The worst part about 5e
Besides the semi-immortality of PCs, that is. I bet you're dying to know. The answer is its pluralities of disassociated choices and disassociated designs.
Short and sweet, this could be my shortest blog entry for a long while.
Who knew blogging was this easy? Let's just party instead. |
Alright alright, I'll go into some detail to explain what I mean. Others have gone into more detail about disassociated mechanics. Briefly a a disassociated mechanic is a mechanic that does not refer to an event being resolved in the fiction.
"I cast Charm Person" is an example of an associated mechanic. You take an action in the game world and something happens in the rule mechanics (a save vs spells) that then affects the outcome in the fiction too.
Most infamous of disassociated mechanics is Trip attacking oozes in 4e, where the action of "tripping someone" in the fiction is wholly secondary to the mechanic initiation and outcome. But 4e has of course often been described as basically a tactical skirmish game with roleplaying on top. It's fundamentally disassociated. Its mechanics aren't modelling events in the fiction, it models its interactions with its own mechanical framework and how that impacts the mechanical gameplay. A veneer of fiction can then be applied, but it's basically inconsequential.
So I'll ignore 4e's existence for now and instead give an example of a disassociated mechanic from TSR D&D rulesets:
Gary the player: "My 5th level fighter Ragy (26 HP) is down to 1 HP and decides to rest for 25 days to fully recover".
Now, Hit Points are in and of themselves not a disassociated mechanic. They are abstracted, representing "actual physical ability of the character to withstand damage and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection" (Gygax, 1e DMG).
Though "Hit points" do not exist in the game world, and are as such an abstraction, they still point to something that does exist in the game world, even if it is something as broad and intangible as "the fantastic provisions of magical protections and/or divine protection" + meat points.
That's fine - We can also just represent Hit Points in-world as the high level fighter only taking a scraping wound from the 7 points of sword damage that might kill the 1st level fighter. At other times, for monsters, we represent it purely as meat points.
The flexibility of the HP abstraction is quite actually useful for explaining the mechanic durability of higher level characters in relation to high level monsters with one singular mechanic.
But the healing of HP is disassociated, because it treats HP strictly as meat points when they are not. How do you explain in-world why 1st level fighter with 6 HP takes 5 days to fully heal from death's door, whilst Ragy above needs 25 days? You can not. So healing HP is a somewhat disassociated mechanic.
Tell me again why the wizard heals fully faster than the fighter from 1 hp? |
Let's give the equivalent disassociated mechanic from 5e and discuss why it is worse:
Gary the player: "My character, Ragy the 5th level Battlemaster, decides to take a short rest to heal all 5 of his HD."
"A short rest" is an associated mechanic, it's an hour in the gameworld, and the healing does happen in the game world. How does Ragy totally heal up in just an hour? Let's call that semi-disassociated - The flexibility of how Hit Points are abstracted gives some leeway there. It may grate a bit if we remember how the DM treated that damage a few minutes earlier when describing what happened when the player took that damage, but ok.
The actual bad part is the disassociated choice the player makes - to heal 5 HD instead of 1 or 3. That's a choice the player makes that has no connection to anything related to the gameworld. Everything around that choice is wholly inaccessible to Ragy the PC.
And that is bad. Because it tells players to inhabit the world of mechanics over and above the world of fiction. There should be as few as at all possiblle of such disassociated choices in RPGs.
Please, should I spent 2 or 4 HD to fully recover over the next hour? |
Another example: The Battlemaster's superiority dice.
In both cases, these mechanics instruct the player to manage choices based on game artifacts that have no representation in the game world. In other words, it simply can't be roleplayed as there is nothing about it that is accessible to Ragy the PC.
What happened? I ran out of Superiority Dice is what fucking happened. |
There are exceptions, though rare. The inspiration die for example. You get one for good roleplaying and the PC never knows about this resource. But its saving grace is that it doesn't intrude on the fiction either. Its presence in the game world amounts to no more than luck. It is disassociated the whole way through. It's also very ephemeral - a quick in-an-out from the fiction. It doesn't give you a pool to manage or tactical decisions to weigh. It neither disturbs the fiction nor invite players to inhabit the mechanic space instead of it. I don't particularly like it myself, but that's a preference of game style. It's not necessarily bad design in this regard.
Luck point mechanics basically work the same way and I mostly find them fine as well.
JFC. The caption doesn't help one bit. |
The other part where I began to go off 5e are the disassociated designs. Primarily as found in its latter-day splats, ie the new classes and class features presented in Xanathar's Guide to Everything and Tasha's Cauldron of Everything.
