D&D General Self-Defeating Rules in D&D

Pamphylian

Villager
And the Joys of At Least Occasional "Simulationism"

There's an approach to rule-making that shows up in a few places in D&D 5e (and heroic fantasy cousins like Pathfinder) that I find a bit strange. It is that of the subsystem that contains the seeds of its own trivialization, which I’ll clunkily call a self-defeating rule. I’ll say up front that I find this approach bothersome - but my hope is not for this to be just a thread of complaints, but instead to provoke some rules design discussion!

Example 1): Rules and abilities surrounding light/darkness.
I am sure complaints about Darkvision from DMs are so common as to be extremely tedious, but the design here is maybe the archetypal example of what I am talking about so I will venture forth and boldly risk tedium nonetheless.

D&D has rules around not being able to see things in the dark, not being able to see and do things as well in dim light, as any game where spelunking is a possibility should. However, Darkvision, an ability that trivializes natural darkness (I know it has some limitations, but ime they are pretty situational), is easily available to players at first level at little cost.

If a prospective DM is planning a game where natural darkness is to be a challenge, the game-theoretically rational response of the players is to stock up on PCs with Darkvision right out of the gate. And of course, at least if you are a DM of my limited logistical ability, a party with mostly Darkvision having PCs is basically in practice a party with all Darkvision-having PCs. And to ensure that any possibility of darkness being a factor in the game is truly dead, the Light cantrip provides unlimited production of light at basically no cost at first level as well. The ineffectuality of darkness is overdetermined.

This seems like a lot of mechanics to have about something (darkness) that, because of the nature of those mechanics, will never be an issue unless players intentionally gimp themselves. Perhaps even a waste of text! I, the hypothetical DM wishing to have darkness, that primal source of fear and suspense and a looming character in much myth, fiction, and real life experience, as a tool in my toolbox of obstacles, now need to find a way to gracefully nerf darkvision, cantrips, and any other relevant abilities in a balanced way, without annoying my players too much with a sheet of house rules.

Now, I certainly won’t begrudge those who find dealing with torches etc. to be a hassle, and I won’t try to convince you otherwise (well, maybe a little bit). But it seems it would be easier for this DM, and also people who don’t ever want to deal with the hassle of light sources, if the rules simply bypassed darkvision and said “darkness rules are outside the scope of this book, most people just handwave them, and if pressed say the light is coming from weird sconces or the same place the music is, if you want to implement something good luck.”

So, why design it this way? I suppose, to preserve historical vestiges in an era where the original design intents are not in vogue. But might it not be sounder design to say: “here is an optional subsystem/set of abilities dealing with darkness that is balanced and will maintain darkness as a challenge at low levels, feel free to handwave it away if you wish however.” This keeps it a viable tool in the DMs toolbox, but doesn’t impose on those who prefer another style of game.

Example 2): Food
A character’s need for food is in a similar situation. There are rules for what happens if you don’t eat enough: You can go 3 + CON modifier days without food before suffering a point of exhaustion, but eating a ration will reset the no food day count to zero. So, you can essentially eat once every 4 days (at minimum) without suffering a mechanical penalty. This is a bit generous - but then you layer on Goodberry, the Outlander background, the RAW ease of foraging, etc, food will never really be a consideration unless players gimp themselves or by extraordinary contrivance by the DM. Like darkness, the food rules essentially handwave food considerations by the book, except that the DM who wishes even an occasional survival challenge must go in and try to play game designer whack-a-mole with a bunch of abilities and rules.

Examples 3+) Other Stuff
There are other, maybe more important, but more complicated and subtle versions of this design trend, that would take too long to examine in detail without overburdening an already verbose post! The economy as written, with its costs or lackthereof, is such that after a few levels, money will probably never be a consideration, either as an obstacle or tool. Time, as compared to some earlier editions, is often of little consequence at a level higher than that of the encounter, due to the durations of healing and the presence/absence of various time-related mechanics. Again, these are factors that could be handwaved for those whose campaign focuses they did not fit, but are useful to have coherent rules for, for those that want them.

