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The "Complexity Dial" - how would it look?

Mercurius

Legend
The idea behind this thread is to have our own little Legends & Lore shindig and muse a bit about this idea of “complexity dial” that Mike Mearls has been talking about. Now this isn’t a new idea; some of us have been clamoring for one version or another of it for years. What is new--and exciting--is that the Head Honcho at D&D is talking about it. Now whether this is just him thinking aloud, early design ruminations for 5E, or perhaps even a new Basic 4E, remains to be seen. But the idea here is to explore how this might actually work in terms of game design. We can apply it to any game, but I'm going to focus on 4E, partially because that is likely the basis of any further design for D&D.


So how do you see this working? I’ll throw some thoughts out there and feel free to jump in. (Bear with me...this is loooonngg...)


The “Complexity Dial”
The idea is pretty straight-forward: You have a simple, core game that we could call Basic or Core D&D. Onto that can be pasted various options for greater complexity, which we could call Advanced Options. Now beyond that basic differentiation, there are a few approaches:


  • “Static” complexity dial. This is a simple bifurcation of Basic and Advanced. You can either play the Basic game or the Advanced game, but the rules offer options for both.
  • “Dynamic” complexity dial. This is a bit more complex – you still have a Basic game, but you can pick and choose which Advanced Options you use. Want greater detail in Skills but not Feats? Then you can “dial up” on Skills but not on Feats.
  • “Ultra-dynamic” complexity dial. As above, but with two further additions: One, you could have different characters of different complexity in the same game; two, different complexity depending upon the situation. For example, one combat could be quick and dirty and resolved in a couple rolls; another combat could be 4E-esque in its tactical intricacy.
For the sake of simplicity, I’m going to fold the latter two approaches into simply the “dynamic” complexity dial because I think the former would eventually lead to the latter, or at least have the option to be that detailed. I’m also thinking that the first option, the “static” approach, is yesterday’s news and not really a step forward. So what we’re talking about here is the dynamic approach.

How Could This Work?
One image that comes to mind is that of an outline that you can “open” up. So you might have the key headings – the Roman Numerals of I, II, III, IV, etc; these would be the primary statistics, like Ability Scores, Hit Points, Defenses, Races, Classes, and Basic Attack. And then each can be “opened up” into A, B, C, D, which can be further opened up into 1, 2, 3, which can be further opened up into a, b, c, etc.

Perhaps the most straightforward example is that of Skills. Here you have at least three “complexity ranks”:

  1. Ability Scores (e.g. Strength)
  2. Skill Groups (e.g. Athletics)
  3. Skill Specialties (e.g. Jump, Swim, Run, etc)

You don’t really need to get anymore detailed than that. Or rather, further detail can be added through more and more Skill Specialties. In other words, I would think it unnecessary to break Jump down further into Long Jump and High Jump, but I suppose someone might want to do that and the rules could certainly accommodate that.

So the idea in the “dynamic” approach is that one character might only use their STR to jump over a chasm, while another might use Jump. The challenge would be in finding a way so that one approach is not superior to the other statistically.

If we take the Ability modifier as the base, untrained score, we could break down training into three categories:

  • Proficient: Ability modifier + level
  • Trained: Ability modifier + half level
  • Untrained: Ability modifier
Depending upon the class, skill use in the primary ability score could be Proficient, Trained in 1-3 others, and Untrained in the rest. So a fighter might be Proficient in STR, Trained in DEX and CON, and Untrained in the rest. A rogue might be Proficient in DEX, Trained in STR, INT and CHA, and Untrained in WIS and CON. A bard might be Proficient in CHA, Trained in DEX, INT, and WIS, and Untrained in STR and CON. And so forth.

From that "Basic" approach, which provides relatively straight-forward modifiers to all skill situations based upon Ability Scores and Training, you could add greater detail. Proficiency in an Ability Score group could equate with various degrees of training in different skill or weapon groups, with specializations in one or two areas. Proficiency in Strength, for example, could mean Proficiency in a specific weapon group (say, Heavy Blades) and training in all Martial weapons, whereas Training in Strength could mean Proficiency in a single weapon type (longsword), Training in a specific weapon group (Heavy Blades), and Untrained in all other weapons.

