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2016-08-12, 08:41 AM (ISO 8601)
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- Mar 2015
Re: Why I don't like Dungeons & Dragons
Admittedly... no. Now even rules-light game have some lesser degree of system mastery as part of them, and this will increase as the rules become more numerous. Actually as far as I know the only way to get ride of all required system mastery is to give the player no input into the game. This is problematic.
The thing is you can get good things in return for increasing system mastery requirements. Which is why I said it can be a style choice. But at the same time D&D seems, and I mean by my initial instincts on the matter, to add to the demand without a lot of benefit, with things like trap options, where decision points are placed and the amount of planning ahead you have to do in some cases. Someone with more system mastery than me would probably have to comment.
Woot. Woot. I get my own spoiler. I'm actually going to be replying in kind because I had a bunch of points written out when I realized the main thing I was trying to get at.
Spoiler: On particular pointsThis basically comes down to a difference in design goals. D&D magic is designed to be able to do anything, because the original Chainmail rules gave wizards a grab-bag of random effects that D&D then had to formalize.
Conversely, Shadowrun was not only explicitly designed with a single setting in mind [...], so it's more thematically focused.
prepared spells aren't dangerous and more powerful ones don't harm the spellcaster because the spells aren't completed (and thus don't hold any power that could harm the caster) until they're cast.
TL;DR: If you dislike D&D's magic system, don't accuse the Vancian system of vague metaphysics, call it flavorless, and blame it for Linear Warriors, Quadratic Wizards; instead, blame AD&D for focusing too much on backwards compatibility and WotC for missing a great opportunity to clean up its flavor and mechanics.
The Main Point:
Ultimately my issue with D&D's magic system is that if feels like an explanation for the mechanics. This works great in a wargame where you are trying to create a thematic justification for the more strategic aspects of the game. In a role-playing game you want to do at least a little bit in the other direction, explore the theme in mechanics. D&D doesn't do that, all the weird edge cases that come up tend to be made into the most sterile solution (see releasing spells). The explanations usually go just far enough to explain what is going on, but not enough to make it seem alive. And on top of that the explanations are not always consistent.
So yeah, there are good parts to D&D magic, but it all comes together to form an explanation that works if you stay zoomed out. But for me, if I zoom in on someone who uses magic for a living (that is, I play a caster) I am just left wondering because I don't have enough detail to fill in what happens at that level. I, for instance, cannot accurately describe what my wizard character would actually be doing during that hour of spell preparation time at the beginning of the day.
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2016-08-12, 09:00 AM (ISO 8601)
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- Oct 2009
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Re: Why I don't like Dungeons & Dragons
Kind of. More rules-heavy games tend to ask for more system mastery, but in many of them it's more important to have a similar level of system mastery as the GM does, because otherwise you end up with one of the following outcomes:
-If you have more system mastery than the GM then the game either becomes a) so easy as not to be fun anymore or b) you play a intentionally suboptimal character in order to not cause problems*.
-If you have less system mastery than the GM then the game becomes much harder for you.
Now, there are games where system mastery isn't as important. Legends of the Wulin is theoretically as complex as D&D 3.X, but is much more streamlined and comes out at somewhere between rules-medium and rules-heavy (depending on definition), and due to the way character creation is set up everybody is going to be around the same level of power (warriors are slightly better in combat, but only if they can pull off maintaining their Chi Conditions, and even then an average party can throw around enough beneficial Chi Conditions to make it even), and will either have more in-combat power and versatility, or more out-of-combat versatility, although the latter allows for a very different way of doing combat. However, it's nowhere near as heavy as say Anima, where picking the wrong class at character creation can eat up a lot of DP, or The Dark Eye, where it's nonobvious what's useful to first time players (sure I could get all Combat Techniques up to 12 easily, but really I should leave all except for 2-4 at 6 to sink more points into useful skills).
