The Sacred Cow Slaughterhouse: Ideas you think D&D's better without

To want the kind of parity of character options that a few people on these boards tend to advocate, you give up not only the verisimilitude, the genre emulation, and the drama, you also give up the satisfaction of system mastery and building a powerful character. What's gained in all of this has never been clear to me, other than sparing the feelings of whichever people cannot deal with the idea that their character might not be the best but are simultaneously unwilling to build one that is.
But here's the thing. Parity, verisimilitude, genre emulation, drama, and system mastery are all on a spectrum. Prioritizing one or two doesn't mean my tolerance for the loss of the others is infinite. It means I accept that to achieve greater fidelity to one priority, there will be tradeoffs in my ability to realize the others. It also means accepting when I've reached the point of "Good enough" for the main priority, and can give more attention to some of the lower-priority options.

Parity and system mastery are two of the options where tradeoffs may be necessary. Obviously, one can have a game where build parity is exactly equal, by giving every player the same character. Then system mastery of at-table play (plus random chance) becomes the only determinant of a successful outcome. But virtually no one wants to play a RPG with no character options at all. So we add mechanical widgets to the characters to allow differentiation. And if there is a mechanical system, it's assumed that this system should provide something meaningful, which in the case of an RPG, is a greater chance to impact the outcome in a chosen direction. Thus the desire for meaningful character build system mastery.

Now while rewarding system mastery for character building is a straightforward mechanical exercise, it sits in tension with a group of other RPG design pressures and tensions. We still want to reward at-table play system mastery, which means any character build that exceeds any and all at-table challenge can't be allowed. (See Pun-Pun).

We (often) want to enforce genre sensibilities, which means refining the character build options down to a more limited set. Simultaneously, we want to respect player's aesthetic choices, which means we want to give players the ability to build a character that they visualize. Obviously, these two options often come into conflict, as genre definition is very nebulous and varies between individuals. Equally, genre simulation can either prop up or attack the individual's sense of verisimilitude. Respecting an individual's aesthetic choice for character can often clash with another individual's view of the game world. This sets up conflict like the halfling barbarian, especially when mechanical constraints on the genre simulations are seen as key reinforcers of verisimilitude.

Additionally, as most RPGs feature cooperative parties of players, there are tensions found within team play. In general, while most people want the team to succeed and are willing to subordinate individual goals to seem the team goals met, that doesn't mean that people want their individual efforts to be overshadowed. These orthogonal goals create some of the tension on the spectrum of effectiveness that plagues discussion of 3.X and 4e. Some people feel that individual efforts should be highlighted and generally equitable (parity), while others feel that's a lower priority goal when compared to enforcing genre conceits and versimilitude. Some people that parity should only be based on equivalent system mastery, while others feel that a player's individual aesthetic should be a higher priority than system mastery.

tl;dr: In-party parity, rewarding system mastery, versimilitude, genre simulation, and freedom of character choice are in tension. Pick some, lose others.
 

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In-party parity, rewarding system mastery, versimilitude, genre simulation, and freedom of character choice are in tension. Pick some, lose others.
Fair.

The intent on my part is not to preclude the shades of gray that you're describing, but instead, to advocate for the "sweet spot" in balancing those types of considerations that D&D has found. I don't think a move along any of these spectra is to be done lightly, and I definitely don't think that out of these considerations, parity is the one that needs more service.
 

But here's the thing. Parity, verisimilitude, genre emulation, drama, and system mastery are all on a spectrum. Prioritizing one or two doesn't mean my tolerance for the loss of the others is infinite. It means I accept that to achieve greater fidelity to one priority, there will be tradeoffs in my ability to realize the others. It also means accepting when I've reached the point of "Good enough" for the main priority, and can give more attention to some of the lower-priority options.

Parity and system mastery are two of the options where tradeoffs may be necessary. Obviously, one can have a game where build parity is exactly equal, by giving every player the same character. Then system mastery of at-table play (plus random chance) becomes the only determinant of a successful outcome. But virtually no one wants to play a RPG with no character options at all. So we add mechanical widgets to the characters to allow differentiation. And if there is a mechanical system, it's assumed that this system should provide something meaningful, which in the case of an RPG, is a greater chance to impact the outcome in a chosen direction. Thus the desire for meaningful character build system mastery.

