Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
What Doesn't 4E Do Well?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5064576" data-attributes="member: 82106"><p>Meh, I've designed games. A certain handiness with numbers is a good thing, but honestly the best game designer I've ever known is a guy that is certainly VERY clever but wouldn't know a negative binomial distribution from a hole in the ground, though he could probably tell you how long an average encounter is going to last by scribbling on the back of an envelope for an hour. </p><p></p><p>Its not MATH that gets you a good game design. Its a feel for how things will play combined with an ability to stack a bunch of numbers together in a creative way and come up with a system that is a combination of elegance and fun. 100 Phd mathematicians won't do you a bit of good in that. Nor is a negative binomial distribution really all that fancy. It amounts to saying "If I flip a coin 10 times, how many heads am I likely to come up with?". So yeah, given specific fixed assumptions or ranges of outcomes on say attack dice you can predict the length of an encounter, but it won't answer questions like how good is the encounter or what happens if the party uses unorthodox tactics or has a non-standard build.</p><p></p><p>People are too enamored of the concept of math in games overall. Its obviously relevant and the math should support the goals of the game, but games aren't math and math isn't games unless you're doing math puzzles. An RPG shouldn't be a math puzzle and as people on this board have AMPLY demonstrated by disassembling the math of 4e its not all that hard to make that aspect of a game work. The trick is making a fun game that works. With something like 4e its doubly hard because it needs to be fun at levels 1-30. If you notice though, the 4e math is actually fairly minimal there as it basically just consists of keeping the ratio of attack and defense and damage vs hit points fairly linear throughout 30 levels while allowing the game to evolve in some meaningful sense.</p><p></p><p>Honestly I think if you look at the SC system what you find is that it isn't the math that makes it hard for people to run SCs. Its managing to make the SC fit logically into the narrative of the game and not break into the immersion or seem illogical. The SC math is a headache but its not that complex. Where it gets ugly is when you toss lots of modifiers on die rolls and try to work out how they change things. Once you understand it, its pretty simple though. I don't think they failed in the math on SCs in a basic sense. All they failed to do was really explain them well enough. I think the designers just didn't know how to explain it. I can run them fine now after doing it a lot of times but I still can't explain what I do exactly.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5064576, member: 82106"] Meh, I've designed games. A certain handiness with numbers is a good thing, but honestly the best game designer I've ever known is a guy that is certainly VERY clever but wouldn't know a negative binomial distribution from a hole in the ground, though he could probably tell you how long an average encounter is going to last by scribbling on the back of an envelope for an hour. Its not MATH that gets you a good game design. Its a feel for how things will play combined with an ability to stack a bunch of numbers together in a creative way and come up with a system that is a combination of elegance and fun. 100 Phd mathematicians won't do you a bit of good in that. Nor is a negative binomial distribution really all that fancy. It amounts to saying "If I flip a coin 10 times, how many heads am I likely to come up with?". So yeah, given specific fixed assumptions or ranges of outcomes on say attack dice you can predict the length of an encounter, but it won't answer questions like how good is the encounter or what happens if the party uses unorthodox tactics or has a non-standard build. People are too enamored of the concept of math in games overall. Its obviously relevant and the math should support the goals of the game, but games aren't math and math isn't games unless you're doing math puzzles. An RPG shouldn't be a math puzzle and as people on this board have AMPLY demonstrated by disassembling the math of 4e its not all that hard to make that aspect of a game work. The trick is making a fun game that works. With something like 4e its doubly hard because it needs to be fun at levels 1-30. If you notice though, the 4e math is actually fairly minimal there as it basically just consists of keeping the ratio of attack and defense and damage vs hit points fairly linear throughout 30 levels while allowing the game to evolve in some meaningful sense. Honestly I think if you look at the SC system what you find is that it isn't the math that makes it hard for people to run SCs. Its managing to make the SC fit logically into the narrative of the game and not break into the immersion or seem illogical. The SC math is a headache but its not that complex. Where it gets ugly is when you toss lots of modifiers on die rolls and try to work out how they change things. Once you understand it, its pretty simple though. I don't think they failed in the math on SCs in a basic sense. All they failed to do was really explain them well enough. I think the designers just didn't know how to explain it. I can run them fine now after doing it a lot of times but I still can't explain what I do exactly. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
What Doesn't 4E Do Well?
Top