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

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 ever really mattering. 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….
For the last one, my campaign deals with survival a bit. I went off the get-go regarding putting everyone on notice when it comes to resting everwhere. Since a single-dang bedroll is too generous... as some other things you have said, a bedroll RAW squashes a few environmental challenges. I have significantly amped up the juice on random encounters and the likelihood they happen along with cues to make it fair (approaching war-drums in my campaign), if the characters rest in an ill-advised area (the party has faced berserker commanders & they would much rather pick yp their pace and roll survival or CON saves for exhaustion 😀). This gentle nudge has helped address several more survival/travel related previous non-neccessites.

The other DND-book-keeping things you mentioned though.. I too am challenged by/suck at
 

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In my experience, these gameplay contrivances can contribute gameplay value, narrative value, and verisimilitude when done well! The former two because imo the essence of both gameplay and narrative in an rpg is player choice and the feed back of tension and consequence, and these contrivances provide tools in the tool box for the DM and the players in this regard. Not things always in effect, but there for when the situation calls for it. The latter because verisimilitude is not just a function of our reality, but also of our fiction - when you have a sense of the "rules"/physics of how something works in a fictional setting, even if they don't completely align with our reality, players and DMs can make judgements about how something will play out even if the scenario is not fully specified by the written rules. Obviously, these things will not spark joy for everyone, but I think the cost of including them and doing them well, in terms of effort and in terms of impact on the non-joy-sparked, is pretty low.
My point is more that a great deal is made of "verisimilitude" when typical equipment may weigh 5+ pounds when 4 should be the absolute top end, for the heaviest things.

We preserve this, despite it being divorced from its context, solely because it's what people think it needs to be.

I'm not denying that when this is done well it is good, but I will say two things. One, I am...a lot less optimistic about how easy it is to achieve "doing them well" in all three categories. Two is pretty achievable. All three...dicey. Two, that's...not really what verisimilitude means? Like you've basically extended it to "whatever this world declares to be true, no matter how ridiculous that might be", which is...what the term "verisimilitude" was coined to oppose. If we let that be the meaning of "verisimilitude", then there's literally nothing differentiating that from "genre conventions", which are very much against what every fan of "verisimilitude" (that I've ever spoken to) advocates for.

Absolutely (I've brought up Indiana Jones a few times in this thread). D&D historically and I think even today for many tables has as much Indiana Jones (and related adventure) as say, Tolkien, intentionally or by convergent evolution. Something like taking the golden idol from the pedestal or sneaking around the evil cult base or chasing a chain convoluted "archaeological" clues to a maguffin also sought by rivals happen extremely frequently at my table. D&D has had, and should have imo, a quite broad inspirational base.
It owes this debt, yes, and is thus rooted in the pulpy over-the-top action heroics that so many pooh-pooh....the problem is that these people do not know that this is true, and have not really considered the possibility of this connection. As a result, they will make a number of arguments that are ridiculous in context, and then deny any association--often by appealing to the alleged realism of what D&D is achieving, when what they actually mean is the familiarity of how D&D has done something.
 

Another self-defeating part of the game is... combat!

There's so many options and so little restrictions in combat that it's practically impossible to deny both the monsters and the players actions. It feelsbad when you take your turn and nothing happens, and it's bad when it feelsbad, right? Your turns should never fizzle! You paid resources for your action, what does it mean he's magic immune?!

As a result there's just very little defense, the most impactful of your defensive choices aren't made during the game, they are made on character creation/advancement.

And defense is the most important part of any combat system! Including real-life fencing! The whole point of attacking is to bypass defenses, but if there's not much you can do to stop an enemy from bashing your head in beyond praying that their roll will be below your AC it all breaks.
 

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