If you really wanted to do it you could apply situational modifiers, including weapon speeds, to the initiative score, and allow interrupts for certain actions. For instance, you could rule that if a dude with a dagger tries to close with a guy using a spear, the spearman gets an opportunity attack on the guy with the dagger, changes his position in the initiative, and has to complete his turn then. And once the dagger user does close, he get bumped in the initiative order to be before the spearman.I kind've liked segment-based initiative. It gave people a reason to choose lightning-fast weapons and spells that might otherwise be ridiculously underpowered. I couldn't find a way to port it into the otherwise elegant 3e action economy unfortunately.
Fine, but you are also designing for yourself. You are part of the group, and you don't want to run games that you don't enjoy running.You do you. Our role as DM is to balance the game ourselves, insofar as the game is made more enjoyable from the result. If the result of absolute simulation is the desire of our players, then it is our mandate to balance for simulation; if the result is for simplicity and streamlined process, then it is to balance for efficiency. Above all else, it is to balance for the good of our group - the ones we most interact with - than it is for the good of the hobby. I think most "desingners" forget this, as they seem to design solely for the strangers at other tables than their own players (which is the business, but not the axiom). WotC alas cannot design for a lone group; they must, by mandate, design for all other groups, so their designs are often incongruous.
Official WotC stuff is certainly guilty of violating sound design ethos, yes, but outcome-driven adventure design harkens back across any edition ('member tournament modules?). All dice rolls have binary pass/fail outcomes - that's what a roll is! That's how dice work. That's why we roll them to begin with - to offer a chance of either success or failure.So WotC's modules end up being structured, not just to provide a particular experience, but to provide a particular outcome. You end up with challenges that carry no real risks; either you can't fail, or it doesn't matter if you fail. Whereas every edition of D&D has failure baked into the mechanic. Nearly every roll in the game, other than damage, has a strict succeed/fail binary outcome.
I get a kick out of being a good DM to my players; if you need more fulfillment beyond that, I can't really help.Fine, but you are also designing for yourself. You are part of the group, and you don't want to run games that you don't enjoy running.
Tournament modules are deliberately linear because the competition requires that all contestants face the same obstacles. BUT because it is a competition, failure is a real option. Players aren't insulated from the consequences of their actions, or the risks they take.Official WotC stuff is certainly guilty of violating sound design ethos, yes, but outcome-driven adventure design harkens back across any edition ('member tournament modules?).
There are diceless games out there. I haven't played them, but I know they exist. Dice are not a mandatory part of TTRPGs, they are just a mandatory part of every iteration of D&D.All dice rolls have binary pass/fail outcomes - that's what a roll is! That's how dice work. That's why we roll them to begin with - to offer a chance of either success or failure.
Yes, as I said in the post you are responding to, that randomness is how D&D is designed. What I am suggesting is that WotC is promoting a playstyle where character death is NOT an expected part of play, and are designing their modules accordingly. I am saying that WotC is promoting a playstyle, and publishing modules, that take all the risk away from those die rolls.And while true that fail-state can be dictated by a (poor) DM, dice randomness combined with player-driven choice are still expected to be the default drivers of the game. So long as the DM is willing to kill their players (fail state for the party) the game remains with consequence, regardless of expected plot beads.
Dude, you have way too many strong opinions about what is and isn't good DMing, and what is and isn't good design, to try to pretend you don't DM in a way that is enjoyable to you. I've been reading your posts about DMing for years, I am not buying what you are selling here.I get a kick out of being a good DM to my players; if you need more fulfillment beyond that, I can't really help.
I mean, isn't that what we're all doing here? We all grew up dreaming of a job at TSR (turns out it's a pretty crappy job, by all accounts). But yeah, when we write an adventure, we're pretending we're in the big leagues, not pumping our point-form campaign notes out on DTRPG and telling people to wing it and do what feels right, surely?I think most "desingners" forget this, as they seem to design solely for the strangers at other tables than their own players
What I like about the later editions is there's DEGREES of success. You can reward lucky or min/maxed players who make high skill rolls with more than just a pass/fail.Nearly every roll in the game, other than damage, has a strict succeed/fail binary outcome.