(Or something like that; I’m just working it out as a type – the specifics aren’t that important at this point, but rather an exploration of the flexibility of the modular approach)

The above approach can be taken with most aspects of the game, although it gets a bit trickier with Feats and Powers. These could be, for example, equivalent to Skill Specialties, like so:

  1. Classes/Races
  2. Class Builds/Styles/Features
  3. Feats/Powers

In the simplest version of the game, you choose a Race and a Class and whatever the default features are, that’s what your character can do. But if you want a bit more customization, you turn up the dial and choose a build or a style, or among certain features. If you want further complexity, you break those down and choose individual feats and powers.

Let’s look briefly at magic. It is hard to get really simple and still retain the concept of “spells.” The complexity dial might have more to do with how the magic is used – the frequency and customization of spells – rather than what is used. For example, we might have something like this:


  1. Vancian Magic – “fire and forget”
  2. Powers – At-will, Encounter, Daily, Utility
  3. Power Points
To put it another way, the complexity has to do with to what degree the player is “in charge” of what their character can do. Power Points, for instance, would allow a PC to use a Daily power more than once but at the expense of, say, two Encounter powers. For even further complexity, power points could be used for spontaneous casting.

The Core Game
If almost everything is Advanced Options, what would the Core game look like? This is where Mike Mearls (or whoever) would have to make some hard choices. My sense is that it would be something like this:

Six Ability Scores
Race (and resulting features/powers)
Class (and resulting features/powers)
Level
Hit Points Armor Class and Defenses

That’s about it. Then everything else would be optional and unfold from the Abilities, Race, and Class, so you’d have modular rules for Skills, Feats, Powers, Stunts, Aspects, Advantages and Disadvantages, Combat Styles, Power Points, etc.

The Problem of Tournaments and Conventions
It is all well and good to have a fully customized game in an individual game group, but what do you do outside of your own game group? At, say, a convention or game store session? It could be a mess, albeit one that manages to work. Imagine sub-titles like “An adventure for a party of five 6th level characters, using Core rules plus Feats, Skills, and Combat Styles.”

It could also be simpler than that, with clearly defined complexity ranks, such as Basic (the core game), Intermediate (moderate complexity), and Advanced (very detailed complexity). Individual campaigns could still go by a pick-and-choose approach, but public games would be very specific (e.g. “A 6th level adventure using Intermediate rules).

On the other hand, a truly dynamic game wouldn’t require that as different players could use characters at different complexity ranks. So it could just be a 6th level D&D adventure, but with each player having characters of different complexities. That possibility, to me, would be what would make this hypothetical new edition truly a step beyond what has come before.

Further Considerations or, “It ain’t just the crunch!”
This modular approach can be applied not only to the rules but to the “fluff” of the game which, I think, would go a long way towards re-capturing that classic D&D feel that many feel was lost with recent editions. For instance, the Basic game could include only the very essential, classic races—humans, dwarves, elves, and halflings—and the core, archetypal classes—fighter, mage, rogue, and cleric, as well as probably a few others. Different products could introduce “fringe” races and classes, from tieflings and dragonborn to warlords and sorcerers.

This isn’t all that different than, say, what 4E has done. But with a more intentional modular approach, what is “core” can be clarified. You start with fighters, mages, rogues, and clerics, and then you add in paladins, rangers, bards, druids, and barbarians, and then warlords, sorcerers, warlocks, etc.

Imagine also how Character Builder could be designed to allow various Advanced Options and could be printed out (or displayed) showing varying degrees on the complexity dial. Want to see only the Basic character? Should be simple enough. Want to see the “skill tree”? Just click and expand. Want to allow only Core and Player's Handbook 2 classes? Just select the relevant options.


"5E" Product Line

I'm going to step a bit beyond the original parameters of this post and speculate a bit about what sort of product releases would work best for this sort of configuration of D&D, namely as a 5E of the Dungeons & Dragons game.



