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Dungeons & Dragons (Next / 5th Edition)» Forums » General

Subject: My Early Thoughts on DnDNext rss

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DMSamuel
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vestige wrote:
I think cloudboy's point is more subtle, though - in a great game, the mechanics are such that the "fluff" flows from them fairly easily.


I agree. I just wanted to get a definition out there so that people would understand what I mean when I say fluff/crunch and also point out that I don't use those terms in a derogatory manner.

vestige wrote:
So, dwarves are greedy, elves carry the grief of the ages, humans have the capacity for astonishing faith, and orcs are full of hatred. That's often true in D&D games - but each of those emotions have powerful mechanics behind them in Burning Wheel. Where's the dividing line?


The dividing line is this: If the item is accompanied by a rule that determines a specific thing, it is then crunch. If the ruleset tells you that playing a dwarf means you have to be greedy because there is a structured rule around being a dwarf, then it possibly limits how you can roleplay your dwarf. That isn't a bad thing, it's just a thing. If one chooses to not play the dwarf as greedy then they either break with the rules or they don't get whatever mechanical benefit that a greedy dwarf gets.

I am not extremely familiar with burning wheel, but let try and apply it here... If all dwarves have the trait of "greedy" and you don't play your dwarf greedy, then you don't reap the benefits of playing to your trait. If you play against your trait you may get a benefit. These are both crunch because the rules tell you that there is a benefit/penalty for playing a certain way.

Contrast with D&D... If your DM tells you that in his homebrew world, all dwarves are greedy, and you choose to play a dwarf, he will expect you to play a greedy character. If you don't, there is no stated rule that takes away a benefit or applies a penalty to you if you don't play greedy. That tells me that the greed is fluff in D&D.

vestige wrote:
It happens in D&D too, though it is less obvious. I'm not sure one should distinguish between them, even if it's often convenient. (And I do too.)


I agree. And largely this is a semantic discussion. As I said, I just wanted everyone to understand that I don't use those terms to mean derogatory things; they are merely descriptors that I use to help categorize stuff.

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Matthew Parmeter
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lorddillon wrote:
Now, as to the content questions that Anthony brought up:

Stix_Remix wrote:
So here's my question to the "content is king" folk. What is "content"? Is it adventures? Is it setting material?


Both. I like a lot of setting material, but I want new setting material. That is why I was so disappointed that they never came out with a Nentir Vale campaign setting book like they had scheduled. I am not a fan of FR, so when they killed the Nentir Vale book but then produced Neverwinter and Menzoberranzzan, I was a bit cheesed. I am tired of FR - it got more products and adventures than any other setting in 4e... I wanted Nentir Vale stuff, so I was disappointed. But once again, I digress.

The problem WotC had with 4e is not lack of content. It was the fact that most of the early 4e releases (and when I say early I mean the first 2.5 years) were largely "update" products - and they were largely focused on "how to use this thing in the 4e universe" filled with lots of crunch and not as much fluff.

Post-Essentials releases were much more focused on content that said: "Here is why this is a cool place for your adventurers to visit and interact with..." and it said this first, and then it said "And by the way, here are the rules about how to incorporate this, or something like it, into your game."

That is to say - early 4e releases had those two things switched, so the first thing you see is in-your-face here's how to use this! And the second thing, that you had to dig for (and try very hard to find in some cases) the things that make the product seem like more than stat blocks. You can see the difference by directly comparing Adventurer's Vault to Mordenkainen's Magnificent Emporium, or MM1 to Monster Vault: Threats to the Nentir Vale.

This is only my opinion, of course, so YMMV. And to be fair, as I see it, 3.5 had this problem too - some of those books seemed like nothing but stat block after stat block. And this is where Paizo seems to have found a nice balance. While I am not a huge fan of Pathfinder (I didn't like 3.x much either) I do appreciate that they have worked hard to make their products contain the right mix of content.


This has been one of my biggest complaints about 4E as well, and if you don't mind the slight highjack....

Part of the reason my D&D group went Pathfinder was because of the Chronicles. They're a fun and relatively painless. Everybody took a turn at GMing the things because they're so easy to run. The folks at Paizo know a thing or three about making adventures.

One of the things that'll get me back is WotC supporting their settings. I can't be the only one who thinks that having some sort of campaign (living or monolithic) based on one of the settings would be a bad thing to produce. Make it easy to run like Chronicles, give it some online support forum for questions, and *boom* instant players.

If they're going to go to the trouble of putting out another round of settings, the least they could do is to make sure people are doing something with them. Leaving it all to the creative types (who, if they're anything like me, have a ton of other responsibilities to deal with every day) to conjure up campaigns is a disservice to both the efforts of the settings' authors and to their customers.

