D&D General [rant]The conservatism of D&D fans is exhausting.

And? An 8th level fighter is able to beat Orcs because they're a good fighter. And they're a good fighter because they're a good fighter.
No. They're a good fighter because they've earned experience, gotten better gear, and gained better abilities, including more hit points, damage output and accuracy.

There actually are reasons that an 8th level fighter is a good fighter. Rather unlike, "He's able to make reasonable conjectures because he's able to make reasonable conjectures."
No player of a fighter has to specify, in play, all the moves they make; has to factor in descriptions of what the Orc is doing, and respond to it.
Those are in the rules. Second wind, action surge and so on. And yes they do have to specify the moves that they make. If they don't specify that they are using action surge, second wind or whatever other ability their 8th level fighter wants to use, those don't happen.
 

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that the character decision space and the player decision space diverge here is a fact.
There is no divergence.

The character wants to read the runes, having conjectured that they may reveal a way out, and hoping that they do. The player wants to read the runes, hoping that they will reveal a way out, and knowing that there is a chance - based on the resolution of their declared action - that they will.

The player has knowledge that the character doesn't: namely, that this is a fiction being authored. That's the same in all RPGing: it's not unique to this case.

What is not the same is the causality. Why you keep ignoring this?
When did I ignore it. I posted about it 6 weeks ago, so well before you joined the thread:
To me, it seems that the real issue is this:

@AlViking and @Maxperson are affirming some restricted version of the following principle: Counterfactual statements about the real world, and counterfactual statements about the fiction, should tightly correlate with one another.

That is why they insist that what would the GM have narrated, had the roll succeeds must correlate tightly with the way causation is working in the fiction. This then leads to an idea that the purpose of the dice roll and the associated decision-making about resolution is to directly model the causal process that is taking place in the fiction.

The RPG that I know that comes closest to an unrestricted version of the above principle is RuneQuest. There are two reasons that I say that @AlViking and @Maxperson are affirming a restricted version of the principle:

(1) There are big chunks of D&D's mechanics, including its surprise mechanics (as per my post not too far upthread), its stop-motion combat resolution (as per a post of mine further upthread), and other stuff too (eg at least some aspects of saving throws and hit points) that don't conform to the principle. It's that failure of conformity to the principle that explains why all the classic simulationist FRPGs that were designed in reaction to D&D (RQ, RM, etc) don't use these resolution mechanics, or at least try to minimise them to a great degree.

(2) They don't adhere to the principle in cases like the farrier you've been discussing with @Maxperson
I've also repeatedly posted passages from, and links to, an essay from over 20 years ago that talks about the role of causation in simulationist, including "process simulationist" (or as the essay calls it, "purist for system") play. But no one has agreed with me on any of this, because they don't like the author and hence insist he must be wrong, even though they seem to be largely reiterating his points.

As the self-quote points out, there are lots of parts of D&D's core mechanics that depart from the tight correlation principle. Those are all the bits that serious process-sim RPGs depart from, to greater or lesser degrees. There are also a lot of pretty typical GMing practices that depart from the principle too (including narration of climbing checks that introduce things like sharp edges, crumbling rocks etc). This is why, as I've posted, Sorensen's principles in the New Simulationism manifesto are so demanding.

In fiction it does not matter if the treasure hunter examines the runes first and it does not matter that they hope for different things than the arcanist. In the fiction the examination will not cause the runes to be anything. However by the rules they have 10% chance to get the treasure location and 90% get bad stuff, and now the runes are "fixed", so the arcanist who would have had 75% to chance for the runes be the map and only 25% chance for them to be bad stuff cannot examine them again.
In the fiction, the runes could have been X or Y. But once the GM rolls on the "random runes" table, they are "locked in" as X rather than Y. And now someone else can't prompt a re-roll on the table.

All this shows is that, in a game, if one person makes a move, that shapes the "play space" in ways that affect future moves by that participant and other participants. Which is pretty standard for a game.