Yeah, the fact that the 27 page 4e version of Steading compares unfavourably with the original 11 page (including maps) version, and that the 161 page Revenge of the Giants compares unfavourably with the 39 page Against the Giants, really tells me that they aren't good at this.I guess maybe one of the things that rankles folkls is that adventure modules are turning into bigger and bigger (and more and more expensive) productions. No one's got any problems scrawling their personal notes inside a shitty old copy of Steading of the Etc. It's damn near impossible to buy a second-hand copy of an old TSR module that isn't defaced with annotations. But reworking one of these $80 monstrosities full of gorgeous colour art and glossy formatting knowing that you're torpedoing its resale value?
I don't recall telling you that you were wrong. I just expanding on your point and drew it to a separate conclusion. Of course they're not promoting death as an expectation - why would they? Unless they're pushing Tomb of Horrors, the goal is generally not to "survive" anymore - WotC's approach is more about "exploration" now... they want you to actually see the stuff they put in. Death kind of hinders that. CR was invented to progress character survival through long-term play via balance. We all know this. Nobody is saying they aren't doing these things.What I am suggesting is that WotC is promoting a playstyle where character death is NOT an expected part of play, and are designing their modules accordingly. I am saying that WotC is promoting a playstyle, and publishing modules, that take all the risk away from those die rolls.
Basically, you have written a post telling me I am wrong, and yet your supporting arguments are just telling me that D&D is designed exactly as I argued it is designed. And you haven't even tried to refute my assertion that WotC is designing modules to mitigate risk. So what are we even arguing about here?
Why even bring up diceless games? We may schism on the line between new and old schools, OSR vs modern, trad vs. neotrad... but ain't nobody round these parts proposing a diceless system. That's literal storygame, a different beast.There are diceless games out there. I haven't played them, but I know they exist. Dice are not a mandatory part of TTRPGs, they are just a mandatory part of every iteration of D&D.
Yes, arguably D&D is a game of luck mitigation (i.e. maximizing your chances and minimizing risk by being selective about the in-game conditions in which you roll) more than it is about luck. Old players call it "being tactical", new players tend to call it "being optimal".What I like about the later editions is there's DEGREES of success. You can reward lucky or min/maxed players who make high skill rolls with more than just a pass/fail.
I think a lot of people round here subscribe to the Brycian school of module worthiness, and modern publications seem to fare poorly by those metrics. Bigger and more expensive is a big faux-pas if it doesn't directly equate to a better adventure.I guess maybe one of the things that rankles folkls is that adventure modules are turning into bigger and bigger (and more and more expensive) productions.
Yeah, I've noticed a lot of hate in the Comments section for works exceeding 40ish pages. I don't know if this is thriftiness, illiteracy, or people who's campaigns never last beyond three weeks? The argument that longer products are harder to drop into ongoing campaigns is invalid, since in a lot of cases, more pages means more cool stuff to canabalize.Bigger and more expensive is a big faux-pas
Agreed. I like to get a lot of material for my buck. That being said, I don't run many pre-written adventures anymore - I buy almost exclusively for reading. Like I dropped way too much on Maze of the Blue Medusa because I wanted to own it (it's got great reviews after all), but I don't think it's possible to run the thing, like at all, even with heavy modifications.Obviously, I've got skin in the game since Irradiated has balooned to 150 pgs, but also, because that's what I tend to buy. I like a long, hard, meaty adventure in my hands - a hrr hrr...![]()
IIRC, this article did just that: "Who Gets the First Swing?" by Ronald Hall in Dragon 71.If you felt up to it, you could make a list of all the weapons and spells in the game (or just find one, really - those lists exist already) and then assign them all a "priority number" (maybe a priority number only for weapons, and just the spell level for spells). Lower priority goes first, with DEX score being the tie-breaker, or something along those lines. It would probably have to replace the initiative system entirely though.
At least, that's how I'd homebrew something like that.
Nice, I will be sure to check it out if I ever find myself in... *checks date* March of 1983...IIRC, this article did just that: "Who Gets the First Swing?" by Ronald Hall in Dragon 71.