Thomas Shey
Legend
Oddly enough, that bothers me a lot less than a lot of rules artifacts; with a winged creature, its easy rationale "tripping" as "tangling up their wing". Its much odder if you have something that flies purely by levitation.
What I would point out is, IF the agenda for 5e really WAS simulationist in any sense, WRT fighters at least, then that IS how they would be handled! Heck, it isn't even that hard, really. In fact 4e has a difficulty with it in that battle maps can only get so big and really mythical fighter action threatens to need far more scale. 5e, luckily for it, eschews maps and such, so basically this is less of an issue. I mean, try it, start describing PC physical capabilities as being more and more 'gonzo' with level. I'm sure it will work fine, albeit the details of encounters and environments might need to be changed here and there. I mean, sure, it will be less REALISTIC, as in like the real world, at high levels, but it will be more CONSISTENT and if what is meant by @Oofta et al is what they all claim then it will be a BETTER SIMULATION of the magical world (yes, my head asploded when I said that).And Micah Sweet accusation of threadcrapping?
The lead post was about Simulation - How and Why? That is 100 % what the Ancient Wyrm vs Fighter conversation is about!
One of the primary tenets of 5e design was that they were going to start with the fiction of D&D and build mechanics through natural language that hews to that. This might have been the very first designer goal we saw out of Mearls, Crawford et al.
The issue I’ve been angling at is that the problem that D&D has and needs to resolve (see Simulation - How and Why?) is that one of its two staple classes (Fighter and Wizard) fights monsters (even lower tier ones like Trolls, Ogres, Giant/Ethereal Spiders, Displacer Beasts, Wyverns) where the fiction requires superhuman athletic prowess to merely survive sparring with let alone actually slaying the creature! But then this superhuman athletic prowess inexplicably disappears outside of the fiction of combat!
That is not Fiction First design (as was intended)! That’s Fiction Never!
And then people point to the Mechanics (Mechanics First) as their cue for the fiction! This was not the design intent of the 5e designers! Things have become inverted.
See @Ovinomancer example of DW for how Fiction First design and play resolves.
Where is this strawman you’re accusing me of? What argument have I distorted or misrepresented? And why are you leading with that (inexplicable) accusation rather than addressing the receipts (which you fail to address)?
Here is a tutorial on how strawmanning works (feel free to reference it in the future):
Person 1: Subset of thing x (D&D Ancient Wyrms) is inspired by thing y (Smaug) from thing z (The Hobbit).
Person 2: All of thing x (D&D) isn’t thing z (The Hobbit).
That format is a strawman.
Can we get back to those receipts that you didn’t address (which was the point of my post)?
Late AD&D w/ FR Greybox > Master Set > Immortals Set > 2e > 3e > 4e.
29 years minimum of Ancient Wyrms of calamitous size in the fiction of D&D. If you need exact sizes, you can find actual metrics for everything listed in 2e, 3e and 4e with lengths of 88 - 150 ft, wingspans of 150 ft, weights from 165000 lbs to 1.28 million lbs (again, already referenced…3 times now).
And to get back to the thrust of the post (and the point of engagement with the thread), how do we resolve the discontinuities of Fighter athletic prowess in combat and out of combat (Simulation - How and Why?)?
My proposal for actual Fiction First design and play (Simulation - How and Why?)? Make them more physically capable than they presently are and make that scale through the levels such that Epic Tier (where they’re clashing with Ancient Wyrms) sees superheroic Fighters.
Discontinuities resolved.
And much easier to GM (framing endgame obstacles and resolving action declarations - setting DCs and saying “yes” or “no” to action declarations - becomes more intuitive and easier with an established and functional baseline).
It was generally held by most 4e players/GMs, though not stated anywhere in the rules nor even implied, that the mechanics 'just work as stated' and its up to the GM (usually) to decide on what, if any, fictional situation arises. So, like with the Flail Snail the consensus would be to simply say it gets the prone condition, which then does its standard mechanical 'stuff'. Maybe the snail is tipped over, maybe it is just unable to get its bearings until it spends a move action to reorient. As I say though, the actual game text never demands this, and it would seem that it is perfectly 'legal' for the GM to simply say "nope, the thing cannot be prone!" (and a stat block can say this, wny not). Either way works, though the former way tends to avoid some issues. This of course was a point that was flailed on by a quite a few waves of 'traditionalists'.This came up in our game one time when a player wanted to trip a flail snail. I ruled that the snail couldn’t be tripped because its center of gravity is too low. The player went with a different approach.
To me this indicates that there is a simulation and it’s running in the DMs head. After all we’re the ones who have to make the constant adjudications and we turn to the rules to assist in that where they can. But first the simulator has to determine that the result is uncertain.
What about the 'death spiral' sort of issue? Is this really going to be fun enough if you actually push to use it?Me too. I want spellcasters, for example, to struggle to maintain concentration as they‘re under attack. Fail your concentration save? You can take a level of exhaustion to keep it up. Of course eventually it’ll kill you. Exhaustion should be an option to let PCs push their performance for a special outcome
Different thing -- not really arguing one is more real that the other, hitpoints fixed is as made up as hitpoints unfixed, but rather what agreed and understood constraints are on that ability to make things up. So, yeah, just as arbitrary from the point of view of making it up, but not the end of the possible story as far as the game is concerned. I'd say changing monster hitpoints would certainly be against the OP definition of simulation, but could well be within a genre or trope simulation.Agreed, but when I said I adjusted HP during a combat in another thread it didn’t go down well.