I do not know how the people in your game react to this. Do they have meta discussions about what to do, or do they just play their characters and have them take actions that are sensible in the fiction but disadvantageous by the rules?
This comes back to the point of play. Most of the time, when I am playing a RPG or GMing a RPG, the players are not trying to beat a scenario that the GM has authored and presented to them. Or to overcome obstacles set by the GM in the way of getting to some "finish line".

Typically, the players are playing the game to have their PCs do things and to find out what happens to their PCs.

Here, again, is an example of play from Torchbearer 2e:
Telemere then decided there must be some other secret room or cache, and tested his Beginner's Luck Stonemason to find it. Golin - whose Creed is that Elves are lost in dreams, and need grounding in reality - declined to help him; but Fea-bella - whose Creed is that These are dark times, so all Elves need help! - decided to help, even though she thought it was hopeless.

The test failed, and so Telemere found nothing. Rather, Golin - watching from atop the shrine - saw a vessel sailing down the river towards them. He recognised it as a pirate river galley, especially when it ran up the Jolly Roger!
The impression that I get from your post is that, when you read this, what you see is (i) Telemere's player creating risk by declaring an action that is unlikely to succeed, and (ii) Golin's player compounding that risk by not helping with the check. "Disadvantageous by the rules".

But it is not "disadvantageous" to declare actions in TB2e. If players didn't declare actions for their PCs, everyone would just be sitting at the table silently. Given that the whole reason for playing is to find out what these characters are going to do and what will happen to them, declaring actions is the core of play.

To me, you seem to be assuming that play will look - in its structure - like a D&D dungeon of 45 to 50 years ago: there is a pre-authored set of latent situations (the dungeon rooms, or the GM's notes about the obstacles in the way of <this goal>, or whatever) and the players' job is to (i) identify those latent situations, and (ii) defuse/defeat/overcome them as efficiently as possible.

But I very rarely play or GM RPGs that have that structure. The situations are not predominantly pre-authored. In MHRP or BW they are not pre-authored at all. In TB2e some are, but the rules for "twists" mean that many are not. And there is no pathway for players to "win" the game by minimising their action declarations, their engagement with situations, etc. Engaging with situations is the play of the game.
 


"Justified by the fiction" here just seems to mean "authored by the GM" or "following more-or-less directly from something authored by the GM".
Your point? I've established fiction, most of it known by the players or on my wiki. Most narrative games I've looked into let players introduce history and lore that they could reasonably know, that everyone can build off of. I would be okay with that, even if it's not my style.

But making a declaration about something as immediately helpful as getting out of a dungeon changes the narrative, changes the current state of the fiction. It's a get out of jail free card that gets added, something I wouldn't do as a GM either.
 

It's circular reasoning. The evidence is there because it's assumed that evidence is there. Why else would a Cunning Expert make the conjecture?
How does you thief climb to the top of the wall? Or your fighter beat the Orc? All you can point to is that they are skilled thief or a skill climber. You don't actually know what they did to succeed.

No. They're a good fighter because they've earned experience, gotten better gear, and gained better abilities, including more hit points, damage output and accuracy.
But all "more hit points, damage output and accuracy" means is that they are, mechanically, a better fighter.

There actually are reasons that an 8th level fighter is a good fighter.
Those reasons being that they are a better fighter! (ie that the game gives them good fighting stats)

My game gives the PC good rune-intuiting stats, like Cunning Expert.
 

Your point?
That your complaint, as best I can tell, is simply that the player rather than the GM established some fiction.