A disassociated design isn't necessarily a disassociated mechanic. But the design is that of a game mechanic that was never actually made to represent something in the world. It was wholly developed based on how they work mechanically - and then overlaid with a thin veneer of fiction on top.
This veneer could make the mechanic fully associated, but the way players end up engaging with it is still predominantly disassociated, because its impact has everything to do with its mechanic significance and very little to do with its in-world significance. For that reason, I also call these "Bullshit designs", because the thin veneer of fiction layered on them are simply bullshit thrown on top.
Let's look at some examples from 5e. First the Twilight domain for clerics:
1st level - Darkvision, shareable with others for up to an hour. This actually makes sense and is thematically pretty cool for a priest of a twilight deity. No veneer is even needed. The mechanic is inherently so associated to the game world that it stands on its own.
1st level - grant advantage on next initiative roll to a creature you touch - thin veneer: "The night has taught you to be vigilant". Bullshit.
2nd level - channel divinity: dim refreshing twilight and grants temporary hp or dispels charm/fear. That's ok. On brand I suppose.
6th level - fly while in darkness or dim light. Bullshit.
Contemplate... The bullshit rationales for my existence. |
Or the Circle of Stars Druid. They create a Start Chart as part of their celestial studies. It lets them
Cast Guidance and Guiding Bolt. Why? Because reasons. Bullshit reasons.
At 6th level, they can consult the chart for "cosmic omens". This lets them:
add 1d6 to the save, ability checks or attack roll of an ally, or subtract 1d6 for a foe for the same. Uses = proficiency bonus.
What a fucking dull implementation of a druid able to divine cosmic omens. Bullshit.
I think I hate the Horizon Walker the most. Here's a ranger that walks the planes. You'd think that gives some sort of ability to actually travel the planes right? To do their fucking job? WRONG. They get stuff like
Deal extra force damage to a designated foe by "drawing on the energies of the multiverse." Bullshit.
Teleport 10 feet before each attack by "passing between the planes". Bullshit.
Use your reaction to grant yourself resistance to an attack by "slipping through the planar boundaries". Bullshit.
Or how about the Fey wanderer's "dreadful strikes" - 'You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild.' - Ermh, ok, this veneer of fiction is thin before I even hear about the mechanic side. Turns out it's 1d4 psychic damage once per turn, guys. Bullshit.
The point in all these cases is that these class features are unconcerned with what they let the character do in the fiction and wholly focused on what they let the player do with the mechanics.
And, as with disassociated choices, these designs instruct the player to inhabit the world of mechanics over and above the world of fiction. Why did you become a Horizon Walker? To teleport 10 feet and be resistant to attacks.
What is extra sad about it is that those who actually choose such a sub-class because they really like the theme of a ranger walking the planes get no real reinforcement to play such a character from the sub-class, except an ability to detect portals within 1 mile. The nudging is all towards combat benefits that have no connection to the role. This is what the system wants you to appreciate about it. It's just shitty design from start to finish.
You thought this is what Horizon walkers were about? FOOL. It's about that sweet damage resistance. |
Now, this was actually worse back in the heady days of 3.5 prestige classes.
Not only did you have similar shitty disassociated designs, but they also coupled with forced dissociative choices, because you had to actually plan out your choice of skill ranks many levels in advance to qualify for a lot of them. But I am more forgiving of that because it is basically what the game wanted to be.
It wanted to be a game where you play the mini-game of charop and plan out your character 15 levels in advance. It wanted to be a game that rewarded system mastery. Anyone who plays it today does so knowing that is what you sign up for.
5e, less so. It was an attempt to dial all that back from the ledge that 3.5 and 4e jumped over. It was supposed to be based on natural language (spoiler: it isn't) and let the fiction dictate the rules.
So it is disappointing to see how poorly the designers learned the lessons of it. All of this was, I propose, entirely avoidable without any compromise to the core of the game in any way. But they never identified the problem to avoid in the first place. It's really not the amount of splat I find objectionable in these books, but the quality of it. The splat mentality it enforces on players, even those actually looking for flavour choices with mechanic impact.
By comparison, disassociated mechanics, choices and designs are much much rarer in TSR D&D. Despite its wargame roots, it remained a game fundamentally rooted in the choices made by the PC more so than the player.
It's been 25 years, and WotC is still trying to make D&D play like Magic: The Gathering. They're unlikely to learn this lesson any time soon.
