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Joined 2 years ago
Cake day: July 3rd, 2023

  • There’s a spectrum of play that runs from strict rules-as-written to complete calvinball. Calvinball can be fun, but it’s not really a transferrable game. It’s very particular to that moment and that group.

    Sometimes people post wacky calvinball moments (eg: rolling damage against the floor, a free action to eat tiles, a +2 bonus to hit) as if that’s baseline RAW DND. It is not. Many tables would be like “wtf, that’s not how this game works”. So it can be kind of weird when it’s presented as obvious, as if it’s raw, when it’s just make pretend.

    Imagine if the post was “we were playing basketball and I missed the shot, so I got in my car and drove up close so I could jump off the roof and dunk”. Like, wacky story but not how you’re supposed to play the game.

    Furthermore, DND specifically is kind of bad at creativity. It’s very precariously balanced, with specific rules in odd places and no rules in others. Compare with, for example, Fate, which has “this thing in the scene works to my advantage” rules built in. DND is almost entirely in the hands of the DM.


  • I don’t need to know their exact stats, but I like (for example) having a system where you know a human’s health ranges from 6 to 10, and a gun does at least 3 damage, so you can be pretty sure if you shoot him four times he’s down. None of this, “Well, he’s a 12th level accountant so he has 78 hp”.

    Maybe I mostly just dislike how vague HP is in D&D.

    But it was probably mostly a GM issue.

    I’m here to roleplay, not be told immediately whether or not I can take the dude.

    I find it hard to roleplay when I don’t know what is in the world. Things that are very different (high level stuff, low level stuff) getting basically the same description is distracting. In real life, you get a lot of information looking at someone.

    Maybe I’m still just annoyed at that game where we were all 10th level and so were the basic ass soldiers.


  • One of the things I realized I don’t like about DND (and close relatives) is it’s kind of hard to reason about the rules and risks. The narrative and numbers are too disjointed.

    You might say the knight is hulking and looming ominously, but does that mean 20 AC, 50 HP, one attack at +6 for 1d8+4… Or does that mean 24 AC, 500 HP, three attacks at 1d8+8 (slashing) +1d4 (negative energy)? Could be either! The range of possibilities is largely unbound and arbitrary.

    Compare with another system that like, constrains the numbers. Strength is rated 1-5. Melee is rated 1-5. This guy is pretty buff looking so he’s probably got a total of six. That guy’s a demigod and probably throws ten. Cool I can reason from that who I can take in a fight.



  • This whole problem is such an archaic D&D-ism. Most other games provide strong guidance or even explicit rules about how to make a party that works.

    Fate has the “phase trio” where you go around and make up as a group how your characters have a past together. None of this “everyone makes their dude in isolation” nonsense.


  • If you want DND with working rules, Pathfinder 2e is what people recommend. Not first edition. I’m not a huge fan since it’s still basically DND.

    If you want a lightweight system that’s mostly about narrative, I’m a fan of Fate. But Fate is absolutely not a crunchy system, and it’s largely up to the group to agree on what makes sense. Like, if you want character differentiation you can lean on “aspects as permission” and it’s right there. (That is, stuff that’s true about your character permits you to try stuff. The barbarian can’t even try to decipher the runes, because nothing about his character implies he could do that. You can’t just blindly roll something. The wizard can try, because of course wizards know runes)

    The core rules are free, but you can find books with more specifics. I think there’s a Dresden files book people like? They don’t provide a complex magic system in the core books, but it has some ideas and the toolkit book has more.

    I also liked the chronicles of darkness games, but they’re generally all modern day occult. You can take the core rules and move them to fantasy, if you wanted. It’s pretty light and I like it more than DND in all the ways I care about.


  • Yeah, but have you tried to convince people of anything? They don’t care. They just want to do the thing with their friends. Any sort of “here’s a better game” is going to smash into “did i make a bad choice? i spent all this time and money on D&D and they’re saying it’s bad? now i feel bad. this other person is making me feel bad. they’re wrong and stupid”

    Some people might on their own decide to try other games. A lot of them are just going to enjoy hanging out with their friends. (Have you talked to casual D&D players? The kind that don’t post on obscure websites. Their house rules are bizarre)

    I would love for D&D to be a niche game that focused on retro dungeon crawling instead of the most popular RPG. I don’t think it’s going to happen.


  • It also bothers me when someone’s character has like 7 charisma, but the player still acts like the sales guy he is in real life.

    I was playing a max charisma warlock and the wizard with his whole 13 charisma kept trying to lead all the conversations. Irritating.

    Personally, I think D&D’s social skills are so bad they should just rip charisma out of the game. I’d rather they no-ass it than half-ass it.


  • One of the reasons I like Fate is it has tooling to avoid that kind of anti-climax without it feeling like an asspull.

    The BBEG is sitting in his office and the players, through hard work and planning, get the jump on him. Their first attack roll is net +8 stress. That’s enough to kill almost anything! I as GM decide the BBEG is going to take a consequence (“Covered in Acid Burns” or whatever), and then concede.

    Conceding is at the player level, not the character level. This is where you as a group decide on how the BBEG survives, but loses this scene. Maybe he teleports away, but leaves his computer unlocked. Maybe he drains the life force of his favorite second in command to save himself, damaging morale and loyalty. It’s up to the group.

