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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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="D'karr" data-source="post: 5994416" data-attributes="member: 336"><p>I would actually say that DnD Process Sim falls apart, badly, under almost ANY scrutiny, and falls apart horribly when actually implemented within the ruleset. </p><p></p><p>Most of the attempts at Process Sim created such convoluted systems that they were, for most purposes, unusable. There is a reason that "weapon speeds", "weapon vs. armor type", "grappling", and even "psionic combat" were such a rarity at game tables during the 1e era. These rules were horribly unwieldy. </p><p></p><p>To say that intense scrutiny is needed gives the system a huge pass when hardly anything "rules wise", that could be effectively used, can be described as actual Process Sim. </p><p></p><p>DnD combat works "well enough" directly because it is completely abstract. Because it is abstract I as a DM, and as a player, can associate whatever explanation I feel works for the <strong>results</strong> of the particular mechanical action that the PLAYER takes. A character is never taking any mechanical action. A character doesn't roll initiative, never rolls an attack, never makes a climb check, never makes a diplomacy roll, or rolls to check for traps; a player does.</p><p></p><p>When it takes a minute for a combat turn that is not Process Sim. In that minute MY explanation is that many attacks and parries happened but only one has a probable "chance" to affect the outcome. </p><p></p><p>Why only one? Obviously that is an arbitrary distinction that the game designer put in place. Probably for balance reasons. For the same balance reasons a fighter as he goes up in level started getting more probable "chances" to affect the outcome. This was to balance against other classes that had more power as they went up in level.</p><p></p><p>Stepped inititiative, HP, AC, attack bonuses, and damage are all abstract mechanics to produce results, not to create a Process Sim of "real" combat.</p><p></p><p>When I started playing all I had was the Moldvay Basic Box. If I wanted any Process Sim I had to create it from whole cloth. This can even be seen in the default, and optional rules. By default, all weapons do 1d6 damage. The optional rules have weapons with variable damage. This was a way of providing variety, not Process Sim. A dagger to the heart will kill you just as easily as an axe to the head. Why then does the dagger do so little damage when compared to the axe? Shouldn't they do the same, if both of them can kill you with one strike? Because the damage values are designed for variety. The designer was giving me an optional guideline if I preferred to have some variety, but combat had no recognizable Process Sim. </p><p></p><p>To kill something I still had to whittle its HP, a completely abstract concept of combat effectiveness. As a fight goes on the characters should start to fatigue, which makes combatants sloppier and easier to hit, as well as less accurate. How come characters can hit just as effectively whether they just started fighting, or 10 minutes into the fight? Because the combat sim is not process sim. How come AC makes it harder to "hit" you instead of making the damage irrelevant? For the exact same reason.</p><p></p><p>When someone starts the conversation with how "DnD used to be able to do Process Sim within the rules, and 4e can't" they are simply looking at DnD with rose colored glasses. DnD has never provided effective Process Sim right out of the box. A group of players and a DM can decide to add some Process Sim to DnD by "house ruling" it in some way that is palatable to them. They can do that with any version of DnD.</p><p></p><p>If the <strong>arbitrary rule</strong> that during a one minute turn I'll only get one probable "chance" to attack does not break my immersion, then the <strong>arbitrary rule</strong> that during a combat or a day I'll only have one probable "chance" to use a particular technique does not do so either. </p><p></p><p>If I want, I can explain the 1 minute turn as a series of parries, ripostes, etc., with one good opening or an opening due to circumstance. I can also explain the particular technique as a series of parries, ripostes, etc., with eventually a good opening. When I've used the technique and can't use it anymore I can explain it as fatigue, the enemies getting wiser to my tricks, or the specifics of how to achieve the technique simply not manifesting again during the combat or during the day.</p><p></p><p>The abstract nature of the combat system allows me as a DM, and as a player, to find/create a comfortable "explanation" for that situation. If I want, or need one I can do so. Or I can ignore it entirely if I so choose. The willingness and experience to do so is not a limitation within the rules system.</p><p></p><p>This is no different in any version of DnD from ODnD, to 4e, to DnD Next.</p></blockquote><p></p>