Some have said that 5E will be mainly, or even purely, digital. I don’t think this has to be the case, although certainly we may never see books like Martial Power 2 again. Instead, Advanced Options can first appear on DDI, with perhaps yearly “annuals” in hard-copy form, as well as deluxe items like mega-adventures, theme books, campaign sets, etc.
So you might see something like this in terms of product release:


  • Starter Set – the new “Red Box” covering the Core game through a few levels.
  • Classic Three HardcoversPlayer’s Handbook, Dungeon Master’s Guide, Monster Manual – with the Core game and iconic classes and races through all 20-30 levels, plus the extended family of classic races and classes (ranger, paladin, druid, bard, half-elf, gnome).
  • Rules Expansion Annuals - these would compile the prior year's DDI content of new rules, and would fall into three categories: Player books, DM books, shared books. The players' books would mainly be PHBs that compile all new classes, races, and other players options. DM books would be further rules and guidelines for higher level play, monster books, etc. Shared books would be theme books that expand the D&D universe, equipment and magic item books, etc. I imagine something like 3-4 a year.
  • Campaign Settings – We'd probably see 5E versions of classics, but the focus would be on a a new iconic setting that acted as a kind of “loss leader” to fill out the flavor of the game; in other words, it wouldn’t have to make a huge amount of money, but what it would do is carry the flavor and community (ala Golarion). This is one area that I think weakened 4E. I imagine an initial box set or hardcover, then maybe 2-3 new products a year, plus one "Classic Campaign Setting" single hardcover per year.
  • Mega-Adventures and Location/Sandbox sets – Two variants - one the mega-campaign arc that takes a party through a tier of play, and the other a sandbox location that a party can explore. Imagine a box set with a campaign book, an encounter book, maps, tiles, etc. Maybe 3-4 a year.
  • Miscellany - anything from stuff like Hammerfast and Vor Rukoth that give flavor to the default setting, to useful items like the Rules Compendium.

On first blush this isn’t that different from the production plan of 4E and 3E, but it would cut down on small and more frequent splat books (no more Martial Power, Divine Power, etc), focus on quality over quantity, and relegate new crunch to first DDI and then an annual at the end of the year. Players would be encouraged to subscribe to DDI because rules would show up there first, and often up to a year before the annual was published. We'd be looking at one major new hard-copy release per month, with a few smaller items mixed in - a nice balance, I think, between the glut of the late Aughties and the barren 2011 release schedule.


OK, I'm finished. So what do you think?
 

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Well the big appeal of a 'basic' game is so that you can start playing it quickly. Stuff like whether Athletics can be split into Swim and Climb is less critical, I think, because even 'advanced' players are cool with them being bundled together for ease of play. (Indeed, on the list of 'complex things people would like to see simplified,' skills are pretty low.)

I'd focus first on basic vs. standard, and make sure that works. It would be easy to add more complexity to standard, but getting basic to synch up is the hard part.

I mean right now consider the Knight versus the Fighter in 4e. The knight is fairly simple, but it's still more complex than an OD&D character. Can we make a mechanically simple 'Warrior' who could hop into a game with a druid, a bard, and a monk and not feel ineffectual?
 

I've spent a lot of time thinking about complexity but I think I take it in a different direction than the OP. In my mind, I sort of divide this idea of dials of complexity into two camps.

The first camp is presenting the game in a simple enough manner that people can easily turn various rules on or off. This is similar to the optional rules embedded in the 2e AD&D books. Want armor that reacts differently to different weapons? Here are the rules, here's how they'd look, we designed them so that the game is balanced either way. These are decisions that let a GM or group tailor their play experience at the outset of the campaign.

The second camp of dials is harder to achieve, but allows the play experience to be modified during play, player by player, and combat by combat without introducing new rules or having to learn anything new. It is the idea that a char-op player should be able to play side-by-side with a casual player and both be reasonably challenged. The char-op player should probably be better, but not so much better that the GM cannot challenge the both simultaneously. Similarly, the GM should be able to present a casual battle with easy set up and no miniatures and then later present a tactically driven battle.

In my mind, the dials of complexity should be fluid and easily changed. I feel like what the OP presented is maybe three or four different games presented in a single book and you pick one. I don't necessarily see that as an improvement over the current approach.
 