Why Bother with Tedious Logistics, This is a Heroic Fantasy Game, Not a Survival/Simulation Game

To which I say, I too am not an accounting obsessive, and where they are not interesting, I don’t sweat logistical details too much. However, I will offer a brief defense of these “simulationist” things, from a “gamist” perspective (forgive my possible abuse of these terms, I am rpg theory illiterate). The DM is there to provide interesting challenges, choices, and obstacles to the players, and adjudicate outcomes. Everyone benefits from the DM having a toolbox full of fun tools to do this. Things like darkness and the need to eat are instantly understandable challenges, with concrete experiential and fictional weight to draw from. They don’t need to always be there, especially as characters progress, but they are situationally useful to have, otherwise we must immediately jump to more fantastical, less readily understood challenges. These are good too, but why abandon something with as much deeply primal power as, for example, darkness, surely a feature of much heroic fantasy as I understand the term.

It’s no surprise that many 5e players find worrying about torches and rations to be tedious accounting, as there is basically no chance of either becoming a challenge. However, if they are mostly trivially accounted for, but occasionally Super Important for survival, ime they can be a lot of fun.

When there is a good “simulationist” backbone to a set of rpg rules, that can be used as needed, the DM for whom enjoying a fun game is the most important goal has a little familiar that can provide relatable challenges appropriate to most in-game situations. While I prioritize the fun of the game above all, part of the fun of rpgs is that players and the DM can think in terms of the game world and make judgements about choices and risks based partially on how they think the world works. A bit of detailed simulationism makes this much more feasible.

In Conclusion

I suppose this is all to say that I question the self-defeating rule as an element of rpg design, and think there are much better alternatives available (to, among others, future D&D edition writers!). But I am also interested in other opinions on this, how others approach such game elements, your best in-game wilderness survival stories, brutal critiques, etc….
 

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I suspect those things are either there because of legacy (they're a part of DnD's identity, even if it's become vestigial like alignment)...
OR it's there for an "easy win." My players LOVE yelling out "I have devils' sight/darkvision/light!" and not having to hold a torch.
 

And the Joys of At Least Occasional "Simulationism"

There's an approach to rule-making that shows up in a few places in D&D 5e (and heroic fantasy cousins like Pathfinder) that I find a bit strange. It is that of the subsystem that contains the seeds of its own trivialization, which I’ll clunkily call a self-defeating rule. I’ll say up front that I find this approach bothersome - but my hope is not for this to be just a thread of complaints, but instead to provoke some rules design discussion!

Example 1): Rules and abilities surrounding light/darkness.
I am sure complaints about Darkvision from DMs are so common as to be extremely tedious, but the design here is maybe the archetypal example of what I am talking about so I will venture forth and boldly risk tedium nonetheless.

D&D has rules around not being able to see things in the dark, not being able to see and do things as well in dim light, as any game where spelunking is a possibility should. However, Darkvision, an ability that trivializes natural darkness (I know it has some limitations, but ime they are pretty situational), is easily available to players at first level at little cost.

If a prospective DM is planning a game where natural darkness is to be a challenge, the game-theoretically rational response of the players is to stock up on PCs with Darkvision right out of the gate. And of course, at least if you are a DM of my limited logistical ability, a party with mostly Darkvision having PCs is basically in practice a party with all Darkvision-having PCs. And to ensure that any possibility of darkness being a factor in the game is truly dead, the Light cantrip provides unlimited production of light at basically no cost at first level as well. The ineffectuality of darkness is overdetermined.

