Category Archives: Role-playing game design

In D&D Next, ability modifiers are too small for the ability check mechanic

Imagine the scene: Fastfeet the Rogue and Joe Average need to cross a rickety rope bridge before kobolds have time to drop a bolder from the cliffs above. Fastfeet, with dexterity 20, stands as the quickest halfling alive. Joe Average. with dexterity 10, has a hopelessly mundane, non-D&D name. Let’s call him J’oe. Better.

The wobbly bridge has rotting and missing planks, so crossing it without slowing requires a dexterity check. The DM decides that the crossing counts as an EASY check: DC 10. No problem thinks Fastfeet, I’m optimized to have the highest possible dexterity. I just can’t roll a 1…or a 2, or 3, or 4. Hmmm, I may as well try diplomacy.

Fastfeet, the quickest halfling alive, still suffers a 20% chance of missing an EASY check. Despite being the quickest possible character, Fastfeet only gains an extra 25 percentage points in his chance over J’oe average.

The problem stems from the mere +5 that a 20 characteristic adds to the check. The D20 roll swamps it. This leads to two problems:

  • Exceptional characters do not noticeably stand out. Whether your character has a poor or a great characteristic, every ability check pretty much feels like a coin flip. This becomes particularly noticeable with checks that encourage everyone at the table to try. That’s when everyone puzzles over an ancient map fragment, the resident sage says she will try a history check, and everyone chimes in, “I’ll try too.” Most times, the expert character gets no chance to shine, because her numerical bonus barely exceeds anyone else’s. The success goes to the person who happened to roll a 19.
  • Even when an exceptional character attempts something easy, the outcome remains unpredictable, as in Fastfeet’s case.

I asked Mike Mearls about this issue, and he said that the DM could simply rule that a easy check is an automatic success for characters of advanced ability. The advice patches over bad math with DM fiat. As a DM, I would make that ruling, because the system’s rotten foundation forces it. I would rather see math that works.

You may think that I’m overlooking the skills that address my problem with the math. Forget skills. D&D next has no skill checks or ability checks, only checks. Unlike earlier editions, skills no longer provide a system for determining success, so for example, the skill descriptions no longer include rules for resolution. Skills represent a small number of areas where extraordinary focus and training might help your character make checks.  Skills stand as an optional rule for granting a bonus to a limited number of checks. Most checks rely entirely on ability modifiers.

This means that Fastfeet’s +5 won’t get any better. No athletics or balance skill exists to improve the odds. Even if one did, most characters only get 3 skills.

In 3rd and 4th edition, the DM typically asks for skill checks rather than ability checks. Fastfeet probably has acrobatics skill, granting another +4 or +5 to the check. Suddenly that easy check becomes easy.

Third and fourth edition assumed checks would be skill checks, so both the skill and ability contributed bonuses. Next assumes ability checks. Skills add an unusual bonus rather than an inevitable addition.

I think this simplification makes for a better game. In addition to the virtue of simplicity, an over-reliance on skills tends to encourage players to solve problems by looking at their skill list, rather than thinking about other things their character could do in the game world.

I like the new approach, but in D&D next, the system’s numbers still seem to assume characters always get a skill bonus stacked with an ability bonus. In practice, a first level character gets a maximum bonus of +5 to a typical check. Little mathematical difference exists between a character with extraordinary ability and one with average ability. In third and fourth edition, a level 1 character like Fastfeet saw a bonus closer to +9 or +10, big enough to make a practical difference.

The solution seems obvious. For checks, the ability modifier must double, to +1 for each ability score point over 10. Now Fastfeet enjoys a +10 to dex checks, appropriate for the quickest halfling alive and consistent with the bonus typical in earlier editions.
Obviously, Fastfeet cannot also enjoy a +10 on his bow attacks. The original modifier scale must remain as combat modifiers, separate from ability check modifiers.  The two scales introduce a small, necessary complexity.

On the other hand, calculating ability modifiers becomes easier. A character with 15 dexterity has a +5 ability modifier. As an added bonus, odd-numbered ability scores gain significance in the game. Suddenly 15 really is better than 14.

I realize this change bucks the history of ability modifiers established in 3rd edition, but I can trump that with an earlier precedent.  Check page B60 of the Moldvay basic set from 1981. “To perform a difficult task, the player should roll the ability score or less on 1d20.” The mechanic flips the numbers, asking for a low roll, but your ability score has the same numerical effect as the modifiers I suggest. In the late 70s, I saw this mechanic used frequently. So the change qualifies as old school and it fixes the system. Seems like a win.