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:p
 

AeroDM, I have to say that it is odd that you say that you would take it in a different direction because both of your camps are included within my post! I spoke of both being able to turn rules on and off, especially within regards to Character Builder, and also compatible characters of different complexity levels within the same game, as well as the possibility to "dial up or down" depending upon the situation.

It might be that my post was too long-winded and obfuscated those points ;). But the last thing I'd want to do is see three or four games within the same game; what I'd like to see is a simple core game upon which different modular rules can be attached, whether by campaign or situation. In other words, one game but many possible variations. So, believe it or not, we're going in the same direction!
 

Well the big appeal of a 'basic' game is so that you can start playing it quickly. Stuff like whether Athletics can be split into Swim and Climb is less critical, I think, because even 'advanced' players are cool with them being bundled together for ease of play. (Indeed, on the list of 'complex things people would like to see simplified,' skills are pretty low.)

I'd focus first on basic vs. standard, and make sure that works. It would be easy to add more complexity to standard, but getting basic to synch up is the hard part.

I mean right now consider the Knight versus the Fighter in 4e. The knight is fairly simple, but it's still more complex than an OD&D character. Can we make a mechanically simple 'Warrior' who could hop into a game with a druid, a bard, and a monk and not feel ineffectual?

I think "Basic" can only be so simple without being incompatible with a more complex game, but overall there are probably few D&D players that want a truly "rules lite" game.

I'd like to see the Basic complexity set around the level of something like Castles & Crusades or True20, maybe a bit simpler. With the d20 mechanic, you can do that. If you use the Ability scores as the base for all actions, you can unpack varying degrees of complexity from that.

My above post was pretty much just ad hoc, a stream-of-consciousness exploration, so I'm not really sure which direction I'd take it beyond basic principles. But I think the idea of the various levels of training holds potential for a simplish game. If we look at Ability scores as not only raw attributes but also as gestalts of capacities, then they can form the basis of all actions. So each class has a different configuration of training in the different Ability "skill packages." You could even form six archetypal classes off each of the Ability scores:

STR - Fighter
DEX - Rogue
CON - Barbarian
INT - Wizard
WIS - Cleric
CHA - Bard

As with 4E, each class would have a primary Ability, one or two secondary Abilities, and the rest are tertiary. But in this game, these connections have a stronger impact on game play. As I wrote above, a primary Ability is considered "Proficient" or Specialized and the character gets their full level as a modifier; the secondary Ability is "Trained" and the character gets half their level; tertiary Abilities are "Untrained" and there is no level adjustment.

From that, complexity can come through further customization.

The Fabled Lands game, which is very rules lite, does something like this.
 

AeroDM, I have to say that it is odd that you say that you would take it in a different direction because both of your camps are included within my post! I spoke of both being able to turn rules on and off, especially within regards to Character Builder, and also compatible characters of different complexity levels within the same game, as well as the possibility to "dial up or down" depending upon the situation.

It might be that my post was too long-winded and obfuscated those points ;). But the last thing I'd want to do is see three or four games within the same game; what I'd like to see is a simple core game upon which different modular rules can be attached, whether by campaign or situation. In other words, one game but many possible variations. So, believe it or not, we're going in the same direction!
My bad. I see it now. I think on my first pass I made an assumption you hadn't said and it took me in a different direction with the rest of my reading. It happens.

I can see where you are headed then and I very much agree with the goal. I don't think of it as "modular" so much as "rally point" game design. You build a system that says, 'Okay, I need them to be the equivalent of +5 at this point in the game' and then you get there however you like. Maybe one class is straight +5, maybe another can spend a minor action to be +6 (so they're a little better with a little cost), and maybe another just gets to roll 2d20 and take the better of the two (statistically equivalent to +5 in the middle of the bell curve). That way each class can have its own feel but be balanced. You could do similar with your Basic, Dynamic, and Ultra-Dynamic variants. Giving each a different set of tradeoffs to facilitate some variant goal, but all, ultimately, balanced.
 

I think 4e presented itself simplistically. However the underlying game was very complex in how things interacted. I'd like to see any 5e be the opposite of that.