    Some people hate this style of play, and want to be told a story rather then tell one as a group. That’s fine. But it’s hard for me to take off the GM hat, so I like when players also have a lot of say in the story.


  • Ring of protection. Grants everyone around you protection in a fairly large radius. Might be useful for long range combat, maybe. Might also be useful to navigating certain environmental hazards.

    Boots of Flying. They can fly, but only have a carry weight of a few pounds. If you’re more than say ten pounds, the little wings flap but gain no altitude. They are not autonomous. Might be useful in condunction with other magics to reduce weight.

    Gauntlets of Ogre Might. Do not affect strength. They do tell you the odds of nearby ogres taking particular actions. They might do this, they might do that, and so on.

    Hammer of Striking. Social bonuses when organizing labor. Combat bonuses only when near many allies.

    Boots of Haste. Gain extra actions but large penalties to all checks. Haste makes waste. May be useful if combined with large bonuses or fixed outcomes (eg: DND diviner wizard).


  • It’s a recurring problem with humans that something makes them feel bad, and then they stop listening.

    Someone who feels bad about how they didn’t go to college, and then stops listening to the contents, is a fool.

    You are correct that there are many such people, and we should probably avoid triggering them, but it’s kind of frustrating we have to constantly walk on eggshells lest someone’s fragile ego cracks and a monster comes out.


  • I’m not a product manager and certainly don’t work at larian. I have no insight into the level of effort required with their tooling and skill sets. I don’t know what they prototyped already. I can’t answer that question meaningfully.

    You also didn’t really engage with anything else I wrote.



  • I didn’t use the word realistic. I called it unsatisfying.

    Also, it’s kind of tired to be like “oh you want rEaLiSm in your game about elf magic??”. You know what people mean when they say that. Given the premises presented, nothing is contradictory enough to break suspension of disbelief. People use “realistic” as a shorthand. Sometimes people use “Verisimilitude” for this.

    Having NPCs react reasonably in some cases (eg: scripted encounters, some law breaking) and not in others is jarring. You see the NPCs standing around the tavern having a chat and you go, “That’s a reasonable scene. I can imagine this.” Then you explode one of them, and they all run around in a panic. Still pretty reasonable. Follows from the premises given. But then you run away and come back, and all of them are back to drinking and chatting. All of them except the one you exploded, who’s still a bloody mess on the floor. For some people, such as myself, this is too much. It’s too high a contrast, and it foregrounds the limits of the game too much to easily suspend disbelief.

    I don’t know what to say. Are you trying to say it clashes with the design? Are you saying every game should have every feature and ‘StarCraft’ should have the nemesis system from the ‘shadow of’ games? I don’t get it.

    I don’t feel like you tried very hard to “get it”.

    The game has a stealth and murder system you’re encouraged to use. I’d like for them to have gone a little further with it. The NPCs sometimes look for you if you fire from stealth, but it’s janky. The rest of the game is generally pretty immersive-sim, but the wheels fall off if you play one of the main playstyles. Unsatisfying.

    I’m not a game developer and I expect you aren’t either, so I don’t know how complex it would be to make the responses to stealth more robust. Maybe add a “There’s been a murder!” state to scenes. But they did a lot of other stuff to cover more niche scenarios, so it wouldn’t be out of character.


  • I’m still kind of disappointed and irritated about an old D&D group. The guy ran a game that was literally patriarchy.

    There was a king who died. He had a daughter, who was ruling competently presently. But he also had an infant son. Now a civil war is brewing because some people want the son on the throne, because that’s the male heir.

    And he just played it straight and seemed to expect us to be like “Oh, obviously the son has a legitimate claim to the throne. and also absolute monarchy is unremarkable”. To his credit he did let us decide which faction to support, but it was kind of exhausting getting a constant stream of “no, absolute male hereditary rule is good and normal”.

    It was a pretty fleshed out setting in terms of details and subfactions, but the core of it was just so very basic and unexamined. No one else seemed to give a shit, though. I did not gel with that group.

    Meanwhile, some time before that I’d had a blast running a game. The players came upon an anarchist collective that had overthrown the old despot, but now there are counter-revolutionaries lurking that want to return the now undead tyrant to the throne. Also the neighboring state is rattling their sabers because they ideologically do not approve of a state without a king.

    So I guess the lesson is games are better when you vibe with the group?


  • While that is fascinating and worth considering, I think the way it’s implemented in the video games is kind of unsatisfying. Specifically, how the NPCs just go back to their idle routine even if that means standing casually on the bodies of their friends. For days.

    The “for days” part is also particular to DnD. You can sleep for days while the world remains static. The rite of thorns never completes. The prisoners are never executed. Not even if you kill half the guards and take a snooze.

    I think the Batman video games did a better job of NPCs freaking out and not just calming back down, but most games don’t invest in that.

    Also bg3 specifically let’s you teleport to safety once you’re 30 meters away, which is extra cheesy.


  • Older editions had stuff like “small characters are harder to hit, so they get +1 AC. But then it’s weird they have a hard time hitting each other, so they get a +1 to-hit, too”.

    Trying to simulate reality gets wacky real fast, and quickly becomes more work than it’s worth.


  • Yeah dnd has quirks that aggravate that problem. Fighting at full capacity until you drop dead, for one. Limited options for fighting defensively (bg3 took out the dodge action).

    Some stuff you can win by being really tedious. Assassin sneak attack, then run until you reset the fight and repeat. Real Dm wouldnt allow that.