Some random (and potentially pointless) musings on system simplicity and complexity

Let’s begin with a basic, fundamental question, one so simple, it’s often dismissed as self-evident.

Is 3E (or 3.5E, which is basically the same animal) a simpler system than 1st or 2nd edition?

Certainly, at its core, it would appear so. Everything uses the same basic mechanic: d20 + modifier. Attacks, skills, ability checks, saving throws, all of it. Roll a d20, add your modifier(s), see if the result is high enough.

1st or 2nd? Roll a d20 for most skill checks, but percentile dice for some. Roll high for combat, but find the result by subtracting this from that. Saving throws, check the chart. Ability checks? You want to roll low on those, not high. Oh, and no, you can’t be a fighter/cleric; you’re a halfling. And you’re limited to 9th level. And...

You get the idea. I don’t think most people would argue that, boiled down to the bare bones, 3E is certainly a simpler system.

And yet...

Attacks of opportunity. Threatened areas. Counterspells. Full attack versus partial versus move equivalent. Charges and bull rushes. Sunder. Feats. Stuff that simply didn’t exist in earlier editions and requires a great many rules to adjudicate now.

(Let me note, at this point, that I never got into the Options and Powers in 2nd edition, so if some of this stuff appeared there, color me embarrassed.)

It’s a simple and unarguable fact that using attacks of opportunity makes for more complex rules than not using AOOs. This isn’t a good thing or a bad thing, and I’m not saying they’re too complex; just that with them is more complicated than without them. Same for a great many other rules of 3E combat that didn’t occur earlier. Again, this isn’t good or bad in and of itself; it just is.

Stack on enough of these rules, though, and suddenly it’s no longer so crystal clear that 3E is a simpler system than 2E or 1E. It’s still a more streamlined system, and I believe, personally, that it’s a better system. But I don’t know if I’d agree any longer that it’s simpler.

So why did 3E become this complex, when 2E didn’t? Why didn’t concepts like AOO and the like appear in 2E? It isn’t as though they couldn’t have been worked in.

(Another note. A lot of this is, of course, supposition. Obviously, I wasn’t on either the 2E or 3E design teams. If someone who was wants to jump in, feel free.)

Sure, one could just say “Well, they didn’t think of it until 3E.” And to an extent, I’m sure that’s true. But why? It’s not like the idea of an AOO suddenly makes more sense now than it used to. It is because 3E, as written, focuses more on battlemaps? Well, maybe to an extent, but AOOs do not require grids. Leaving aside the question of whether you can keep track of threatened areas without them (I’ve never had any trouble, but some people seem to), it’s still pretty clear that if you stop in the middle of combat to draw a potion, you’re going to get thumped. What about rules for sundering a weapon, or bull rushing?

I’d suggest that it’s the very simplicity of 3E that allowed 3E to become so complex.

(Please feel free to go back and reread that sentence if you have to; I wrote the damn thing and it’s giving me a headache. ;))

See, both as a gamer and as a game designer (and I don’t just refer to the RPG companies I’ve worked for, but also several games I developed to a greater or lesser extent in my own RPG group), I honestly believe that having a simple system inspires a certain sort of thinking. It’s a natural reaction to assume that, because a system is simple, it should be able to handle anything you want to include. 1st and 2nd edition were complex, and adding rules for AOOs would have probably resulted in at least eight pages of rules and three charts. (Okay, I’m exaggerating--a little--but you know it’s basically true.) I’d suggest that, because of the assumed level of complexity required, it never occurred to anyone to try to make it work.

In a “simple” system like 3E, however, the natural reaction is going to be, “Hey, it’s a simple system. We can make it work!” And of course, by the time it becomes clear that making it work requires a whole new rules subset, people already have their hearts set on including it, and go ahead and add that new rules subset--thus complicating a no-longer-simple system.

(Again, I want to be clear that I’m not being judgmental when I use “simple” or “complex” or what have you. I like AOOs, just for instance; I’m just describing what I believe are the reasons and rationales.)

