One of my big beefs with #dnd has been what I call my Aesthetic of Numbers theory, but I've been struggling to describe it in a way that puts my issues with it into perspective. Now I finally have it:
It's like trying to arbitrate a wrestling match. And that's EXHAUSTING. 🧵
To describe my theory, what it comes down to is this: most players don't actually care about the raw numbers rolled in a d20 game. What they care about is the appearance of those numbers doing something.
The example I give is, as a DM, do you actually set a hard number for a DC when you get your players to roll a skill check, or do you just make a snap decision based on what they roll?
The better question is, would your players care either way?
That's the Aesthetic of Numbers.
This reddit thread I linked about a week ago is a perfect example of the arbitrariness of numbers. In it, a DM says they don't even keep track of hit points anymore, and progress based on narrative beats and guesswork from damage taken.
The real test for the want of aesthetic, however, comes with wanting to be honest and take away that veil.
Say you go to your players hey guys, I don't actually track HP and I pull DCs out my arse. None of this actually matters, let's play a rules lite game instead.
But turns out they don't want to. Not because they don't want to learn a new system, but because DnD is the experience they want. They just want you to arbitrate it in a way that makes every encounter go, mysteriously, exactly as it seems like it should.
They still want to roll damage numbers and feel like they're achieving something, because ultimately, that's the point: it's a game. They want to WIN it. A rules lite experience is more narrative, and simply removes the illusion of being rigged for a story that guarantees success
So what the expectation now is to:
1. Have the illusion of a numbers-based system 2. Maintain the appearance of mechanical integrity while not betraying you're actually fudging the numbers 3. Have that illusion portray a gripping story and work in service to that
It is, essentially, wrestling. It's the aesthetic of a game, but is a rigged spectacle. The group doesn't want to go to the theatre (a rules lite game) because they KNOW that's just a narrative. Wrestling has all the tension of a sports match, with none of the unpredictability.
Now, the line that's always used in response to this is the classic 'Let people play/run the game as they want, it's not hurting anyone else's experience.'
Except it is, because if this is the expectation, it gets added to the 'this is what good DMs should do' check list.
Simply put, needing to balance the illusion of the numbers mattering is MORE work for the GM to worry about.
And the reality is, the reason this needs to happen is, the balance in 5e is crap. Individual disparity between characters is too wide, and the CR system doesn't work.
This video by Matt Coville is the single most frustrating video I've seen on YouTube, because it comes so close to hitting the mark on the issues with 5e, both as a game and the culture surrounding it, but then missed the point spectacularly in two ways:
1. It implies inability to balance encounters is innate to game design and not a 5e-specific problem, and 2. It suggests that this real time adjustment of maths should be an expectation for any DM
I disagree with these points, vehemently. On point one, there are systems out there where the balance is actually good and you don't have to rebalance on the fly because the maths actually wor-it's PF2e, of course it is, you knew I was going to say that.
But it doesn't have to be Pathfinder. Pretend I'm talking about this standard for any game other than Pathfinder. The issue is that if the expectation for these back end systems is 'it can't be done', then every numbers based TTRPG will be a wrestling match.
I don't want to run a wrestling match. I want to run a GAME. I want the numbers to just work and to tell a story organically, not have to fudge them to tell the story I want. That's what would help me most as a GM, not be told to literally change monster stats mid-combat.
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Saw this article while going down an article link rabbit hole. I vaguely remember reading this many years ago, but reading it again now when I'm much a much more experienced GM, it definitely comes off as bitter and gatekeeper-y. #ttrpg
I definitely prefer tightly tuned tactical combat as my baseline, but I realise that's not everyone's preference. And that's fine, but it always amazes me the disdain particularly old school gamers have towards people wanting modern game design ethos being applied to TTRPGs.
The idea that the mythical perfectly prepared wizard doesn't actually exist is a strawman of a strawman. That wizard* definitely exists. I've seen it, and it's not fun to play with or manage as a GM.
*(it was actually a druid, but CodZilla, so same deal)
I want to highlight this particular tweet, because I think explaining what #pathfinder2e does in terms of good encounter design will help extrapolate on the points I made in my Aesthetic of Numbers thread yesterday. #ttrpg#dnd
The first thing to make clear is, when it comes to encounter design in TTRPGs, I'm not suggesting what is desired is some sterile idea of encounter progression. I'm not trying to railroad encounters, or remove any semblance of unpredictability.
What I would posit, however, is that there are 'good' kinds of unpredictability, and 'bad' kinds of unpredictability. Good design enables 'good' unpredictability, while minimising unpredictability that is frustrating and causes problems rather than is something to be leaned into.
This is one of the main reasons I stopped GMing #dnd 5e and switched to #pathfinder2e, one of my major beefs with the culture around the game, and why I'm so vocal in my criticism of it:
5e is a very difficult game to GM and many players don't understand why. LONG 🧵
If you want to run the game with any mechanical integrity, you spend half the time compensating for rules that just aren't there, and the other half wrestling with the rules that ARE because they're poorly tuned, such as CR and class balance.
The common advice is to just fudge the numbers without players noticing, but having since played games where I DON'T have to fudge them to make an encounter work the way I intend, this feels like apologia for bad design.
I'm usually very positive about #pathfinder2e, but I've decided in fairness to my followers and people who see me annoyingly pop up on #TTRPG Twitter, I'm going to talk about some things I DON'T like about 2e. 🧵
Some stipulations:
1. I won't pick obvious common complaints, like the big three 'undertuned' classes (alchemist, warpriest, and witch), or crafting rules being boring, because we all know those. Also crafting is getting new rules in an upcoming supliment, which brings me to...
2. I won't pick anything that could just be fixed by adding more content (such as 'I wish x had more feats') or variant rules. I'm talking about intrinsic design issues that could only be fixed by errata, deep mechanics changes, or obvious patch content.
Years ago I made a Reddit post about how I hated the Ivory Tower Design of older systems like 3.5/1e because it was just kind of smug and gatekeeper-y, and it attracted douchebags who's narrative fantasies were inherently tied to the mechanical superiority those games offered.
I got a swathe of people responding saying that was their experience too, and that a big reason they prefer modern games is because it doesn't attract as many assholes. They don't need to gatekeep those games because they inherently deter elitist showboaters.
It's always interesting to see a lot of the discourse around #dnd dismiss so much stock in the idea that official releases and design decisions are arbitrary to the system itself. It's such a hollow understanding of how consumers, zeitgeists, and game design in general work. 🧵
For context, whenever there's a release for 5e that rubs people the wrong way, there's always a vocal minority of people who seem to pipe up and tell others they don't *need* to use official content, they can just choose to not use it or use non-official/homebrew content.
It always seems to be the 3rd party/homebrew/'just fix it yourself' crowd that seems to be the main perpetrators behind this; people who see 5e less as the exclusive property of WotC and more as an open source engine to mod however they want.