But making a declaration about something as immediately helpful as getting out of a dungeon changes the narrative, changes the current state of the fiction. It's a get out of jail free card
How is it free? And what is your objection to players doing helpful things, by declaring actions for their PCs?_

(Also, the PC didn't leave the dungeon. As I've already posted, the PCs - having got their bearings - descended deeper into the depths of the dungeon, and this particular PC robbed the Dark Elves of their gold.)
 

the way that perception checks are handled is usually like this. The things which cause the perception to go well or poorly occur before the roll, thus producing the effect required. This is rarely, if ever, commented upon as being any kind of problem, and I'm still really not sure why. Retrocausally concluding that the character must have been distracted by something because they didn't observe well doesn't look any less problematic by these lights than retrocausally concluding that the runes did in fact say something like what a well-trained expert would expect them to say, or to at least contain useful information that the expert was hoping to find.
I made this same point upthread, in relation to Perception checks and surprise mechanics.

The reason it doesn't get commented on is the same as the reason that no one objects to "retro-causally" narrating sharp rocks, crumbling rocks, poorly-tied knots, etc. It's because the GM is doing it and not the player.
 

If a rune expert was conjecturing that runes on a dungeon wall were directions out, I'd ask for his expert credentials back. Dungeon creators don't have any reason to write those kinds of runes in the walls. Dungeon visitors who were actually trying to be helpful would scrawl something readable to more than some obscure rune expert.
Don't they? Then how do you explain Tomb of Horrors?

Or if you want something more grounded: why wouldn't (say) a burial chamber have runes that indicate it is (or at least once was) a burial chamber, which would permit an expert to identify it as a burial chamber, thus enabling the expert to use their knowledge of how that particular culture builds its tombs to then work out where the chamber is in the broader structure?

Your claims about what makes sense are dogmatic and, in my view, simply false.

EDIT: I hadn't read this yet:
Or the visitor was a long time ago and was writing in something readable for their time. Or the original builders put the map in place before it was overrun by whatever haunts it now. Or it's not a map, but instead some information (such as the name of a chamber) that can be cross-referenced by a scholar to lead to knowledge of how to escape by allowing them to get their bearings. Or the visitor was more recent but used an obscure script for their own reasons.

Most of the above can be found in the Fellowship's journey through Moria, so it's hardly out of question for the fantasy genre. Now, if you don't want to try and make it make sense, you can absolutely do that, but it's hardly the only logical position.
1000%!

I already made the Moria point upthread: Gandalf finds his bearings in Moria by identifying chambers, and then correlating that with his prior knowledge of the layout. And your other possibilities are all sensible ones too.
 
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how is hitting the creature with your swing and doing damage not succeeding at the task of hitting the creature with your weapon to deal damage?
What swing? What damage?

I mean, two 10th level fighters duel. They have (say) 90 hp each. The player of one rolls a successful hit, and 5 points of damage. Now the other fighter has 85 hp left. What task did that fighter succeed at? Gygax, in his DMG, expressly says that the rules don't say. And as best I can tell, nothing has changed. All we know from the successful action resolution is that the fighter who lost 5 hp is marginally closer to being defeated in the duel.
 

How does you thief climb to the top of the wall? Or your fighter beat the Orc? All you can point to is that they are skilled thief or a skill climber. You don't actually know what they did to succeed.
What are you talking about? I can point to my rogue's hands, feet and rope with the grappling hook as well. And also the rough cliffside full of handholds and nooks for my feet that the DM narrated. Then I will point to his experience which gives him higher proficiency(specialization at the skill) and expertise which makes him an expert climber. Then his reliable talent which makes his roll a minimum of 10. After that I can point you to his 16 dex which gives him natural talent and training for the other two to build off of.

What he did to succeed was climb up the wall using those things.
But all "more hit points, damage output and accuracy" means is that they are, mechanically, a better fighter.

Those reasons being that they are a better fighter! (ie that the game gives them good fighting stats)
No. They are specific reasons which make him a better fighter than a 1st level fighter. They aren't some circular reasoning based around some nebulous title like Cunning Expert.
My game gives the PC good rune-intuiting stats, like Cunning Expert.
What are the mechanics that went into making him an expert? I showed you mine. You show me yours.
 

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