This seems like a lot of mechanics to have about something (darkness) that, because of the nature of those mechanics, will never be an issue unless players intentionally gimp themselves. Perhaps even a waste of text! I, the hypothetical DM wishing to have darkness, that primal source of fear and suspense and a looming character in much myth, fiction, and real life experience, as a tool in my toolbox of obstacles, now need to find a way to gracefully nerf darkvision, cantrips, and any other relevant abilities in a balanced way, without annoying my players too much with a sheet of house rules.

Now, I certainly won’t begrudge those who find dealing with torches etc. to be a hassle, and I won’t try to convince you otherwise (well, maybe a little bit). But it seems it would be easier for this DM, and also people who don’t ever want to deal with the hassle of light sources, if the rules simply bypassed darkvision and said “darkness rules are outside the scope of this book, most people just handwave them, and if pressed say the light is coming from weird sconces or the same place the music is, if you want to implement something good luck.”

So, why design it this way? I suppose, to preserve historical vestiges in an era where the original design intents are not in vogue. But might it not be sounder design to say: “here is an optional subsystem/set of abilities dealing with darkness that is balanced and will maintain darkness as a challenge at low levels, feel free to handwave it away if you wish however.” This keeps it a viable tool in the DMs toolbox, but doesn’t impose on those who prefer another style of game.

Example 2): Food
A character’s need for food is in a similar situation. There are rules for what happens if you don’t eat enough: You can go 3 + CON modifier days without food before suffering a point of exhaustion, but eating a ration will reset the no food day count to zero. So, you can essentially eat once every 4 days (at minimum) without suffering a mechanical penalty. This is a bit generous - but then you layer on Goodberry, the Outlander background, the RAW ease of foraging, etc, food will never really be a consideration unless players gimp themselves or by extraordinary contrivance by the DM. Like darkness, the food rules essentially handwave food considerations by the book, except that the DM who wishes even an occasional survival challenge must go in and try to play game designer whack-a-mole with a bunch of abilities and rules.

Examples 3+) Other Stuff
There are other, maybe more important, but more complicated and subtle versions of this design trend, that would take too long to examine in detail without overburdening an already verbose post! The economy as written, with its costs or lackthereof, is such that after a few levels, money will probably never be a consideration, either as an obstacle or tool. Time, as compared to some earlier editions, is often of little consequence at a level higher than that of the encounter, due to the durations of healing and the presence/absence of various time-related mechanics. Again, these are factors that could be handwaved for those whose campaign focuses they did not fit, but are useful to have coherent rules for, for those that want them.

Why Bother with Tedious Logistics, This is a Heroic Fantasy Game, Not a Survival/Simulation Game

To which I say, I too am not an accounting obsessive, and where they are not interesting, I don’t sweat logistical details too much. However, I will offer a brief defense of these “simulationist” things, from a “gamist” perspective (forgive my possible abuse of these terms, I am rpg theory illiterate). The DM is there to provide interesting challenges, choices, and obstacles to the players, and adjudicate outcomes. Everyone benefits from the DM having a toolbox full of fun tools to do this. Things like darkness and the need to eat are instantly understandable challenges, with concrete experiential and fictional weight to draw from. They don’t need to always be there, especially as characters progress, but they are situationally useful to have, otherwise we must immediately jump to more fantastical, less readily understood challenges. These are good too, but why abandon something with as much deeply primal power as, for example, darkness, surely a feature of much heroic fantasy as I understand the term.

It’s no surprise that many 5e players find worrying about torches and rations to be tedious accounting, as there is basically no chance of either becoming a challenge. However, if they are mostly trivially accounted for, but occasionally Super Important for survival, ime they can be a lot of fun.

When there is a good “simulationist” backbone to a set of rpg rules, that can be used as needed, the DM for whom enjoying a fun game is the most important goal has a little familiar that can provide relatable challenges appropriate to most in-game situations. While I prioritize the fun of the game above all, part of the fun of rpgs is that players and the DM can think in terms of the game world and make judgements about choices and risks based partially on how they think the world works. A bit of detailed simulationism makes this much more feasible.