That alone won't seal it for me, but I would take it as a sign that the people running WotC are serious about making this a long term business and not just one final, flailing attempt to stay relevant.
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Steven Robert
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lorddillon wrote:
The dividing line is this: If the item is accompanied by a rule that determines a specific thing, it is then crunch.


Sam, I think we mostly agree here, but I do want to emphasize that in D&D the dividing line is rarely obvious. Take the Pathfinder "crunch" on dwarves (I use Pathfinder because I can quote the rules online, but this is true to one extent or another in actual D&D editions as well):

Pathfinder Reference Document wrote:
Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


Although these things are presented as rules, they also define the meaning of "dwarf" in Pathfinder. Similarly, the "Elf" class in BECMI helps define how elven culture works. Or the Monster Vault: Threats to the Nentir Vale, which was a "fluff" book driven by "crunch" at its heart. (Or so I gather from reviews.)

What that means is that every time a 3.5 (or 4E) splatbook introduces a new PC race, they are, in some way, offering fluff - even though most of us would classify it as crunch. One of the points Anthony's catalog of 4E made was that, although these books are all very crunchy, there's a lot of implicit or explicit fluff that comes along with it.

This may not be the kind of fluff people are looking for, but I'll be honest - I don't want fluff that isn't supported by rules in a fashion like this. I don't want a random gazetteer on a fantasy nation, I've got seven gazillion of those. I don't really even want a new campaign world. I want the game to contain a coherent vision of fantasy, and the heart of that is a rule set that supports that vision. The fluff and crunch have to come together.

(I do want adventures, though!)
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Eric Jome
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Quote:
The fluff and crunch have to come together.


A lot of this has to do with presentation.

"Dwarves are famously endowed with an earthy, practical understanding of life.  This is reflected in Dwarf characters receiving a +2 to Wisdom scores."

versus

"Dwarves get +2 to Wisdom scores."

versus

"Dwarves are famously endowed with an earthy, practical understanding of life."

Each of these will be reacted to by players in different ways.  The last one suggests to me that I probably shouldn't make a Dwarf if I cannot assign a respectable score to Wisdom; it says by implication that to fit into Dwarf normal, I should invest in an understanding.  How much is enough?  It's left to me to decide.

The middle one is soulless and clinical.  Highly effective and terse.  I know what I'm buying mechanically.  But it does nothing to inform me why I receive this bonus.  It breeds a player culture of numbers and ignores story completely.

The first one will probably strike people as "best" but it isn't without problems in my view.  By wedding mechanics and content, you constrain what players think and do.  In a way, the last option is in my view best - I am told what is normal, but I am not required mechanically to play to or play against that standard.  Consider what happens when I don't just have color, but have mechanics force on me too;

"Stone dwarves get +2 to Wisdom scores.  Hill dwarves get +1 to Wisdom scores.  Spirit dwarves may re-roll dice associated with their Wisdom score.  Iron dwarves get +3 to Wisdom scores.  Deep dwarves may get +2 to Wisdom scores or +2 to Strength scores.  Grey dwarves get +3 to Wisdom scores when dealing with other dwarves, but +1 to Wisdom scores when dealing with non-dwarves."

That just sucks.  I have tons of exceptions and special cases and weird clauses.  Some are a clearly better.  Some are clearly inferior.  And you know this won't happen like this - it'll be in 10 different books.  I'll have to have them all memorized.

But if each of those was just a fluff description, I can decide as I build characters and NPCs to invest in the mechanics of the game to suit that fluff to my satisfaction.  As a player, I'm not beholden to, restricted by, mechanics.
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  • Last edited Fri Feb 3, 2012 9:40 pm (Total Number of Edits: 1)
  • Posted Fri Feb 3, 2012 9:40 pm
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DMSamuel
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I fell like we have gotten off on an unimportant tangent here, but to address your point...

I, too, think we mostly agree on this. From your example:

Pathfinder Dwarf Description wrote:
Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.



All of these things are crunchy because they have specific mechanics attached to them, as long as you read -2 charisma = "a bit gruff."

If all I did was tell you that dwarves are a bit gruff, but I didn't ascribe any mechanical significance to that, then it would be fluff to me.


I do agree that the line is blurry and obscured, and not completely obvious - for example, if I play a dwarf in pathfinder, I get a -2 charisma, but what if I actually roleplay that dwarf as a happy-go-lucky guy? Am I breaking the rules? Did I violate the crunchy rules that define a dwarf? Should I still be subject to the -2 CHA even if I don't role-play it that way? This is where the obscurity comes in.

vestige wrote:
This may not be the kind of fluff people are looking for, but I'll be honest - I don't want fluff that isn't supported by rules in a fashion like this.


Emphasis mine.

I don't mind fluff like that. What if he is very personable and wants to be a bard-like character? I would be subject to the -2 CHA in Pathfinder because it is part of the rules. What if, in my homebrew world, a typical dwarf is gruff but I don't ascribe a CHA penalty for that. The dwarf in that game would have a much easier time being a bard. Why should there be a rule saying that all dwarves get -2 CHA? Why can't we just say most of them are gruff, and then rely on the player to make it that way or not?

