number of classes, that you will have no problem looking different from other fighters, without having to have fighters themselves have a lot of internal options.
 

To get under the skin of the value of simplicity here (and why the choice between "simple or options" is a false choice):

"Every fighter works the same" is a problem when you only have one Fighter. When there's no other option.

"Every fighter works the same" is a lot less of a problem when you have 12 different things that could be called "fighters."

Barbarians. Swordmages. Rogues. Warlords. Monks. Paladins. Rangers.

Furthermore: Tempests. Knights. Slayers.

The more classes you have (and I'd argue that each 4e build is largely functionally the same as a class), the less variety within a class you need, since if you want to play a different sort of fighter, you can just pick up a different class, and if you want to blend styles, you can multiclass (which is also easier when there's lots of classes).

If you have a lot of different "classes," it frees up each class you have to do something specific, and do it well.

This means you can customize outside of a class. You're less concerned with being a different-looking fighter, and more concerned with your particular character's abilities and experiences. It's very likely, because of the large number of classes, that you will have no problem looking different from other fighters, without having to have fighters themselves have a lot of internal options.
I think the 4e approach of builds is a good compromise. Otherwise you end up like Rolemaster, with a bajillion classes that have almost zero customization.

I love that I can build a dwarf knight with plate, hammer and shield or an eladrin knight with hide armor and spear. In fact, the Essentials fighters + Melee Training is one of my favorite things ever. With one feat you can alter a class to fit a lot of concepts (swashbuckler? Charisma! juggernaut? Constitution!).
 

Klaus said:
I think the 4e approach of builds is a good compromise. Otherwise you end up like Rolemaster, with a bajillion classes that have almost zero customization.

I love that I can build a dwarf knight with plate, hammer and shield or an eladrin knight with hide armor and spear. In fact, the Essentials fighters + Melee Training is one of my favorite things ever. With one feat you can alter a class to fit a lot of concepts (swashbuckler? Charisma! juggernaut? Constitution!).

I agree, builds hit a sweet spot. In fact, I think some 4e classes should be builds. ;)

And your second paragraph points at another thing: options don't have to mean additional layers of complexity and decision points. Melee Training is a single feat that makes every slayer (one of the simplest 4e classes so far!) dramatically different.

I think a big takeaway is just that the decisions you make should be significant.

Which is something I think 4e could stand to learn a little more in terms of actual play, too! :)
 

Talking about starting a character is one thing.

Talk about advancing that character at various levels is completely another.

and on a sidenote, bashing Rolemaster? One of the first games where you could take skills you weren't specialized in? So not cool! :hmm:
 

Classes should be managed more like "colors" in Magic.

4E powers should be managed more like Magic's mechanics.

Feats are bad additions to the game because they steal design space from classes and powers and make the game harder to create and play with not enough upside.

Skills are borderline bad since they steal design space from the heart of the game and confuse the elegant core mechanic.

Mearls deliberately over-complicates the 4E fighter creation, under-complicates the 1st edition AD&D fighter creation (too bad there's no way to adjust for game rules knowledge inflation), and manipulates the poll to make his point that "4E is the most complicated rules ever and therefore too complicated" in order to move forward whatever personal design he has for the game. Convenient to this is no one who created 4E works at WotC anymore.
 
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All I really need from the game is the ability to make my sword & board fighter play different from my two-hander fighter. If I have those kinds of options, and they don't slow the game down, it's good.
 

Hmm...I smell 5E in the works. These last two articles by Mearls definitely seem to be both fishing for feedback but also laying out some basic design considerations, with a kind of leading bottom line.

Incidentally, if these columns are a sounding board for ideas heading towards 5e, then there's another question I would like WotC to revisit:

At what level should PCs become superhuman?

See, while the likes of Conan, Aragorn or Han Solo were all clearly "a cut above", and capable of amazing things, I never really got the impression that any of them were actually superhuman.

However, D&D PCs very clearly are: the current real-world record for the long jump is just under 30 feet (6 squares). Since this is the best that has ever been achieved in competition, it's not unreasonable to assume that this is the equivalent of a '20' on the die.

But that result can be achieved (or bettered) by 1st level PCs in 3.0e, 3.5e and 4e. (Assuming a human character, optimised for jumping, but not using any magical means.)

3.0e: DC is 35, but reduces to 29 with the Run feat. Str 18 gives +4, 4 ranks gives +4, Skill Focus gives +2, for a total of +10.

3.5e: DC is 30. Str 18 gives +4, 4 ranks gives +4, Run feat gives +4, Skill Focus feat gives +3, for a total of +15. (By 3rd level, a 3.5e character can achieve DC 30 while "taking 10"! - add 2 more ranks, the Athletic feat, and a +2 synergy from Tumble. Hell, in 3.5e, a 1st level commoner with 10 Str can almost reach that world-record performance!)

4e: DC is 30. Str 20 gives +5, Training in Athletics gives +5. (Caveat: I'm no expert in 4e, so this one may be wrong. Even if the Str 20 is wrong, I would expect there's a Skill Focus feat or similar that can add to the result?)

Now, I know that this is just one example (and a rather extreme one), and I know that D&D isn't, and doesn't try to be, a simulation of reality. But when PCs start at superhuman levels, and rapidly gain from there, it really doesn't 'feel' right.

IMO, of course.
 

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