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

If the changing up monsters, involve introducing entirely new concept, then yes :) I could for instance design a monster that everytime would take damage, you need to also defeat the GM in a best out of 3 rock paper scissors match, or else the damage is ignored. I think most would consider this pretty serious house ruling.

If you on the other hand is taking an existing monster, and just changes some of the numbers, and give it a new skin I wouldn't really consider that house ruling at all.

See the difference?
No I do not see the difference. See below.
I am not saying you cannot do these things. I just wanted to point out that I think you were leaving the domain of pure encounter/monster design, and into territory I would rather recognize as rules/system design in your example. And I thought the distinction was relevant for the context.
I imagine I'm not alone when I was playing 1e-3e where there were good and bad NPCs and they were fighting I would use DM decides as to what happens, thereby degrading the NPCs as I see fit.
And then when the PCs intervened I would not make those monsters wall-paper material anymore but use stats.

Now 4e comes along, provides all these tools for a GM to use (should they so wish) and all of a sudden it is
How dare the GM use tools and techniques? How dare the GM decide how to run their encounters and challenges using those tools?
 

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The thing is - now you are (propely) introducing contextual rules handeling of a creature. You are dynamically transition the ogres between "normal" and minion state depending on their current environment, and you have taken the commoners that could have been represented by stat blocks and based on context interpreted them as environment instead.
Bold emphasis mine. Just keep in mind about the game you're referring to...and why and how the math changed.
 

Bold emphasis mine. Just keep in mind about the game you're referring to...and why and how the math changed.
What are you referring to? If you are talking about how 4ed has been claimed to have contextual rules handling of creatures, I have had about a dozen post recently in this thread trying to argue how I think that appear to be (mainly) a misconception?

That is if you want contextual rules handling of creatures you have to have to introduce it yourself - without any real official support beyond a framework that is reasonably amendable to the idea.
 

No I do not see the difference. See below.

I imagine I'm not alone when I was playing 1e-3e where there were good and bad NPCs and they were fighting I would use DM decides as to what happens, thereby degrading the NPCs as I see fit.
And then when the PCs intervened I would not make those monsters wall-paper material anymore but use stats.

Now 4e comes along, provides all these tools for a GM to use (should they so wish) and all of a sudden it is
How dare the GM use tools and techniques? How dare the GM decide how to run their encounters and challenges using those tools?
That is the thing! There is also a difference between handwavy DM fiat decide what happens (like just plain stating the commoners come and throw some stones irritating the ogres so 2 of them go after them and are out of the encounter for now), and your suggestion of introducing the mechanical elements of an environment and monsters being degraded to minions. The first is not involving any system/rules design, as it is only latching into the existing system of "DM can decide whatever happens, if they so wish" (which as far as I know is part of 4ed).
 

What are you referring to? If you are talking about how 4ed has been claimed to have contextual rules handling of creatures, I have had about a dozen post recently in this thread trying to argue how I think that appear to be (mainly) a misconception?

That is if you want contextual rules handling of creatures you have to have to introduce it yourself - without any real official support beyond a framework that is reasonably amendable to the idea.
4e got a lot of criticism from the sim crowd about how the opening of doors supposedly had shifting DCs depending on one's level on this very forum. I cannot remember the outcome of those debates but if the opening of a door DCs shifts because of the ever-changing math as your character increases in level then surely monsters could too right?
The game seems to have been designed in a way to handle contextual challenges which I feel is one of its strengths.
 

So just change the scenario to not have minions? I'm not following.

The scenario was simple. Ogre leader is threatening the town and blackmailing them. The DM wants the leader to have a bunch of followers without blowing out the XP budget. The characters through clever play, scouting and a bit of luck figure out how to set up an ambush. They get the commoner townsfolk helping.

This is where it falls apart. The townsfolk were just supposed to be a distraction, throw some rocks down at the ogres and run away causing confusion and maybe some of the ogres chasing the townsfolk. Except the commoners start throwing rocks and ogre minions are dropping like flies.

I suppose the DM could have ignored the fact that they were minions, could have just had the commoners always miss or something else. But that's just papering over the issue.

Like I said I don't remember if it was ogres, I just remember the discussion around the encounter afterwards.
Except that your Ogre Bludgeoneer (which is the stat for an Ogre Minion) has a 28 AC, which your townsfolk straight up cannot hit. You'd need 20:1 against each ogre minion to kill one, and there should be 4 or 5 minions for each normal monster you're switching out for the encounter. Meanwhile, we've pulled 2 out of the 5 for a standard encounter as minions, meaning there's 8-10 minions, each automatically killing one townsperson on a roll of a 2 or higher. So, your 20 townsfolk might kill 1 ogre minion (which is actually fairly reasonable) before all being killed.

It's almost like 4e D&D was designed by people who understood game design.... :erm: But, hey, like I said, this is just bog standard edition warring stuff that's been hashed out for over a decade. Why bother letting things like facts interrupt now?
 

Ah, it seem like you might have slightly misread me. The way I read you, you are rather amplifying than disagreeing with my final point? That is that the community effect "forcing" them into this extreme is more important than the intrinsic factors of the game previously mentioned?