* This is where I am at the moment in a game of D&D 5e. Despite having the least play experience of the group, I have most rules understanding, and so if I played a wizard I could potentially debuff encounters into nothing. Another player is just as good at char-op as I am, but his concepts go for gimmick over practicality, so he's playing a bizarre halfing bard/rogue(/monk when we get to higher levels) multiclass, while I'm specifically using a character that, while good, needs a few more levels (I get Extra Attack when we hit character level 6, and then I can take more levels of cleric), and have been banned from using the powers from my level of cleric (....'because I haven't been inspired yet', despite being the only PC who is deeply religious).
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2016-08-12, 09:23 AM (ISO 8601)
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- Feb 2007
Re: Why I don't like Dungeons & Dragons
But there's no reason you need the exact percents for this. You don't care that one is 74% and one is 86%. You care that one of them is more likely to work than the other.
If you have a dice pool system, and you have one roll that needs 4 successes on 6d6 and one that needs 3 successes (or one action that needs 3 successes on 5d6 and one that needs 3 successes on 6d6), you can easily tell which one is more likely to work even though you have no idea what the exact percents are. The exact percents don't add anything to your decision making. And this is more immersive, because your fighter isn't calculating that he's got a 75% chance to hit with his sword, or a 67% chance to hit with his axe, but he has an instinctive feeling that the sword is more precise.
Math is CRUCIAL on the game DESIGNER side. but the exact numbers are generally irrelevant on the player side.
I disagree; Being a badass adventurer isn't only about combat. It's also about overcoming wilderness obstacles, and deciphering arcane runes, and walking on narrow ledges next to perilous ravines and the like. But it is NOT about how many silver pieces you can make by playing the lute or whether or not you can run a farm. You have to differentiate non-combat skills from non-adventuring skills. D&D4E has a full suite of adventuring skills.Last edited by Airk; 2016-08-12 at 09:24 AM.
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2016-08-12, 02:02 PM (ISO 8601)
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- Mar 2012
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Re: Why I don't like Dungeons & Dragons
Rolemaster had tables for (nearly) everything. How the game actually played totally depended on the DM
Some GMs could make it fluid and fun (unless something got a kill crit on your character at level 1, or you rolled a kill fumble).
Other GMs find it unbearably painful trying to find the relevant tables which makes it just as bad for the players.
Both the Rolemaster GMs I played with were the first sort and I had no idea how they did it - I still have the greatest of respect for them for that.
I still have no idea how (or if) they managed to track xp according to the rules. You get xp for everything - damage taken, damage dealt, crits delievered, death etc.
As I said, it is very rules heavy, but the players just roll the relevant skill, the DM has to know what everything means and how it works.
Yes, you can use spells more or less effectively (e.g. don't worry about getting good at casting a fireball if all your attack skill is with bolt spells not balls, you won't hit anything with it) but since each class is separate (as I said, no cross-classing) there's not much system mastery one can use beyond choosing a good class for what you want to do.
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2016-08-12, 02:16 PM (ISO 8601)
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2016-08-12, 03:19 PM (ISO 8601)
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- Feb 2007
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2016-08-12, 03:25 PM (ISO 8601)
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- Nov 2015
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Re: Why I don't like Dungeons & Dragons
In D&D terms (not because it's the perfect example, but because it's likely a common terminology) if you're up against a will o wisp.
Say you have a 40% of hitting the will o wisp's AC with your sword, and you have a 30% chance of grappling it. You should probably go for the grapple because it's the better way to actually finish it off, but it's a bit of a judgment call.
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2016-08-12, 04:48 PM (ISO 8601)
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- Jan 2011
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- Foggy Droughtland
Re: Why I don't like Dungeons & Dragons
As a designer, I care about every fraction of a percent. But as a GM and even as a player, the number still matters. Knowing the difference between a +1 that changes p(good) from 5% to 10%, and a +1 that does the same from 50% to 55%, is important beyond knowing that +1 is better. Likewise, knowing the magnitude of the difference between the differences matters.