It is simple, how this dial would work. Simply take the battle map (other than as an afterthought) out of the base game them make a combat and tactics book (ala 2.5e). This one simple change would make the game infinitely more attainable to the average player it would also justify the necessary sale of the battle map expansion book.
 

First it begins with the size of the board. The larger board there is to move around in, the more options there are and number of game states total.

Then it goes to the number of rules and exactly how they interact. The more interactions the more complexity. Now, while adding rules increases strategic complexity, it also increases the difficulty to engage in the game. Good games are traditionally considered to have very high complexity and very few rules at all. Go is probably the archetypal example.

For a Complexity Dial, what I would suggest is an additive complexity in terms of game rules, board size (world scope), and yet as elegant and few a number of core rules as possible.

But how can we do this without adding endless optional rules for those who want higher complexity? Well, one way is to go the exception-based game design like MtG or 4E powers. There is a very simple set of rules for the base game and more and more supplementary rules, published on either cards or powers, added as the game goes along. Easy buy in and increasing mastery of the game for those who delve in.

Another route is to build a game at its highest level of complexity and then attempt to remove a single rule, one after another, but only so each removal results in a fun, playable game. Then play can go backwards from design from simple to complex and the number of rules to learn at each step is relatively few. Needless to say, this is hard to do. You're not just designing chess, you're designing checkers and chess and a few variations in between.

A third option is to build a very elegant game like Go, but increase the scope of the game by moving up the level of configuration already potentially existent within the core rules. I like this ones, so I'll give a few examples.

Chess - pawns, rooks, bishops, and knights each have unique rules and the game could be considered "complete" with just them. The base rules for them would need to be written down explicitly. For added complexity we get new configuration for new pieces, but without new rules. A queen becomes a rook/bishop, a king becomes a queen with 1 space movement limitation (movement length already in the rules). Castling would be covered under knight rules, en passant would be the odd man out. But overall the variations are building upon the unchanged core rules.

Conway's Game of Life - the base rules are only 2 or 3 depending on how you parse them. The complexity of design upon the cellular board increases based upon the activity and size of each element that is self sustaining. Start using each of these elements to build even bigger multi-elemental structures and the complexity goes up and up and up as long as the board can sustain their size.

In this option complexity is a matter of configuration under an already very elegant rules set, but the supplementary rules are only ever extrapolations from the core.

For D&D, I think the first and third options have been tried. I wouldn't mind seeing the second one though.

So, for me, turning up the "complexity dial" is a matter of how big the space is, how many core rules there are and the level of interaction, and how many and varied card/powers supplements are designed for the game / how each new rule interacts with previous / or how complex each constructed element is and how many of them there are.

Lastly, I think complexity is really about depth of a particular focus in game design. What is it the players want to focus on in this particular game? What about the particular campaign? Combat has become very complex, while other portions of the game have lost in it. However, a cool thing about games like the above designs is they are additive. Complexity can be shifted to other focuses. Or it could even be lessened, if so desired. Think tic-tac-toe or chess. Which would you prefer 1-on-1 combat was? How about mass combat? Or trade? Or NPC interactions? Or wandering those those winding dungeons/mazes? Or the traps therein? Or magic spells? Magic items? And that's all just D&D, there are more ways to go.
 

Rereading the OP's post I was liking his ideas on campaign settings and mega-adventures and sandbox sets. I think game designers that can focus their games on multiple play styles so each D&D group can play the same game, have a somewhat similar shared experience, and yet play with the particulars they choose and in the manner that they choose, will come out ahead.

When it comes to trying to guess or even invent the new hotness, failure comes to mind time and time again. Why wouldn't a game company want to enable their games to be expandable to new play styles, new adventure designs, either the "house" unifying campaign settings, or wildly different ones, and so on?

Game complexity is only one dial we're talking about here. There are plenty more and if you can keep satisfying your customer base with the latest and greatest new fashions why wouldn't they keep buying from you? Sure there may be those new kids on the block (not a music reference), but players can get all that hotness without changing their games, or even their ongoing campaign, and, perhaps most importantly to designers, their publishers.
 

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