Where else can the d20 "core" mechanic stretch / drift?

I've never played FATE, so if someone out there can correct me on this please feel free, but in FATE it seems that you may or may not make a check based on "success probability," but it's MORE likely that you'd choose to make a check based on how the character is interacting with the world / NPC (tagging or compelling). It's more about the character's "place" in the game world, and how the character perceives their own "nature" than it is about the mechanics underpinning success probability.

I guess what I'm saying is that to this point, the core d20 mechanic has never really looked into changing that basic input / output strucure.
I think 4e's skill system can come closer to this than other versions of D&D, relying on the very strong thematic heft of many classes, paragon paths etc in combination with level-appropriate DCs and using tiers to determine the general paramaters of what is/isn't possible in the gameworld.

a climactic FATE scene involving a combat or conflict with a BBEG will usually take the form of the heroes building up temporary aspects until someone can invoke a few of them for a "kill shot." In play, it generates a very stark contrast with D&D's typical (anticlimactic) battle modes of either insta-kill scry-and-fry or anvil-chorus slog-fest.
Scry-and-fry is anticlimactic, I agree. 4e is intended, I think, to deliver build-up rather than slog-fest, in combat - though the build-up is within the combat resolution - but it seems not everyone actually experiences it that way!

Not to say that 4e is FATE - but it's not 3E either.
 

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I suppose it depends on whether you are only concerned with the d20 + modifiers vs DC mechanic, or the rest of the mechanics that have often gone along with it.

In my experience, once you're willing to start shuffling off or replacing the other mechanics, you're left considering if the d20 mechanic is the best resolution system for you. Personally, I don't like the feel of it. I prefer dice pool or dice step systems.

But, it's still just a resolution mechanic. You could build all kinds of ability structures on it, from entirely skill based to entirely exceptions based.
 

I don't claim to be a 4e expert, so the following is, in part, based on my limited experiences with it, but mostly from reading other commentary on the web, both here and elsewhere.

Scry-and-fry is anticlimactic, I agree. 4e is intended, I think, to deliver build-up rather than slog-fest, in combat - though the build-up is within the combat resolution - but it seems not everyone actually experiences it that way!

I think 4e shoots for that, but it typically relies on a build-up of tension through a sort of "race to the bottom" with HP. Early in 4e, there was a problem with solos and action-denial and condition implementation. By short-circuiting the HP race, it eliminated the tension. I believe that's been fixed for solos (or that fixes are available). However, the fixes are more difficult for DM to implement or sometimes involve inexplicable yet explicit immunities. I think that's also a part of why terrain is so vitally important for making 4e fights interesting. (At least, 4e's supporters often answer "boring combat" criticisms that way.) In a flat box, many powers become significantly less interesting or useful. That makes the HP race much more obvious...and thus "sloggy". I think those combine to make the success of 4e's design rather fragile in practice. (Which explains the wide variations in people's reactions to it.) I think that may be an unintended side-effect of the influence of other design considerations, rather than an abject failure.
 

I think that's also a part of why terrain is so vitally important for making 4e fights interesting. (At least, 4e's supporters often answer "boring combat" criticisms that way.) In a flat box, many powers become significantly less interesting or useful.

<snip>

I think that may be an unintended side-effect of the influence of other design considerations
Terrain is crucial, because without terrain position is uninteresting. The 4e DMG makes no bones about this - it has a whole section on the centrality of terrain to combat encounter design.

I think the importance of terrain is a side-effect of using "real" rather than abstract positioning and (dis)engagement rules. (And I wonder about 13th Age, which allows free movement with OAs - the hit point slog - as the only penalty for disengaging.) In a more abstract positioning system, rather than terrain and forced movement you would use abilities to impose buffs and debuffs which could include positioning/terrain effects (I'm thinking for instance of Scene Distinctions used to impose Complications in MHRP).

In one sense the need for terrain in 4e is no different from the need for Scene Distinctions. But oviously terrain is more fiddly to draw up, compared to just writing down two or three Scene Distinctions on a bit of paper.
 

Terrain is crucial, because without terrain position is uninteresting. The 4e DMG makes no bones about this - it has a whole section on the centrality of terrain to combat encounter design.

I think the importance of terrain is a side-effect of using "real" rather than abstract positioning and (dis)engagement rules.
<snip>
In one sense the need for terrain in 4e is no different from the need for Scene Distinctions. But oviously terrain is more fiddly to draw up, compared to just writing down two or three Scene Distinctions on a bit of paper.

I mostly agree, and that fiddliness makes it harder to work for the DM (not a whole awful lot, I would think, but it at least requires attention.)

However, I would point out that making all those little squares and all those fiddly powers that require them (and thus need them to be interesting), is one of those design considerations I was thinking about. There's no particular "game" reason why 4e couldn't use abstract positioning mechanics like MHRP, FATE, et al. They decided the solution to the LFQW problem was to give the fighter (well everyone, really) the same kind of fictional authority scripts that the casters always had (and at a greater "resolution", too). Martial Power (1 & 2) are plenty of (non-game) motivation to make that choice. That started in 3.5e by at least Bo9S, so I don't "blame" 4e for that.

(And I wonder about 13th Age, which allows free movement with OAs - the hit point slog - as the only penalty for disengaging.) In a more abstract positioning system, rather than terrain and forced movement you would use abilities to impose buffs and debuffs which could include positioning/terrain effects (I'm thinking for instance of Scene Distinctions used to impose Complications in MHRP).