In Conclusion

I suppose this is all to say that I question the self-defeating rule as an element of rpg design, and think there are much better alternatives available (to, among others, future D&D edition writers!). But I am also interested in other opinions on this, how others approach such game elements, your best in-game wilderness survival stories, brutal critiques, etc….
My response to this is simply to nerf or remove most options that circumvent challenges like light and food (basic survival, functionally) at low levels. Level Up does a pretty good job with this in some areas, nerfing and removing spells and other abilities that make survival irrelevant as a challenge. I say follow their lead and go as far as your table will allow!
 

I feel you! I really do. If I ever get the chance to run Curse of Strahd again, I intend to either ban all races with darkvision or make it so their darkvision is severely limited.

That being said, I have found that the 5e rules around light still work fairly well. Darkvision turns darkness into dim light, which provides a penalty to Perception checks. I had a player who took Dungeon Delver to get advantage on Perception checks to find secret doors in Undermountain automatically, but I pointed out that the advantage was canceled out by the disadvantage in darkness, so he’d still need to turn on a light to find secret doors automatically. And turning on a light means any monsters lurking in the dark can now see you.

I also rule that shadowy creatures can still hide in the shadows even when darkvision essentially eliminates those shadows. The shadow monster is basically blending in and becoming invisible, so the darkvision viewer is seeing through them too.
 

And the Joys of At Least Occasional "Simulationism"

There's an approach to rule-making that shows up in a few places in D&D 5e (and heroic fantasy cousins like Pathfinder) that I find a bit strange. It is that of the subsystem that contains the seeds of its own trivialization, which I’ll clunkily call a self-defeating rule. I’ll say up front that I find this approach bothersome - but my hope is not for this to be just a thread of complaints, but instead to provoke some rules design discussion!

Example 1): Rules and abilities surrounding light/darkness.
I am sure complaints about Darkvision from DMs are so common as to be extremely tedious, but the design here is maybe the archetypal example of what I am talking about so I will venture forth and boldly risk tedium nonetheless.

D&D has rules around not being able to see things in the dark, not being able to see and do things as well in dim light, as any game where spelunking is a possibility should. However, Darkvision, an ability that trivializes natural darkness (I know it has some limitations, but ime they are pretty situational), is easily available to players at first level at little cost.

If a prospective DM is planning a game where natural darkness is to be a challenge, the game-theoretically rational response of the players is to stock up on PCs with Darkvision right out of the gate. And of course, at least if you are a DM of my limited logistical ability, a party with mostly Darkvision having PCs is basically in practice a party with all Darkvision-having PCs. And to ensure that any possibility of darkness being a factor in the game is truly dead, the Light cantrip provides unlimited production of light at basically no cost at first level as well. The ineffectuality of darkness is overdetermined.

This seems like a lot of mechanics to have about something (darkness) that, because of the nature of those mechanics, will never be an issue unless players intentionally gimp themselves. Perhaps even a waste of text! I, the hypothetical DM wishing to have darkness, that primal source of fear and suspense and a looming character in much myth, fiction, and real life experience, as a tool in my toolbox of obstacles, now need to find a way to gracefully nerf darkvision, cantrips, and any other relevant abilities in a balanced way, without annoying my players too much with a sheet of house rules.

Now, I certainly won’t begrudge those who find dealing with torches etc. to be a hassle, and I won’t try to convince you otherwise (well, maybe a little bit). But it seems it would be easier for this DM, and also people who don’t ever want to deal with the hassle of light sources, if the rules simply bypassed darkvision and said “darkness rules are outside the scope of this book, most people just handwave them, and if pressed say the light is coming from weird sconces or the same place the music is, if you want to implement something good luck.”