Is making decisions based on calculated probabilities realistic in a simulation of a fast-paced, high-stakes decision-making process? No - though it could arguable be seen as a representation of the little things a character knows that a player can't, due to abstraction (tempo, length of stride, state of sweat on forehead). And if you're playing a tactical game, rather than a simulation, you would be foolish to make decisions based on intuition.
Hell, even outside of tactical gaming, it matters. Let's say you're choosing between a 1d12 greataxe and a 2d6 greatsword. Knowing the probabilities of the two will give you exact knowledge of how swingy and how effective the use of both is going to be, and lets you choose which is the kind of feel you want to have in a fight. Now imagine comparing both of those to 3d3 and 5d2 weapons; it may not be immediately obvious what's more effective. If you are, you'll be able to work out how optimized your group is, who's punching above or below their weight, who ought to be doing better and is only getting screwed by the dice, and so on - all things that need to be accurately perceived for the social health of the group. Of course, you won't necessarily want or need to do every single calculation for this, but playing with unintuitive dice mechanics will make it more difficult to estimate things quickly and accurately. The exact number may not often matter, but being able to work out the exact number certainly does.
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2016-08-13, 02:40 PM (ISO 8601)
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- Oct 2011
Re: Why I don't like Dungeons & Dragons
Hmmm... Personally, I like for games to have parts where you have the opportunity to think outside the box. Like how the 2e Swiss army fighter carries a bag of flour (although that's pretty well inside the box of standard, tried and true tactics at this point). But you don't have to think outside the box for D&D combat - unless the monster is straight up immune to your attacks!
You do, however, generally have to think outside the box for puzzles - something I suspect everyone will agree is historically a strong part of D&D gameplay.
I'd say my best D&D moments are role-playing - whether that role-playing occurred inside or outside of combat.
I never tried it for chess, but I actually built the Magic the Gathering decks I thought some of my characters would most enjoy playing.
If you're going to get bored of hiding behind the paladin, don't play that character. Me, I never get bored of Quertuscowering behind the partyreading his book while the more competent combatants handle that... combat thing.
You can say all kinds of things about your character in combat, by what they say, how they choose their targets, how they fight, how they work with others, how they react to innocents in danger or surrendering opponents, when and how they flee, how they adapt to new challenges, etc. I agree it's inefficient, but... IME, so is anything else where the whole party is getting to demonstrate who they are. Here, at least, you get the added joy of playing a war game while learning about everyone's character.
If you're not roleplaying, making in-character decisions, resolving conflicts, or dealing with tension in combat...
You find "roll under" systems much easier than, say, d20? Hmmm... I may have to find some 7-year-olds toexperiment ontest that theory out.
My stance is, alignment is the worst thing to happen to role-playing in the history of RPGs. So, tough audience. Sell me on this idea that alignment can enhance RP.
Also, how have social skills / rules been a detriment to RP, in your experience?
It stopped being a problem for me when I started leaving that section of my character sheet blank, and stayed telling DMs that I was going to consistently RP my character's personality, and they could call that whatever alignment they chose to.
So, even if it wasn't a problem for you, like it eventually wasn't for me, what did it add to your games? What made it worth having?
So, if I don't have "good" written down for my alignment, that's justification to ignore an adventure? ... Is this why people have problems with evil characters? Because they don't know how to write plot hooks beyond, "you're good, so you'd do this"?
And knowing 40/30 matters compared to, say, unlikely / slightly less likely why?
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2016-08-13, 03:48 PM (ISO 8601)
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Re: Why I don't like Dungeons & Dragons
It always amazes me how often people on forums would rather accuse you of misreading their posts with malice than re-explain their ideas with clarity.
