Thursday, January 12, 2012

Concerns for 5th edition

I've personally been a fan of the direction Essentials took 4th edition, so structurally, I'm not too concerned. However, there is one thing that will inevitably suck:

A complete lack of content at first. After all, it took quite a long time to get the monk into standard play. The amount of content actually available not only shapes play experiences, it shapes campaign design. This is probably just a necessary evil of starting a new edition, but it still sucks balls.

Monday, November 21, 2011

The Problem with Skill Checks

I don't like skill checks. In fact, I don't really like skills either. To me, skills are part of that glorious part of roleplying that is tertiary to actual play, but essential to character development. That is, it feels that, by having rules based access to skill checks, all you do is prevent characters who otherwise have good reason to have those skills from having those skills.

To me, skills feel like something that's not part of the challenge, but rather part of the narrative. To be part of the challenge, it really has to be something where players make active informed decisions. And when your skills boil down to "I have X% chance of doing this," that element doesn't really apply.

Skills, in my mind, should not be part of the challenge of the game. They are pass fail. That's not to say that your character may or may not play differently based on what skills they have. But rather, it's to say that if you distant skills from gameplay, then it doesn't matter what skills a character has, it's not going to be gamebreaking. It may break the *narrative,* but I think it's unwise to try and shoehorn protections against the destruction of narrative structure into the game-this is the same reason why I feel rituals, rather than being explicitly codified, should be vague and subject to the DM's whims. It's less about challenge and more about narrative.

That being said, I absolutely love skill powers. A DM can completely ignore skill checks altogether, yet skills can still be a useful part of a character's build. I feel like there's something to that. In the same way that you're technically permitted to select as many backgrounds as you want, but only get one background benefit, I feel that the same should apply to skills: you get as many as you want, but when it comes to gameplay, you gain one bonus skill power.

I'm not going into specifics here.

One other issue with skills is that there's an implication that because it's a d20 roll, a high enough roll should be able to pull off any task. So you get skill monkeys with +50 to diplomacy, expecting to talk the main villain out of their plot. It's a problem with narrative. Players feel entitled to their skills, because it's part of their build. The point is, that's where the problem lies: you shouldn't have to sacrifice your gameplay for the sake of your narrative. Your narrative should be able to flow without sacrifice.

But I'm rambling a bit more than usual.

Sunday, October 16, 2011

The Problem of Entitlement

Anyone who knows me knows that I tend to think arguments surrounding people being "entitled" are ridiculous. Unfortunately, when it comes to 4th Edition, I think the issue of entitlement really is a strong one.

Look at the off-line character builder. When Wizards of the Coast decided (rightly or wrongly) that they weren't going to offer everyone a permanent access to all the game's rules (up to a certain point) for the cost of a 1 month subscription, they pulled it. And there was backlash. A lot of backlash. People felt entitled to it.

But, even ignoring Wizard's concerns (that range from digital piracy to just how much they're really charging for content), entitlement is what Essentials is all about. Rather, it's about fighting that entitlement. Players feel entitled to artifacts. Players feel entitled to Slidespam builds for wizards. Players feel entitled to this and that.

If you take a look at an Essentials Only game-rarity rules, no pre-essentials classes, etc-you really don't see that. And surprise surprise, there's complaints about how the content sucks. Because it doesn't live up to the pre-existing expectations. And that's intentional: the game can't meet those expectations.

Wizards is releasing a lot less crunch, and a lot more fluff these days. And that's partially because it's easier for them to catch up with that much. But in the current market, I ask all players of the game: If you hadn't been given so much before, would you really think what you're getting now is inadequate?

Saturday, October 15, 2011

Not Exactly Top Tier

So apparently Sly Flourish is a popular site for Dungeon Mastering advice on 4th edition. They realized the same things about solo monsters I did, though taking a bit less of an issue by issue systemic approach to it.

I don't qualify for their top blogs, as I haven't been releasing posts weekly (inspiration is so hard to find~) but it's worth checking out, at http://slyflourish.com

Monday, September 19, 2011

The Problem with Published Monsters

It's always been tacitly understood that different parties have access to different resources. So, if the party "just happens" to have Mass Resistance in store, then they can make a battle become utterly boring. Alternatively, you can design monsters that are basically impossible without Mass Resistance. This actually works if you're tailoring monsters for the party-it rewards players for their choices without threatening a TPK (because you know they have that choice). The problem, of course, is that any such monster inherently has to be ad hoc.

It's rather like having trolls that are entirely impossible to kill without fire or acid damage. If the party has access to fire or acid damage, there's no issue, but if you run such a troll against an all-melee party with nothing but sticks and stones, you'd better make sure you drop some torches on them.

Monday, September 12, 2011

Not Joking Anymore

You know, originally, Fifth Edition Now was just a way of saying that things need to change. I wasn't really suggesting we release 5th edition. But the more I think about it, the more I think the game really does require a few fundamental changes that ultimately I don't think can be accomplished within the 4th edition framework.

It's unfortunate, but perhaps it really has become time for us to launch into 5th edition. Over the coming days, weeks, centuries, whatever, I will be explaining some basic frameworks going forwards.