So, why design it this way? I suppose, to preserve historical vestiges in an era where the original design intents are not in vogue. But might it not be sounder design to say: “here is an optional subsystem/set of abilities dealing with darkness that is balanced and will maintain darkness as a challenge at low levels, feel free to handwave it away if you wish however.” This keeps it a viable tool in the DMs toolbox, but doesn’t impose on those who prefer another style of game.

Example 2): Food
A character’s need for food is in a similar situation. There are rules for what happens if you don’t eat enough: You can go 3 + CON modifier days without food before suffering a point of exhaustion, but eating a ration will reset the no food day count to zero. So, you can essentially eat once every 4 days (at minimum) without suffering a mechanical penalty. This is a bit generous - but then you layer on Goodberry, the Outlander background, the RAW ease of foraging, etc, food will never really be a consideration unless players gimp themselves or by extraordinary contrivance by the DM. Like darkness, the food rules essentially handwave food considerations by the book, except that the DM who wishes even an occasional survival challenge must go in and try to play game designer whack-a-mole with a bunch of abilities and rules.

Examples 3+) Other Stuff
There are other, maybe more important, but more complicated and subtle versions of this design trend, that would take too long to examine in detail without overburdening an already verbose post! The economy as written, with its costs or lackthereof, is such that after a few levels, money will probably never be a consideration, either as an obstacle or tool. Time, as compared to some earlier editions, is often of little consequence at a level higher than that of the encounter, due to the durations of healing and the presence/absence of various time-related mechanics. Again, these are factors that could be handwaved for those whose campaign focuses they did not fit, but are useful to have coherent rules for, for those that want them.

Why Bother with Tedious Logistics, This is a Heroic Fantasy Game, Not a Survival/Simulation Game

To which I say, I too am not an accounting obsessive, and where they are not interesting, I don’t sweat logistical details too much. However, I will offer a brief defense of these “simulationist” things, from a “gamist” perspective (forgive my possible abuse of these terms, I am rpg theory illiterate). The DM is there to provide interesting challenges, choices, and obstacles to the players, and adjudicate outcomes. Everyone benefits from the DM having a toolbox full of fun tools to do this. Things like darkness and the need to eat are instantly understandable challenges, with concrete experiential and fictional weight to draw from. They don’t need to always be there, especially as characters progress, but they are situationally useful to have, otherwise we must immediately jump to more fantastical, less readily understood challenges. These are good too, but why abandon something with as much deeply primal power as, for example, darkness, surely a feature of much heroic fantasy as I understand the term.

It’s no surprise that many 5e players find worrying about torches and rations to be tedious accounting, as there is basically no chance of either becoming a challenge. However, if they are mostly trivially accounted for, but occasionally Super Important for survival, ime they can be a lot of fun.

When there is a good “simulationist” backbone to a set of rpg rules, that can be used as needed, the DM for whom enjoying a fun game is the most important goal has a little familiar that can provide relatable challenges appropriate to most in-game situations. While I prioritize the fun of the game above all, part of the fun of rpgs is that players and the DM can think in terms of the game world and make judgements about choices and risks based partially on how they think the world works. A bit of detailed simulationism makes this much more feasible.

In Conclusion

I suppose this is all to say that I question the self-defeating rule as an element of rpg design, and think there are much better alternatives available (to, among others, future D&D edition writers!). But I am also interested in other opinions on this, how others approach such game elements, your best in-game wilderness survival stories, brutal critiques, etc….
Have you tried Shadowdark?

P.S. I think it's a masterpiece, BTW.
 

Darkness is a choice. A -5 to Passive Perception is a significant penalty, especially in an area where there are traps or monsters lurking. I have had all-Darkvision parties sometimes pull out a torch or carry the light cantrip just for that reason alone.

On food I mostly agree, I don't generally worry about it unless there's a situation where not having rations/waterskins is a problem. But in some campaigns (e.g., lost in the desert) it's an important issue. Sure, the party druid can keep the party hydrated and fed for the cost of two level-1 spell slots. That's not insignificant, especially for a low-level campaign. I have another campaign where the party has to travel a long distance through the mountains with a deadline. We had a brief discussion about how much a month of rations weighs, and they finally settled on buying a mule. Keeping that thing alive through dangerous mountains has almost become a game-within-the-game at this point, and protecting the animal has almost eclipsed the original quest in terms of party engagement.
 