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2016-08-13, 11:01 PM (ISO 8601)
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Re: Why I don't like Dungeons & Dragons
D&D also has the issue, not mentioned by the OP, that due to the way skill points are handled the order of what levels you take in what classes matters, which makes creating multiclass NPCs a pain
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2016-08-14, 04:04 AM (ISO 8601)
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Re: Why I don't like Dungeons & Dragons
I'm well aware of the origin of D&D magic, my point is that the word "memorized" does not describe Vancian magic, and that's the whole problem. That quote describes exactly what I've been saying--that it's not just a matter of knowing some words, it's the written spells themselves that have power--and "memorization" gives entirely the wrong idea, whether for D&D where spell preparation involves ritual pre-casting or in the original Vance where spells have pseudo-intelligence, take up residence in the caster's brain when prepared, and want to be cast.
The idea of the caster being a vessel that you pour magic energy into, and then empty it of energy when the spell is cast, isn't really what Vancian is about. Think instead of a piece of complicated machinery, like a computer: you can have 99% of a computer assembled and plugged into the wall, but hitting the power button won't do anything until that last important piece is there--and once it is finally assembled the computer pulls all the necessary power from an external source, either an outlet or a battery, the circuitry itself doesn't generate the power. Likewise, power consumption and complexity aren't really correlated; you can have phones that hold days' worth of charge and massive supercomputers that suck down tons of power, but you can also have old clunky laptops that are power hogs and energy-efficient desktops that barely sip from the outlets.
Computing is actually a good analogy, since the Dying Earth series implies that magic is essentially a semi-sentient form of advanced mathematics and theoretical physics that can form into physical beings and is "programmed" through spells:
Spoiler: Dying Earth quotesOriginally Posted by The Dying Earth, p. 25Originally Posted by The Dying Earth, p.73Originally Posted by Rhialto the Marvelous, p. 160Originally Posted by Rhialto the Marvelous, p. 1
The Main Point:
Ultimately my issue with D&D's magic system is that if feels like an explanation for the mechanics. This works great in a wargame where you are trying to create a thematic justification for the more strategic aspects of the game. In a role-playing game you want to do at least a little bit in the other direction, explore the theme in mechanics. D&D doesn't do that, all the weird edge cases that come up tend to be made into the most sterile solution (see releasing spells). The explanations usually go just far enough to explain what is going on, but not enough to make it seem alive. And on top of that the explanations are not always consistent.
So yeah, there are good parts to D&D magic, but it all comes together to form an explanation that works if you stay zoomed out. But for me, if I zoom in on someone who uses magic for a living (that is, I play a caster) I am just left wondering because I don't have enough detail to fill in what happens at that level. I, for instance, cannot accurately describe what my wizard character would actually be doing during that hour of spell preparation time at the beginning of the day.
And I disagree that it's not important to have rules for non-adventuring stuff (which I called "noncombat stuff" rather than "non-adventuring stuff" because that's the term you used originally). If nothing else, you need to be able to tell how good someone is at growing food, building things, or making a living for the mid-level domain management stuff that has, again, been part of D&D since the beginning, but it's also relevant to low-level adventuring: building things like vehicles, weapons, traps, and the like with Craft can have a huge effect on adventures, and Perform and Profession (along with Gather Information and things like business and affiliation rules) often feature heavily in urban and intrigue campaigns.
Now, I agree that adventuring and non-adventuring stuff shouldn't necessarily use have to the same resources; Secondary Skills in 1e and Nonweapon Proficiencies in 2e were entirely separate from class abilities and advanced independent of level, after all. But they should be in the game in some form.
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2016-08-14, 07:59 AM (ISO 8601)
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- Mar 2015
Re: Why I don't like Dungeons & Dragons
The Magic: The Gathering decks are cool. Still... although I might be committing the Playgrounder's Fallacy but this is about D&D so... how long do those combats take and what are you doing during that time? It is not the problem of hiding behind the paladin, but that if all I do (regularly) is say "I hide behind the paladin" and then sit back for an hour, that is going to wear thin eventually. It may depend on the frequency and length of combats, both are pretty high in D&D. But then if it works for you, go for it.
Also I made some other comments explaining what I felt I got out of alignment, have you read those? Is there and additional details you would like?
It is more like a well thought-out veneer rolled out over the rules. Let's try this as a summery: It does what it does well, but I just don't think it does enough.