I'm not sure who "we" is in this sentence. There are lots of RPGs that are very complex and detailed and still get played. There are RPGs lighter in rules than 5e, but much, much tighter as well. I don't think the drive for RPGs is to rely on the GM handling all of the simulation. In 5e, certainly, that's the role of the GM. But it's not at all the role of the GM is, say, Stonetop, or Blades in the Dark. Constraint can often be a boon to creativity.We play this game instead of computer RPGs precisely because it’s run in our brains and not in some prescribed, and thus heavy (and necessarily constrained), simulator ruleset. The few times the designers try to prescribe an actual simulation mechanic (such as falling damage) it’s a pretty poor analog.
I think it's not great as an uncertainty resolution engine. The core loop of play presented isn't really that, because the only uncertainty that matters is that of the GM. If the GM isn't uncertain, no amount of player uncertainty matters. I'm still not willing to concede that GMs as creator and curator of the fiction is the best way. It's a way, there are others, and they're different in ways that make any such claim difficult outside of personal preference.What we have in D&D is mostly an uncertainty resolution engine, which is great because that’s any easy thing for all players to agree on and there are simple things to earn that boost your chances of succeeding.
That's... well, it's not anything close to a No True Scotsman. For that to occur, you have to have a class of things, and then point at a thing that absolutely should belong in that class and say it doesn't because it's fails some purity test that's not really a descriptor of the class. The titular example is of a Scotsman not wearing a kilt being No True Scotsman. Of course he's a Scotsman -- wearing a kilt is not the definitional determiner of being a Scotsman. And that is utter lacking in any form in the post you just accused of being a No True Scotsman fallacy.It is unfortunate that you have chosen to engage in this no true Scotsman exercise. I have already addressed the specialisation and granularity issue, and of course someone evaluates the conditions, the GM when they decide the DC. Deciding DCs based on railroady purposes like you suggest is not what the game advices the GM to do. But yes, if they did that, then that certainly would seriously harm the validity of the simulation.
But I repeat my question: tell us what you think is required for mechanic to be a simulation and give us some examples of such mechanics.
Well, I have no idea where the Scottsmen came from in all this, lol. I think the game surely doesn't give you any OTHER criteria to use EXCEPT railroady ones.It is unfortunate that you have chosen to engage in this no true Scotsman exercise. I have already addressed the specialisation and granularity issue, and of course someone evaluates the conditions, the GM when they decide the DC. Deciding DCs based on railroady purposes like you suggest is not what the game advices the GM to do. But yes, if they did that, then that certainly would seriously harm the validity of the simulation.
But I repeat my question: tell us what you think is required for mechanic to be a simulation and give us some examples of such mechanics.
I'd point out that you're the one claiming that these are simulations. It's rather on you to show that these are actually simulations and not just making claims that you cannot back up./snip
But I repeat my question: tell us what you think is required for mechanic to be a simulation and give us some examples of such mechanics.
For me, a simulation of climbing would at a minimum rank climbers, and then rank gradients/climbs, and then we'd know who can do which ones.if you don't think this is simulation, (and same question for everyone really) what you think would be simulation then?
I don't think that you can show that D&D is a simulation by showing that its rules produce results that are consistent with its rules!There's no reason to believe a D&D dragon would not be easily killed with modern military equipment. In fact, we have stats for a rifle in the DMG, a single bullet from a rifle causes 2d8 damage. Given a platoon of soldiers with fully automatic weapons, and it would not take that long to take out the dragon based on the rules of the game which informs us what dragons are in D&D.
But what does this mean? Upthread, it was suggested that a simulation means the rules dictate an outcome without regard to what would be the most fun or the best story. But action movie logic is entirely about fun and story! So here you seem to be mixing oil and water.I fully accept that D&D is simulating action movie logic.
If I were to do the heist scene in D&D, I would be giving people opportunities to learn what things they would need and how they would prepare. I might even just tell that their PC would know they need X based on knowledge gathered. For me that would be more simulationist.
The simulation here seems to consist in the GM narrating fiction to the players. What is that simulating? Not the PCs' cognitive processes, presumably!I will tell people things if I think their PC would know them.
This is a point I have made many times!I hear the term "quantum equipment" often on this topic. But that's not what it is, really. It's just a matter of WHEN a fictional element is established. In the fictional world, of course you had the Holy Hand Grenade all along. How did you know to bring it? Well the dice will help us determine that, but there must be a reason because there it is.
Compare this to the process of a Knowledge check of some sort in D&D. The DM introduces some new element....the Rabbit of Caerbannog. The player of the Ranger says "Do I know anything about that?" and the DM calls for a roll. Success! He knows about it's big pointy teeth and its meanstreak that's a mile wide.
When did he learn this? Just then in that scene? Of course not. He learned it earlier in his life as a ranger, and we as the audience just learned of that.
Is this different than the gear? Do you think of this as a simulation or something else? Are we simulating the learning of esoteric information in any way? Is this not "quantum knowledge"?