I have had success making food matter in my campaigns by allowing the players describe what meals they are cooking, and giving Temporary HP based on what they are eating (and Con saving throws), plus even some magical buffs when cooking harvested meats from powerful creatures (with Temp HP from dinner taking effect the next day). So yeah the players can always just say "I eat some plain boring rations and water" with no mechanical penalty, but they miss out on buffs that way.

My only limited success with making darkness/lighting matter has been with using (one could argue abusing) magical darkness
 

When used intermittently, logistics challenges are a refreshing addition to the game, often but not always at low levels when such challenges cannot easily be overcome by a single spell and characters are meant to be challenged. I've used:
  • Lighting challenges. Constant. Players have to prioritize what they use, what spells slots they use, and accept that the DM might use foes intelligently (e.g. drow in the Underdark) who rely on lighting as a tactical advantage. A torch or light spell really doesn't do much, and darkvision has its limits.
  • Food/drink. I ran a Dark Sun 5E conversion of A Little Knowledge wherein the PCs escape a burning slave wagon only to be stranded in the harsh desert. They had to prioritize what they carried (no backpacks or waterskins), and encounters were unique (some early enemies focused solely on stealing their fragile ceramic water containers, which folks sat on the sand to use their hands for weapons). We tracked water and food supplies with ceramic blue and green beads in a glass bowl. It's more poignant when you see your water beads down to a handful and have to decide who drinks and doesn't that day. This is for special encounters, not for everday play.
  • Weather. I ran Kingmaker (Pathfinder) in its 1E (basically D&D 3.5) and 5E. At lower levels, storms, tornadoes, floods, and other weather hazards are nasty. They can be at higher levels too (rulesets like Advanced D&D 5E, A5E, had some good additions of supernatural hazards).
  • Time. I've run Tamoachan, which is an excellent example of having a timer. The longer you take in the dungeon, the worse things get. Attempting to invade Strahd or dealing with regenerating enemies is another.
  • Encumbrance. I always use this, though in the form of "slot encumbrance" (basically a visual of a humanoid with slots where gear goes). You may have an 18 STR, but you only have 2 hands and one waist. It's a tactical decision to decide what goes where, and my players know the saying "if it's not on that sheet, you don't have it with you." It adds a tactical layer to the game: what do you bring with you, and if you want to bring more, how?
"Keeping it real" can be solid for a D&D game as a "minigame" but it needs its time and place. For example, in Dark Sun, tracking food and water makes sense when you're 1st level and abandoned with nothing in the wilderness. It's less exciting to track that when you're 7th level with access to a caravan, spells to create resources, and the backing of a powerful patron. There's simply no need for a minigame at that point.
 


5E's poor handling of mounts, pets, familiars and the like grates on me. They've become handicaps that have to be poke-balled to work, or a "long rest" to resurrect them from the dead to put back into the game. There's got to be a better way than using the bland stat blocks of the "beast of the ..." or the way that "summon minor elementals" went with some aura or phantom creature that attacks and then "vanishes".

That also goes for NPC followers. The game is so tightly wound around balance that the days of having torchbearers, pack bearers, bodyguards, adventuring companions, henchmen and the like accompanying the group has gone right out the window. Having a 9th level "knight" fighter on his trusted steed and his retinue of followers is a thing now that no DM would even conceive to allow in a party of adventurers these days. (Back in 3E, I had a game where each of the PCs had their own "pirate" ship and crew to boot, and was able to make it work pretty well with adventures both off and on the ship, with crew accompanying or the party going alone - not to mention with ship-to-ship battles against enemy ships).
 

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