Lanefan
Victoria Rules
Never had to worry about that as it was before my time in this arena.I assume you weren't a big fan of when all weapons did 1d6 damage either?

Never had to worry about that as it was before my time in this arena.I assume you weren't a big fan of when all weapons did 1d6 damage either?
Personally, I don't really give a flip about the presentation as long as it's vaguely readable. But if the substance isn't there - or is there but is done wrong - then the manner of presentation becomes irrelevant.And it’s 2008 again and everyone is up in arms about presentation and not substance.
It's not so much a question of how the sausage is made, though. It's a question of if-when-how-why the ingredients of said sausage are going to interact with all the rest of the meal, and what happens when they do.Good grief, if you want the stat blocks to be broken down to that degree (generic you), then you do the work. Stop forcing your preferences on me.
Holy crap. You folks dominated the game for a decade. Is it too much to ask for a bit, just a slice of simplicity in the game to sped things up for those of us who have zero interest in how the sausage is made?
Depends whether one wants the PITA to occur during prep (opponent creation) or during play (how do I narrate this), I guess.The best thing with Hobgoblin with 2d6 attacks is that I can just replace that 'S' with "B' and hve them be Hobgoblin bruisers/monks. @Lanefan believes that giving such details is meant to make a GM's life easier, I disagree; they make Monster making a pain in the ass in having to justify why they have 2d6 damage.
Fair enough, but that ain't true for all of us.Yeah, and effort in narration is minuscule IME.
Sure but let's look at the Gladiator again.Personally, I don't really give a flip about the presentation as long as it's vaguely readable. But if the substance isn't there - or is there but is done wrong - then the manner of presentation becomes irrelevant.
It's not so much a question of how the sausage is made, though. It's a question of if-when-how-why the ingredients of said sausage are going to interact with all the rest of the meal, and what happens when they do.
To wit: if a monster or NPC has an ability that, say, gives it extra damage but doesn't say where that damage comes from or how the monster/NPC gets it, there's no way for the DM to narrate anything to the players nor for the players to potentially counteract or avoid it.
Is the extra damage due to sheer strength? If yes, the DM can narrate it that way and the players can then consider using attacks or effects that weaken the foe. Is the extra damage due to the creature's skill at arms? If yes, the DM can narrate it that way, on which the players might conclude non-melee options are the way to go. Is the extra damage due to the foe's equipment? If yes, the DM can narrate appropriately and the PCs can - assuming they win the fight - then scoop up said equipment and use it themselves. Etc., etc. The point is, the DM shouldn't be stuck having to make this stuff up on the fly every damn time.
What is the hobgoblin longsword?Folks, do we really need to turn this thread into another pointless argument about what defines an edition instead of engaging with the actual point @pawsplay is trying to make? SMH…
Anyway, I think this is a pretty insightful observation. While I agree with @dave2008 that the conjure spells are maybe not the best example to use to try to illustrate this point, I think it’s accurate to say that the 2024 revisions have shifted things in favor of treating elements as game constructs rather than as objects. The hobgoblin longsword is a great example. Another example is how the new rules for hiding give you the invisible condition, not because you’re supposed to be able to become transparent by hiding behind a tree, but because the invisible condition fulfills the game rules function they wanted to use to represent the effects of hiding. The condition isn’t being treated as a reified thing in the fictional universe, it’s just a package of rules functions.
There are benefits and drawbacks to both reification and “ludification” as it’s being used here, and D&D has always tended to lean more ludic, but there is a noticeable trend of this revision leaning further in that direction than pre-2024 5e did.
Oh for sure this is a position already on retreating footing, but you know, better longswords than nothing.So again, what's really new or changed about this? I suppose if you wish to say "I didn't really care for the lack of explanation in 2014", sure, I'll grant that. But it's not like there's fundamentally much difference between "the monster does the damage listed in it's stat block" and "the monster does extra damage because we gave him the ability to do so without a real explanation", so you're mostly complaining about something that happened a decade ago, nothing really new.
Except that those are presented as understandable mechanics that allow you to see why the damage is different. No context is provided for the 2024 change; it’s just “because.”
Sure, but in 2014 a monster with a feature like this that modified the damage it does with a longsword attack would have listed that feature and how exactly it works in the stat block. This was of course ultimately artificial, as the OP pointed out - the monster was always going to do the damage the rules needed it to do. But, the act of writing out features that explained how the monster got from the consistent base damage of its weapon to the damage the rules needed it to do helped to reify the weapon. It was part of the structure maintaining the illusion of the “longsword” game construct as a real object.
This isn’t really a matter of if things make sense. It’s a game of make-believe, everything makes as much sense as the participants are willing to believe it does. But, it is a different approach to how much care the game puts into artificially maintaining a consistency to the behavior of its individual constructs across different contexts. That’s why the term being used here is reification as opposed to “simulation” or “verisimilitude.” Nothing is being simulated and verisimilitude is subjective. But, there is an observable difference in how willing the game is to use different rules to represent the same objects in different contexts.
In that case, though, why not show the work that gets things from A to B? If a stock longsword does d8 damage and your design wants Hobgoblins to do d10+3 with one, what's wrong with saying Hobgoblins get a species-based bonus of +5 on longsword damage and leaving the root damage at d8? That way you get the extra damage for Hobs AND keep longsword damage consistent with itself.
On the PC side the work is already shown, in that we know how things like the Battlemaster's extra damage is calculated.