I share the concern about 13th Age, as that facet seems to echo my experiences with 2e (and some of its spiritual successors). I think that's a two-fold issue formed when the HP-abstraction issue and the real-fictional position conflation problems combine.
 

making all those little squares and all those fiddly powers that require them (and thus need them to be interesting), is one of those design considerations I was thinking about. There's no particular "game" reason why 4e couldn't use abstract positioning mechanics like MHRP, FATE, et al.
Agreed. I'm not sure it's an inherent d20 thing, but it's pretty definitely a D&D thing. Even without the grid, Next is still obviously tethered to "real" positioning.
 

Agreed. I'm not sure it's an inherent d20 thing, but it's pretty definitely a D&D thing. Even without the grid, Next is still obviously tethered to "real" positioning.

What's "real positioning"?

And IMHO d20 boils down to both d20 + mod vs. DC and incremental advancement of some sort (your call of how big/small the increments are).
I think the main reason it's so popular it's that the same core mechanic is used for very diverse characters/archetypes/whatever.
 

What's "real positioning"?

It refers to a game where the mechanics rely on knowing your actual position. That may take the form of a grid (as 3/4e) or free-form (as in some previous edition and wargame play, using rulers, etc.). In such games, you can (at least in theory) know with relative certainty the distance between characters A and B and attach a "real" value to it (30', 150 m , etc.) This is different from an "abstract positioning" system, where characters are only "positioned" narratively, and play often proceeds with some notes about a battlefield, rather than a map. Of course, there are also systems that are somewhere in the middle, often using "zones" or some other mechanical contrivance to differentiate character positioning.

That's, at least, the context we've been talking about for this conversation.

EDIT: and I forgot to mention that many people played pre-WotC editions without very strict "real positioning", including IIRC a section in Combat & Tactics that was basically a zone system.

And IMHO d20 boils down to both d20 + mod vs. DC and incremental advancement of some sort (your call of how big/small the increments are).
I think the main reason it's so popular it's that the same core mechanic is used for very diverse characters/archetypes/whatever.

I can't see how.

I mean, boiled down to the die resolution method (as you mention), most mechanics can handle any archetypes, because rolling the dice tells you very little about who, what, or why the roll is being made. To some extent "character/archetypes/whatever" are just flavor to justify the modifiers. I would point out that including "incremental advancement" does, in fact represent a limitation on the archetypes accessible (although that folks find acceptable most of the time for playstyle reasons.)

Now, that doesn't mean that all dice mechanics are the same. There are a wide variety that do a lot of weird things. So, some features of the "d20 + mod" roll are:
  • linear distribution i.e. each increment mod increases the range and distribution of results equally.
  • small relative value of smallest increment. A "+1" is only 5% of the total range of the die roll. (Note that this does not translate directly to a 5% increase in character capability.)

Which is different from a "d6 + mod" system (and yes, I have seen such a system in the "wild"):

  • linear distribution and range increases.
  • very large increment: a "+1" is 17% of the total range

Which is different from a 4dF + mod roll from FUDGE/FATE (same as 4d3-8+mod):
  • Strong "bell" curve distribution i.e. you are much more likely to roll "+0" than "+4". Although the range increases linearly.
  • large relative value of a "+1". Its 11% of the total range of the roll.

Which is different from a Storyteller die pool. Where your traits grant dice (d10s) to roll against a difficulty and you count the ones that beat it.
  • Distribution - erm...a little hard to predict overall, but not for a given roll. No changes to range for a change in difficulty, but a large non-linear change in distribution.
  • Non-linear changes in both distribution and ranges for each die added.

Which is different from the way Cortex+ (as in MHRP) does it. A "Roll and Keep" system, where you build a die pool with dice (of variable size) added to the pool to represent traits contributing to the character's attempted action, and keep 2 of them after the roll to determine success.
  • Distribution? - I don't even know what dice you're rolling, plus you wouldn't necessarily want to keep the highest roll each time.
  • Can't even tell how good a +1d4 is. Especially if, as in MHRP, rolling a '1' is "bad".

So each of those will affect all sorts of design for the rest of the system, since that's where the mods (or dice) are coming from. This impact is both from a mechanical design perspective and a psychological perspective of the players. For instance, the d20 method rewards the accumulation of numerous stacking bonuses (generally speaking going from +0 to +1 is the same improvement as going from +7 to +8). Also, adding a +1 for something is (by itself) hardly notable. This has players hunting for bonuses, so such a system can handle books filled with sources of tiny modifiers (and rewards the publisher for providing them, especially with additional bells and whistles). In the d6 and FATE methods, a "+1" is fairly large, so its disturbing to play to hand out a "+1" item, but its also extremely rewarding to collect even a temporary "+2" bonus. The FATE method also seems to emphasize skill differences more, both as an effect of the smaller range and the centrality of the distribution (a "+4" is much more rare than a "natural 20". The MHRP system has you going over your whole character sheet to find traits to build into an action, which means you need to reflect the character's traits in your resolution narrative. etc. etc.

The strange-in-a-marvelous-way thing, to me, is that these things don't depend on genre very much at all. I could see playing a "Vampire" style game using any of them. The same is true for Fantasy, Supers, etc. (In fact, I think each of those methods has at least one incarnation that can be played in that genre.) The difference ends up being reflected more in play styles and table flow, rather than genre trappings that can be attached to the mechanics. So, even if I can make a game of FATE provide a narrative that's indistinguishable from a similar narrative from a session of D&D, it will likely feel very different at the table. I can't say that I think "d20 + mod vs DC" has any particular advantage over the other ideas, except that its a D&D "Sacred Cow".
 


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