[QUOTE="D'karr, post: 5994416, member: 336"] I would actually say that DnD Process Sim falls apart, badly, under almost ANY scrutiny, and falls apart horribly when actually implemented within the ruleset. Most of the attempts at Process Sim created such convoluted systems that they were, for most purposes, unusable. There is a reason that "weapon speeds", "weapon vs. armor type", "grappling", and even "psionic combat" were such a rarity at game tables during the 1e era. These rules were horribly unwieldy. To say that intense scrutiny is needed gives the system a huge pass when hardly anything "rules wise", that could be effectively used, can be described as actual Process Sim. DnD combat works "well enough" directly because it is completely abstract. Because it is abstract I as a DM, and as a player, can associate whatever explanation I feel works for the [B]results[/B] of the particular mechanical action that the PLAYER takes. A character is never taking any mechanical action. A character doesn't roll initiative, never rolls an attack, never makes a climb check, never makes a diplomacy roll, or rolls to check for traps; a player does. When it takes a minute for a combat turn that is not Process Sim. In that minute MY explanation is that many attacks and parries happened but only one has a probable "chance" to affect the outcome. Why only one? Obviously that is an arbitrary distinction that the game designer put in place. Probably for balance reasons. For the same balance reasons a fighter as he goes up in level started getting more probable "chances" to affect the outcome. This was to balance against other classes that had more power as they went up in level. Stepped inititiative, HP, AC, attack bonuses, and damage are all abstract mechanics to produce results, not to create a Process Sim of "real" combat. When I started playing all I had was the Moldvay Basic Box. If I wanted any Process Sim I had to create it from whole cloth. This can even be seen in the default, and optional rules. By default, all weapons do 1d6 damage. The optional rules have weapons with variable damage. This was a way of providing variety, not Process Sim. A dagger to the heart will kill you just as easily as an axe to the head. Why then does the dagger do so little damage when compared to the axe? Shouldn't they do the same, if both of them can kill you with one strike? Because the damage values are designed for variety. The designer was giving me an optional guideline if I preferred to have some variety, but combat had no recognizable Process Sim. To kill something I still had to whittle its HP, a completely abstract concept of combat effectiveness. As a fight goes on the characters should start to fatigue, which makes combatants sloppier and easier to hit, as well as less accurate. How come characters can hit just as effectively whether they just started fighting, or 10 minutes into the fight? Because the combat sim is not process sim. How come AC makes it harder to "hit" you instead of making the damage irrelevant? For the exact same reason. When someone starts the conversation with how "DnD used to be able to do Process Sim within the rules, and 4e can't" they are simply looking at DnD with rose colored glasses. DnD has never provided effective Process Sim right out of the box. A group of players and a DM can decide to add some Process Sim to DnD by "house ruling" it in some way that is palatable to them. They can do that with any version of DnD. If the [B]arbitrary rule[/B] that during a one minute turn I'll only get one probable "chance" to attack does not break my immersion, then the [B]arbitrary rule[/B] that during a combat or a day I'll only have one probable "chance" to use a particular technique does not do so either. If I want, I can explain the 1 minute turn as a series of parries, ripostes, etc., with one good opening or an opening due to circumstance. I can also explain the particular technique as a series of parries, ripostes, etc., with eventually a good opening. When I've used the technique and can't use it anymore I can explain it as fatigue, the enemies getting wiser to my tricks, or the specifics of how to achieve the technique simply not manifesting again during the combat or during the day. The abstract nature of the combat system allows me as a DM, and as a player, to find/create a comfortable "explanation" for that situation. If I want, or need one I can do so. Or I can ignore it entirely if I so choose. The willingness and experience to do so is not a limitation within the rules system. This is no different in any version of DnD from ODnD, to 4e, to DnD Next. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
Top