I know - I am making a rather bad argument, and I am really just playing devil's advocate here. But I see this as the difference between someone who likes to play in a game where there is a rule for everything versus someone who is okay with a lot of unstated rules and rulings on the fly. Some people don't tend to like the rule-for-everything direction that d&d has gone, some seem to prefer it.

And to bring this back to the true discussion topic of this thread - how are those two people going to sit down at the same table and play the same game and both be satisfied? That is what WotC says in the goal for DnDNext, and I am not sure it is achievable.



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  • Last edited Fri Feb 3, 2012 9:43 pm (Total Number of Edits: 2)
  • Posted Fri Feb 3, 2012 9:43 pm
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lorddillon wrote:
I fell like we have gotten off on an unimportant tangent here, but to address your point...


Actually I think this brings things full circle to Dave's original complaint on the emphasis on rules!

Quote:
But I see this as the difference between someone who likes to play in a game where there is a rule for everything versus someone who is okay with a lot of unstated rules and rulings on the fly. Some people don't tend to like the rule-for-everything direction that d&d has gone, some seem to prefer it.


I don't mean it like that at all - I don't like the rule-for-everything approach. But I think that the important things do need rules, and if you want to make dwarves feel like dwarves, there have to be rules to make them feel like dwarves - whatever that means in your world.

Or, perhaps, there needs to be a structure that supports allowing the DM to choose how to make them feel like dwarves.

Quote:
And to bring this back to the true discussion topic of this thread - how are those two people going to sit down at the same table and play the same game and both be satisfied? That is what WotC says in the goal for DnDNext, and I am not sure it is achievable.


I agree that's an implausible goal. But building a game that allows you to construct the kind of world/game that your table wants to play - that's a noble venture.
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DMSamuel
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vestige wrote:
I don't mean it like that at all - I don't like the rule-for-everything approach. But I think that the important things do need rules, and if you want to make dwarves feel like dwarves, there have to be rules to make them feel like dwarves - whatever that means in your world.

Or, perhaps, there needs to be a structure that supports allowing the DM to choose how to make them feel like dwarves.


I agree. In fact, on the last The Dungeon Master's Round Table I made a similar statement... That if you don't provide some guideline, description, and rules that allow one to discriminate between races, then why would anyone play a different race? How would you tell if they were?


vestige wrote:
lorddillon wrote:
And to bring this back to the true discussion topic of this thread - how are those two people going to sit down at the same table and play the same game and both be satisfied? That is what WotC says in the goal for DnDNext, and I am not sure it is achievable.


I agree that's an implausible goal. But building a game that allows you to construct the kind of world/game that your table wants to play - that's a noble venture.


Agree again. See, this is why you and I can't argue - we always agree too much.
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cloudboy wrote:
You want to play a politcal intrigue game? Don't play D&D. You want investigative drama? Don't play D&D. You want a morality play? Don't play D&D. You want kingdom building? Don't play D&D.

Whyever not? D&D, at least the older versions, is just fine for all that.

You can run political intrigue games with D&D without a hitch. Marvel Super Heroes is fine for investigative drama. Morality plays work well with Toon. If a game's rules are stable and internally consistent, they generally won't fall apart just because you decide to switch from one kind of story to another.


Ed.: OK, I'm afraid I somehow missed the bit about kingdom building when I first read your post. Since D&D has more mechanics to handle kingdom building than all but a handful of games, I assume the whole section I quoted was tongue in cheek? In that case, I completely agree with your point.
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  • Last edited Fri Feb 3, 2012 10:20 pm (Total Number of Edits: 1)
  • Posted Fri Feb 3, 2012 10:16 pm
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E Decker wrote:
cloudboy wrote:
You want to play a politcal intrigue game? Don't play D&D. You want investigative drama? Don't play D&D. You want a morality play? Don't play D&D. You want kingdom building? Don't play D&D.

Whyever not? D&D, at least the older versions, is just fine for all that.

You can run political intrigue games with D&D without a hitch. Marvel Super Heroes is fine for investigative drama. Morality plays work well with Toon. If a game's rules are stable and internally consistent, they generally won't fall apart just because you decide to switch from one kind of story to another.


Ed.: OK, I'm afraid I somehow missed the bit about kingdom building when I first read your post. Since D&D has more mechanics to handle kingdom building than all but a handful of games, I assume the whole section I quoted was tongue in cheek? In that case, I completely agree with your point.


I also might be missing a subtle point of irony... but I also don't understand why 4e can't be used for all types of storylines and styles. I'm in the midst of a 4e campaign now featuring nation building, investigation, morality, and of course, action (which we all know is 4e's specialty).
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