Now while rewarding system mastery for character building is a straightforward mechanical exercise, it sits in tension with a group of other RPG design pressures and tensions. We still want to reward at-table play system mastery, which means any character build that exceeds any and all at-table challenge can't be allowed. (See Pun-Pun).

We (often) want to enforce genre sensibilities, which means refining the character build options down to a more limited set. Simultaneously, we want to respect player's aesthetic choices, which means we want to give players the ability to build a character that they visualize. Obviously, these two options often come into conflict, as genre definition is very nebulous and varies between individuals. Equally, genre simulation can either prop up or attack the individual's sense of verisimilitude. Respecting an individual's aesthetic choice for character can often clash with another individual's view of the game world. This sets up conflict like the halfling barbarian, especially when mechanical constraints on the genre simulations are seen as key reinforcers of verisimilitude.

Additionally, as most RPGs feature cooperative parties of players, there are tensions found within team play. In general, while most people want the team to succeed and are willing to subordinate individual goals to seem the team goals met, that doesn't mean that people want their individual efforts to be overshadowed. These orthogonal goals create some of the tension on the spectrum of effectiveness that plagues discussion of 3.X and 4e. Some people feel that individual efforts should be highlighted and generally equitable (parity), while others feel that's a lower priority goal when compared to enforcing genre conceits and versimilitude. Some people that parity should only be based on equivalent system mastery, while others feel that a player's individual aesthetic should be a higher priority than system mastery.

tl;dr: In-party parity, rewarding system mastery, versimilitude, genre simulation, and freedom of character choice are in tension. Pick some, lose others.

This is a well above average though slightly below heavenly (the bar is high around here, what can I say), thorough post. Someone please give this man some xp for me.
 

Again, really? So, anyone who runs a static, sandbox campaign is an incompetent DM?

If its basic result is a new character meat grinder with no actual enjoyable game play, yes.

Anyone who runs a module is an incompetent DM?

Anyone who runs a module without reading it and assessing it is an incompetent GM, yes. Did you put L2 characters in a L8 module? Incompetent. Did you decide that, since the module includes "make a DC 35 diplomacy check here or you are all dead", running this unchanged with a party of 8 - 10 CHA characters with no interaction skills is appropriate? Incompetent. Depending on your playstyle, do you (as one 1e module included) tell the PC's they are assailed by wave after wave of the enemy, taking a vast number to the grave before finally being overwhelmed? I think that would be "incompetent" by many measures, including those espoused on recent threads.
 

tl;dr: In-party parity, rewarding system mastery, versimilitude, genre simulation, and freedom of character choice are in tension. Pick some, lose others.

The whole post is great, but the above sums it up. It's a balancing act, and different balances will be more appealing to different playstyles and preferences. That is why we do not, and will never, have One Game to Rule Them All
 

The whole post is great, but the above sums it up. It's a balancing act, and different balances will be more appealing to different playstyles and preferences. That is why we do not, and will never, have One Game to Rule Them All
Which is why I view the NEXT experiment with such ambiguity. I have no problem with a new flavor of D&D. I don't like the business assumption that there can be only one supported version of D&D at a time.
 


I don't like the business assumption that there can be only one supported version of D&D at a time.

There are solid reasons for that assumption, based in RW data from the business world. However, there is also data that supports a multi-product approach. I personally think WotC is in a position to support multiple RPG lines, but it wouldn't be a guarantee. I think Hasbro doesn't want to risk it.
 

There are solid reasons for that assumption, based in RW data from the business world. However, there is also data that supports a multi-product approach. I personally think WotC is in a position to support multiple RPG lines, but it wouldn't be a guarantee. I think Hasbro doesn't want to risk it.
Probably, but if there's ambiguity, can't they just do things my way? :)
 

The problem is, the spectrum isn't merely between "roleplayers" and "powergamers". There's also the "worldbuilders" or the "simulationists". Mechanically balanced, dramatic games hold no interest for them if they also don't cater to their genre versimilitude, and that is often directly antagonistic to the needs of mechanical balancing. Quite simply, one side wants a cow, one side wants a hamburger, and the game can't give us both.

So, what is D&D trying to simulate? Whose genre verisimilitude requires unbalanced games, and how do they show that that's actually a requirement of the genre they're interested?
 

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