ReplyDeleteOnce again, you've put your finger on something that's always bugged me about modern iterations of D&D. I think a great deal of it does stem from "splattiness": there are only so many mechanics you can work with to differentiate a profusion of classes and sub-classes, and there are only so many associated ways to do so. Eventually, to distinguish one ability that grants situational bonuses to damage rolls from all the rest, you have to resort to garbage like, "Can deal an extra 1d6 damage against purple enemies when the moon is visible during the day, because bullshit."
ReplyDeleteIt seems like there are a handful of mechanics---+damage, advantage in X circumstance, access to Y spell; all available Z times per rest---that get paint by numbers-ed into most of the features for new subclasses, with one maybe two novel ideas or mechanics, if any.
ReplyDeleteBut I think that's partly a problem of fiction. What the hell is a twilight cleric, a circle of stars druid, or a fey wanderer anyway? Where can they be found in fiction? Where in fiction is the middle ages clergyman who banishes undead with a holy symbol, but very specifically wears armor and wields a mace, but is also specialized in seeing at night and can fly in darkness.
It's because D&D is so self referential, with little animating fiction to draw upon, that leads them to create all these hat on a hat subclasses with dissociated mechanics. There's no SPECIFIC real world or literary inspiration for a twilight cleric so there's not much to associate with, beyond Cleric... but night themed.
...Well, we haven't done ice druids yet, soooooo, Circle of the North Wind, at 2nd level it can do +1d8 cold damage, proficiency times per long rest, due to chilling gusts from the paraelemental plane of ice, etc. etc..
The growing insularity of the D&D mythos, which by now is nearing completeness, is perhaps its own topic.
DeleteI think a cleric of a twilight deity shouldn't be too hard to riff on, and it does have a few mechanics that tie in well to it. There's plenty of lunar and night deities, including protective ones, in historical religions, that it makes sense to build a domain on this. The "and they all wear plate and wield maces" bit is of course a quirk of D&D. Really, the original Cleric is itself a specialty priest of a specific type of deity.
Fey Wanderer is, I think, grounded in actual RL tropes. The notion that there are some mortals who have dealings with the Otherworld and are changed by that. I think it's a fine archetype for a ranger really and I could see it work in any kind of TSR d&d too. It's just that the implementation is utterly vacuous. And Fey Wanderer is actually one of the better attempts at harmonizing system and fiction in that book.
But yes, the implementation in any case really does seem to be much like your final paragraph. The worst part is I think they've actually spent thought and time on "how can we add some story elements to this class?" for each. Which goes to show that the designers have no clue about rpg design.
Further thought - I think you may have a point in that even if they are rooted somehow in real world mythology, the designers' approach to them are from the insular world of the D&D mythos.
DeleteA mythos where Vacuous bullshit rationales for mechanics is its own justification, since the mythos neither asks for nor requires more than that.
Perhaps I am rousing too hard here, but sometimes it does seem to me that everything is a cardboard prop for rolling dice in D&dland of 2024.
Really, all they had to do was start their process for each class by asking "what kind of abilities could such a character have in the fiction?" and then proceed to figure out how to implement that in the system, with all the balancing constraints, standards etc. They may feel the need to adhere to.
DeleteBut it's obvious their starting point is "what kind of cool system widgets could we throw on this build?" with 'story elements' added as an obligatory afterthought.
The notion that the primary basis of the game should be to support players gaming the world rather than gaming the system is not one I think has ever come up at WotC.
D&Ds insularity is maybe a different topic, fair enough. I'd love to read your thoughts on it if you are inclined.
DeleteOn reflection, I came to the thought that, in TSR D&D, the classes, features, and items in the rulebooks were all intended to exist in the secondary world. Sure, monks are basically Caine from the Kung Fu TV show, but by god they exist in Grayhawk, so do crashed space ships and King Kong.
By contrast 5e wants people to be able to play a monk, even an Avatar earth ending monk, but they don't want to say "Avatar monks are over here, in Sembia (or whatever), they do these things, they have this agenda, here are some earth bending NPCs." Wotc is largely allergic to detailed setting content; they want D&D to be all things to all people and by filling in a setting they alienate people.
But if you're trying to keep all your subclasses setting generic, it's hard to have thoughtful, associated fiction for their abilities--so you write the mechanics first and then bullshit the fiction.
And that leaves us with this insular D&D branded fiction, with its armored mace-weilding clerics, but where there isn't actually a there there.