The same holds true of other aspects. We can clarify how movement works and how it interacts with attacks and other actions cuz, hey, it’s a simple system, and it can do stuff like that. And attacking weapons. And check penalties. And so on, and so on. Thus, a “simple” system like 3E becomes as complex as 2nd edition, and becomes more rules-heavy, even though its core mechanic can be described in a single sentence--because simple systems inspire people to create more rules, under the assumption that a simple system can handle more stuff without breaking.

Or, in simpler terms, my postulate is this: An inherently simple system inspires people to try to include more than they would in a more complex one, precisely because the system is so simple and seems capable of supporting more material, and therefore wind up complicating the system well beyond its original level of complexity.

What’s the point to all this? I dunno; there probably isn’t one. This is what happens when I get philosophical (yes, RPGs are a philosophy for me) and 2:50 am. Since it’s all written down, though, I’d love to know what you all think of the notion, assuming you can actually find what I was trying to say buried in all this claptrap.
 
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I'd have to say that D&D has become more complex but less complicated. Too many rules areas in earlier editions were left unclear making those versions more complicated for players. Too many areas were left to DM fiat to adjudicate, thus making player advancement more in the hands of the DM. I'd have to also note that the need to adjudicate also lessens the amount of time the DM has to add flavor into a game. Granted having to know many rules requires an effort, but that has always been the case. In earlier versions knowing the rules didn't go as far toward being able to run a smooth game as it does now, IMO.
 
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I actually agree with you. It is simple, and if you start using all of the different maneuvers (grappling, tripping, disarming, attacking weapons..) it can get very complex. But it still uses the same concepts for everything. Before D&D3, I never actually enjoyed complexity like I do now. It's because I've invested in the whole concept of "rules mastery" at this point. Some people see RPGs as an artform, or some kind of weird social science. Now I see it as more like a craft- you can get good at it.

Back when D&D3 was still in rumor stage I got back into D&D. I was one of those people that abandoned AD&D entirely after 1st edition. But this third Edition thing was looking interesting, and I had just gotten Everway. I figured "Jonathan Tweet?, I'm so there!"

Anyhow- I started running a Planescape game because I had heard about how Everway and Planescape were similar. One of the games I ran had a chariot race. It was a cool idea. However, this was AD&D2, so I had to develop my own little mini-system to run the chariot race. I can't even remember how I did it, but I think it was some kind of clumsy little percentile system.

Now, in D&D 3, I know automatically how I'd do it. I'd use DCs and skill checks. I could even throw obstacles in the paths of the racers and have them make DCs to avoid crashing. And I could run it on the fly, too.
 

Mark said:
I'd have to say that D&D has become more complex but less complicated. Too many rules areas in earlier editions were left unclear making those versions more complicated for players. Too many areas were left to DM fiat to adjudicate, thus making player advancement more in the hands of the DM. I'd have to also note that the need to adjudicate also lessens the amount of time the DM has to add flavor into a game. Granted having to know many rules requires an effort, but that has always been the case. In earlier versions knowing the rules didn't go as far toward being able to run a smooth game as it does now, IMO.

Agreed. Best to discuss various "parts" of the 3e system. Two obvious parts:
* Some mechanics streamlined 2e: attribute modifiers, DC checks.
* Some mechanics made the game more "realistic" and detailed: combat.

Overall, as Mark said, the mechanics also sought to settle the "rules arguments" of 2e, of the unclear areas.

Me, I wish they came out with a D&D-lite, using rules from the Introductory Adventure set. (:


Cedric.
aka. Washu! ^O^
 

As said, the basics for the system are unifrm across the different types of things you can do ... (d20+ modifier in its basic form).

Stuff like grapple, sunder, etc does get complicated. But keep in mind that 3e is all about options (not restrictions).

They are rules that are there if someone wished to try such things. You could go campaigns without the fancy stuff and still have more than amble stuff to do -- it's just there for those who want to try and get into it.

Truthfully, in our games (so far) we have yet to get too heavily involved with more than half the special combat action stuff.

So, yes, there is complexity, but it should be taken into account that it isn't there as a required element (like to hit roll, etc.) it is there as an option if someone wants to try it.
 

I'd like to introduce another random and pointless philosophical comment on D&D3.

It's kinship with Magic.