I agree that presentation cannot mind control people away from being creative in their interpretations. But I assume you agree that presentation can contribute to attracting or pushing away people with certain opinions regarding how they want their game to be played?
"Contribute" is a squishy word. Much too vague. You had said:
So while the theoretical gap might be quite huge, for practical purposes most games today tend quite closely toward one of the extremes. This is also further compounded by the community attraction polarization effect. Even if a game might be "hackable" in theory - if it is presented in a way that appeals to those strongly believing in firm rules, the community around the game will likely quickly be dominated by these, making finding a group interested in playing the game in a more lose fix it as you go manner relatively hard.
Emphasis added. This boils down to "because of how you phrased the sentence, nobody believes anyone can be creative with how the rules are applied."

I reject this as fundamentally wrong. Particularly when it applies to D&D-related things, because we're talking about a community that already exists full of people who ignored blatant, explicit, repeated, vehement claims against ever doing such tinkering.

Remember, the following is a verbatim quote from AD&D1e:

"One of the things stressed in the original game of D&D was the importance of recording game time with respect to each and every player character in the campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT." -- Advanced Dungeons & Dragons (AD&D) 1st Ed. Dungeon Master's Guide, p. 38.

The books--the community--had been overlooking text that had said there were hard-coded requirements as aggressively as a text could possibly say it. It is simply absurd to argue that later editions are somehow different because of small turns of phraseology and subtle notes that encourage a certain kind of community is.

The D&D community has been flagrantly and knowingly ignoring what books say for ages. Why is it that it becomes an ironclad cage only when the books actually tell you what they're doing and why they're doing it?

(Edit: "So while the theoretical gap might be quite huge, for practical purposes most games today tend quite closely toward one of the extremes" was it this assertion you questioned? I guess in that case it could be a question about different metric. For instance I could have a hard time seeing how to make a game much harder to hack, and hence considering it close to that extreme, while you can easily envision an extremely intrinsically unhackable game, and hence think we are far from the extreme? A fully straight jacket game is hard to envision unless it come bundled with pinkertons..)
That is the assertion I take issue with, yes, but the problem isn't the one you're referencing.

Consider rules like 4e's XP Budget. This subsystem is frequently alleged to require perfect, lockstep matching of character level to combat level. Nothing could be further from the truth--and the text explicitly and repeatedly says so, in at least three different sections. It twice goes into how necessary it is to have both easier and harder encounters, and that placing encounters in flat, no-detail environments likewise leads to boring experiences.

In other words, even when the text literally TELLS you to engage creativity, to include variation, to elect to throw in occasional well-designed difficult encounters as well as well-designed easy encounters, they claim it ironclad requires the opposite. They literally claim that the rules forbid creativity, when those rules repeatedly say that creativity is absolutely essential to make the rules worth using.

Contrasted with, as above, parts of these allegedly "hackable" rules which explicitly, in all-caps text, tell you you cannot ever fail to do some particular task or you've ruined your game forever....and then the vast majority of gamers, even at the time, never kept time records of any kind, let alone "strict" ones.

The actual text is irrelevant to whether people claim that something is a straitjacket or not. Hence why I have made several other arguments with my particular speculation as to why this claim gets made. I won't repeat them here; they aren't relevant to the thread and I don't think speaking them here would be productive.
 

Though I will note, it has emulated pulp stories in a variety of ways, as I use the term "emulation". Which is one of the reasons why I think emulation and simulation need to be separated.
/snip
But, even then, it never actually did. In pulp stories, the heroes are BIG DAMN HEROES. They don't die like flies. They carve their way through hordes of mooks on their way to saving the dragon and slaying the princess. Or something like that. :p

Conan, Elric, Fafrd and the Grey Mouser, Tarzan, on and on. These were never "just off the turnip cart" level characters. They sprung out, fully fledged, right from the word go and were stronger, faster, and straight up better than any normal human. None of the pulp stories are ever "Zero to Hero" journeys. That's Tolkien and later fantasy.

But, for some reason, people seem to insist that OSR and trad games are emulating pulp stories. 🤷 It's just so frustrating because it's not true in the slightest. It frankly baffles me how anyone could read pulp fantasy (of which I'm a huge fan) and then look at D&D and think, "Yup, that's pulp action right there."
 

4e got a lot of criticism from the sim crowd about how the opening of doors supposedly had shifting DCs depending on one's level on this very forum. I cannot remember the outcome of those debates but if the opening of a door DCs shifts because of the ever-changing math as your character increases in level then surely monsters could too right?
The game seems to have been designed in a way to handle contextual challenges which I feel is one of its strengths.
And, of course, this was just yet another fabricated criticism that was a total misreading of the game. The DC's changed because the challenges changed, not because the character attempting was a different level. So many of the criticisms were cherry picking single lines while ignoring the actual context of the rules.

And, of course, now we have bounded accuracy, which works out exactly the same as 4e math. A reasonably proficient character attempting a fairly typical challenge will have a 66% chance of success. What constitutes a "typical challenge" is of course based on the level of the character which is justified by the "logic of the setting". A justification which apparently can't be equally applied to 4e, because 4e hates simulation. :erm:
 

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