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
Worlds of Design: A Question of Balance
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="EzekielRaiden" data-source="post: 7907632" data-attributes="member: 6790260"><p>I'd be curious what you think the other half is. But, to answer your question: </p><p>The designers have expressly said that they want this to be a game about Combat, Exploration, and Socialization (the "three pillars"). That means those are the most key, most fundamental components of the play experience, whatever those terms <em>mean</em> in the context of the game. This, incidentally, is part of what I mean by giving non-answers; people throw out jargon terms like this without defining what they mean, assuming--IMO very unwisely--that people "just know" what they mean.</p><p></p><p>Before we get into that, though, there's a more important thing that the designers rarely talk about--it's so fundamental it often gets forgotten in design discussions. That is, D&D is a <em>cooperative</em> game...and that is <em>also</em> something that often goes without definition because people (IMO unwisely) assume that everyone just knows what a "cooperative game" is. I define a "cooperative game" as a system of rules that determine the success or failure of individual actions directed toward player goals, for which multiple equally-valid solutions (meaning it's not a puzzle or a trivially-solvable game like tic-tac-toe/noughts-and-crosses) and strategies exist--in other words, a <em>game</em>--wherein each player is given equal opportunity to participate in the process that determines the overall success or failure, and where it is not possible for any individual player (and perhaps even not possible for any proper subset of players!) to produce a unilaterally successful strategy.</p><p></p><p>In more jargony terms: It's a non-trivial/non-solved ruleset, with one or more resolution mechanics, that both offers <em>and</em> depends on every player having equal opportunity to participate in all essential aspects of the ruleset. Non-essential aspects, being non-essential, can be divvied up however one likes, because those are merely..."experience enhancers," if you will. Analogically (and yes, I know the perils of argument by analogy, but): Guacamole isn't an essential part of nachos, but chips and cheese <em>are</em>--it's not really vital that every plate of nachos get some guac on it, but a plate of nachos that has a heavily skewed ratio of chips to cheese is probably going to get a bad reaction.</p><p></p><p>So, what <em>are</em> these "essential" things? Let's start with combat. No version of D&D has really broken the mold of combat, so we actually have quite a good idea what <em>that</em> is. It involves things like HP/damage, initiative, weapons/spells/items, AC. If combat is meant to be a "pillar" of the game, an essential part of the experience, then <em>every player should have a part to play in how combat happens</em>, and <em>no player should have unilateral control over how combat happens</em>. Furthermore, it is desirable to ensure that, no matter what choices players make, they DO have SOMETHING to contribute (even if it's similar to what others can contribute or not necessarily the strongest way to do that particular "something"). This is where your bugaboo about "combat roles" becomes an issue: you are, at least as I understand the term, opposed to players having guaranteed minimum competence in something the game explicitly says is essential to the experience of D&D. Asking these questions Socratically, not because I'm implying anything about your actual beliefs: Does this mean you simply want some people to just get left out of combat? That you want some classes to have unilateral control over it? That you oppose what the designers have said, and assert that combat is <em>not</em> an essential part of the D&D experience? etc.</p><p></p><p>We can get to the other stuff later. This is the one you've actually voiced opinions about (and also the one that's easiest to actually discuss, since it has definition in a way the other two really don't.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 7907632, member: 6790260"] I'd be curious what you think the other half is. But, to answer your question: The designers have expressly said that they want this to be a game about Combat, Exploration, and Socialization (the "three pillars"). That means those are the most key, most fundamental components of the play experience, whatever those terms [I]mean[/I] in the context of the game. This, incidentally, is part of what I mean by giving non-answers; people throw out jargon terms like this without defining what they mean, assuming--IMO very unwisely--that people "just know" what they mean. Before we get into that, though, there's a more important thing that the designers rarely talk about--it's so fundamental it often gets forgotten in design discussions. That is, D&D is a [I]cooperative[/I] game...and that is [I]also[/I] something that often goes without definition because people (IMO unwisely) assume that everyone just knows what a "cooperative game" is. I define a "cooperative game" as a system of rules that determine the success or failure of individual actions directed toward player goals, for which multiple equally-valid solutions (meaning it's not a puzzle or a trivially-solvable game like tic-tac-toe/noughts-and-crosses) and strategies exist--in other words, a [I]game[/I]--wherein each player is given equal opportunity to participate in the process that determines the overall success or failure, and where it is not possible for any individual player (and perhaps even not possible for any proper subset of players!) to produce a unilaterally successful strategy. In more jargony terms: It's a non-trivial/non-solved ruleset, with one or more resolution mechanics, that both offers [I]and[/I] depends on every player having equal opportunity to participate in all essential aspects of the ruleset. Non-essential aspects, being non-essential, can be divvied up however one likes, because those are merely..."experience enhancers," if you will. Analogically (and yes, I know the perils of argument by analogy, but): Guacamole isn't an essential part of nachos, but chips and cheese [I]are[/I]--it's not really vital that every plate of nachos get some guac on it, but a plate of nachos that has a heavily skewed ratio of chips to cheese is probably going to get a bad reaction. So, what [I]are[/I] these "essential" things? Let's start with combat. No version of D&D has really broken the mold of combat, so we actually have quite a good idea what [I]that[/I] is. It involves things like HP/damage, initiative, weapons/spells/items, AC. If combat is meant to be a "pillar" of the game, an essential part of the experience, then [I]every player should have a part to play in how combat happens[/I], and [I]no player should have unilateral control over how combat happens[/I]. Furthermore, it is desirable to ensure that, no matter what choices players make, they DO have SOMETHING to contribute (even if it's similar to what others can contribute or not necessarily the strongest way to do that particular "something"). This is where your bugaboo about "combat roles" becomes an issue: you are, at least as I understand the term, opposed to players having guaranteed minimum competence in something the game explicitly says is essential to the experience of D&D. Asking these questions Socratically, not because I'm implying anything about your actual beliefs: Does this mean you simply want some people to just get left out of combat? That you want some classes to have unilateral control over it? That you oppose what the designers have said, and assert that combat is [I]not[/I] an essential part of the D&D experience? etc. We can get to the other stuff later. This is the one you've actually voiced opinions about (and also the one that's easiest to actually discuss, since it has definition in a way the other two really don't.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: A Question of Balance
Top