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
Why does 5E SUCK?
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: 6652867" data-attributes="member: 82106"><p></p></blockquote><p></p><p><strong>All</strong> of this illustrates what I like to call the 'fallacy of the hard die roll'. RPGs <strong>are not more or less challenging based on what the DCs are.</strong> Challenge is injected into the game in a variety of ways, but none of them are 'being able to roll a 20', because there's no challenge in dice rolling. There MIGHT be tension, but its a pretty limited form of it. What makes a game interesting, and can create genuine difficulty, is when you create hard choices, and when you have situations where the players have to do a lot of different things, be inventive, whatever in order to get their chances of success to be reasonable. In fact these sorts of things should NEVER hinge on a single check, which is why 4e so assiduously uses SCs. Why have the player's elaborate and well-considered plan dependent on one check they have a 20% chance of passing? Failing it isn't exciting, its sort of a slap down at that point. All the hard part was getting there. </p><p></p><p>I'm not saying low-chance-of-success checks can't have a place in the game. As essentially a 'saving throw' there's no compelling reason to use really easy DCs for instance (IE once things have gone pear shaped its fine to toss the players a bone and let them try to fix it with some Hail Mary). You could have different alternative branches of an adventure that could be accessed only by difficult checks too, if you don't mind generating content you won't use. Those branches should <strong>not</strong> be structured as 'rewards for doing well' however. They should just be interesting possible choices that provide the players with agency. A variation would be the hard-to-access adventure element that requires payment of a resource, that one could have a low-probability gating DC plus a reward (its luck if you get the reward, but as long as you can continue its no worse than any other element of luck). </p><p></p><p>What you REALLY don't want is the players choosing a course of action, investing resources in it, and then at the end coming up against the locked door that can now only be opened with a low-probability, forcing the inevitable failure to either thwart the mission or force the players to go back and pay their way forward in some other way all over again. I CAN imagine a few cases where you could deliberately set up something like this, to put the party in a pickle maybe, but in that case there need not be any check at all, they just reach a hopeless dead end and need to backtrack.</p><p></p><p>The point is, the idea that '4e is built around lots of easier checks vs a few really hard ones, so its an easy mode game' is simply fallacious. It rests on a deep misunderstanding of the uses of probability in RPGs.</p><p>[/QUOTE]</p>
[QUOTE="AbdulAlhazred, post: 6652867, member: 82106"] [/quote] [b]All[/b] of this illustrates what I like to call the 'fallacy of the hard die roll'. RPGs [b]are not more or less challenging based on what the DCs are.[/b] Challenge is injected into the game in a variety of ways, but none of them are 'being able to roll a 20', because there's no challenge in dice rolling. There MIGHT be tension, but its a pretty limited form of it. What makes a game interesting, and can create genuine difficulty, is when you create hard choices, and when you have situations where the players have to do a lot of different things, be inventive, whatever in order to get their chances of success to be reasonable. In fact these sorts of things should NEVER hinge on a single check, which is why 4e so assiduously uses SCs. Why have the player's elaborate and well-considered plan dependent on one check they have a 20% chance of passing? Failing it isn't exciting, its sort of a slap down at that point. All the hard part was getting there. I'm not saying low-chance-of-success checks can't have a place in the game. As essentially a 'saving throw' there's no compelling reason to use really easy DCs for instance (IE once things have gone pear shaped its fine to toss the players a bone and let them try to fix it with some Hail Mary). You could have different alternative branches of an adventure that could be accessed only by difficult checks too, if you don't mind generating content you won't use. Those branches should [b]not[/b] be structured as 'rewards for doing well' however. They should just be interesting possible choices that provide the players with agency. A variation would be the hard-to-access adventure element that requires payment of a resource, that one could have a low-probability gating DC plus a reward (its luck if you get the reward, but as long as you can continue its no worse than any other element of luck). What you REALLY don't want is the players choosing a course of action, investing resources in it, and then at the end coming up against the locked door that can now only be opened with a low-probability, forcing the inevitable failure to either thwart the mission or force the players to go back and pay their way forward in some other way all over again. I CAN imagine a few cases where you could deliberately set up something like this, to put the party in a pickle maybe, but in that case there need not be any check at all, they just reach a hopeless dead end and need to backtrack. The point is, the idea that '4e is built around lots of easier checks vs a few really hard ones, so its an easy mode game' is simply fallacious. It rests on a deep misunderstanding of the uses of probability in RPGs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why does 5E SUCK?
Top