Yeah, one is a card game and the other a RPG, and one could be tempted to say that the only common points between both are the heroic-fantasy theme, the popular success, and the editor.

But there's the same philosophy in these two games -- a ruleset that is modular, broken in little components that all follows the same simple rules, but that together form a complex whole.

In D&D, you have feats, class abilities, magic items, and spells, that all introduce their own rules. Although streamlined, they are nothing more than a collection of variants. This rogue level allows you to take no damage on a successful Reflex save instead of half-damage. This feat allows you to perform that special attack without attracting an AoO. This spell lets you see in the dark. This items allows you to fly.

Magic is similarly based on simple core rules, but most cards bring in their special twists. That creature can band with others, this terrain may product that or that kind of mana, you may pay more mana than necessary for greater effect with that spell, you may sacrifice a creature to get that artifact back from the graveyard.

Ari says that the simplicity of the core rules pushed the designers to make a more complex system. I think it is actually the reverse -- the designers wanted to make a complex system, and had to make it simple and modular to that end.
 

I think that D&D has been in the same ballpark of complexity since the early 80s. Not necessarily in the rule books, but at the table.

I've played in 1e games that had ad hoc AoO rulings (generally if you did something stupid near a guy with an axe, or you tried to disengage your opponent would get a free attack). Similarly, disarm, trip, bull-rush and other special manoevers had actually happened in 1e that I'd played in and DM'd. I don't think that any DM I ran accross had codified rules for resolving these actions but they were always resolved.

A good DM had to be able to come up with these sorts of rules. A poor or inexperienced DM wouldn't allow the actions. The game at the table has always been a complex thing, integrating the actions into the core rules doesn't really make the game more complex.

IMO

BTW 2e codified special combat manoevers in Combat and Tactics, but they weren't in the core rules. (I never bought the revised "black cover" books so correct me if I'm wrong.) Even then, 2e DMs were more inclined to ignore a written rule and make it up on the fly rather than flip through the rulebooks. So the complexity that existed was less cumbersome, in some ways, but it required more DM-expertise to run well.

Cheers
 

MThibault said:

I've played in 1e games that had ad hoc AoO rulings (generally if you did something stupid near a guy with an axe, or you tried to disengage your opponent would get a free attack). Similarly, disarm, trip, bull-rush and other special manoevers had actually happened in 1e that I'd played in and DM'd. I don't think that any DM I ran accross had codified rules for resolving these actions but they were always resolved.

A good DM had to be able to come up with these sorts of rules. A poor or inexperienced DM wouldn't allow the actions.

Actually, I'm now starting to think that actions like disarming and sundering _shouldn't_ be allowed, and it has nothing to do with being a good or bad DM. It has to do with how they're essentially variations on called shots, which are fundamentally inimical to a hit point-based system. You typically don't allow something like "I aim for his throat, it doesn't matter how many hit points he has, he can't survive that". So why should you allow "I break his sword, it doesn't matter how many hit points he has, he's useless without it"?
 

I would say that the rules have become more consistent, but are still just as complex as ever.

The rules are tightly interlocked with each other. Witness discussions of how to achieve a low magic game that happen on these boards, or those on balance to see how the rules are tied together. It is difficult to change just a few rules without it cascading into other areas of the game.

I don't find the D20 rules all that simple myself, in order to teach someone the rules it is still mostly a matter of pointing out which dice to roll next. Althought the spell ranges are more consistent, the durations are still all over the board. At moderate levels, you've got so many spells flying around it is difficult to track them all. Many of the feats allow for what would be impossible actions in the real world, making it harder to just wing it since something that would be impossible in the real world might be very doable in the game world.

The greater level of consistency certainly allows people to track more complexity. It also allows someone to extrapolate better. That doesn't make the system simpler.
 

AoOS

Regarding AoOs:

AoOs are simply a combination of various other rules.

- Fleeing from combat
- Casting spells in melee
- Weapon speed and reach

All three of those things used to have their own special rule to resolve them. Now they have one rule to resolve all three and it is, no suprise, more complicated then any of the three individual "special case" rules. Having one rules to resolve many different special cases is a good thing even if that rules is fairly complicated. I, personally, have never had trouble with AoOs or threatened areas.

Aaron
 

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