Still not convinced? Consider this. Over the course of an adventure, an exceptionally-strong fighter might make a hundred attack rolls. The +5 attack modifier she gains from her 18(00), I mean 20, strength improves them all. She dominates the battlefield. Over the course of the same adventure, the smooth talker with a 20 charisma may get 8 diplomacy checks, tops. Over the course of so few rolls, the 1-20 spread of the die buries the mere +5. The diplomacy skill can help. Still the most charming person you ever meet, in game terms, seems little better than the half orc who picks his nose as he negotiates with the elf king. The player who optimized the smooth talker hardly gets a chance to shine.

Immersive vs. Gamey in D&D Next, the score is 1-1

When I first started playing Dungeons & Dragons, people would tell me that the game interested them, but that felt intimidated by all the rules. No problem, I explained, you can play without knowing any of the rules. You play a character, like a mighty fighter. The dungeon master describes the situation, and you just imagine what your fighter would do. If a goblin attacks, just say, I hit him with my axe.

The concept pleased me. As a player, you could immerse yourself in being your character without thinking of the rules. At some point in our D&D history, we all enjoyed this style of play, so as the orc bore down on us, we raised our shield and drew our sword. Where instead of studying our list of powers, we think, if I can cut the rope holding that chandelier, I can bring it down on that brute’s head.

We still sometimes frown on the practice of letting the artifice of the game stand in the way of playing in character. You have heard of metagaming. If the DM drops a battle grid on the table, you know a fight will come, but don’t start buffing yourself. Your character suspects nothing.

Then action points appeared with Eberron. We all loved them, even though managing action points forced you out of your character’s head.

With the fourth edition, the designers set a goal of giving each class interesting things to do during combat. Why should only spellcasters gain the fun of managing resources when we can invent resources like daily martial powers and Hunter’s Quarries?  Every player can join the supposed fun. This opened a flood gate.

You could no longer play D&D by simply immersing yourself in your character. The game added too many constructs that lacked any relationship to the game world. Playing your fighter now required an understanding of things like marks and an entire economy of encounter and daily powers that had everything to do with the rules and nothing to do with the game world.  Playing a ranger meant laying down a Hunter’s Quarry that represented nothing but a floating damage bonus.

Most commonly, these sorts of game mechanics are called dissociated mechanics, and some deeper analysis of them exists elsewhere.

The problem with these mechanics extends beyond just the game’s learning curve. They tax anyone who prefers to play by immersing themselves into character. You can no longer enjoy the game inside the head of Roid the fighter, who likes to hit things with an axe. The game forces you to make decisions that you cannot possibly make in character. Why cannot Roid reuse that daily power again today? He has no idea. When can he spend an action point? What’s an action point to Roid?

Let me be clear about two things:

  • I am happy to think about the rules of D&D as I play D&D. However, I dislike when the rules prevent me from making my character’s decisions in character, from immersing myself in the game world.
  • Rules for things like hit points do not count as dissociated mechanics.  Hit points exist as an abstraction of something in the game world, namely your character’s health, fatigue, and morale.

Many players feel perfectly comfortable with dissociated mechanics as long as, looking back, they can explain them as part of the story. So what if an action point represents nothing in the game world–it represents something in the story. To this mindset, perhaps action points are like that surge of energy that brings Rocky off the mat at the end of the final movie bout. Why does Rocky only get that surge in the final fight? He always saves his action point until the end. (You can see the scene where Paulie coaches Rocky to save his action point in the director’s cut.)

I realize that plenty of players feel perfectly content playing the game as a game, and could care less what Rocky or Roid thinks. But why create game rules that interfere with the enjoyment of folks who prefer to dive into their character’s head? Until late in the 3.5 edition, such rules found no place in the D&D tradition. D&D should excel at immersion for the players seeking it.

By the time D&D Essentials reached the market, the game’s designers seemed to have learned a couple of lessons: (1) Not everyone wants to play a character complicated by things like resource management.  (2) You can invent fun abilities for classes such as rogue and ranger without resorting to dissociated mechanics.

Have the designers forgotten lesson number 2?

I want to turn your attention to two mechanics that appear in the D&D next playtest documents. One is unjustly accused of being dissociated, the other guilty as charged.

First I’ll consider the fighter’s combat superiority feat with its expertise die.

As I see it, the expertise die represents a moment of time and attention that the fighter can spend to achieve something extra on the battlefield. The fighter’s round takes the same six seconds as anyone else’s, but his expertise and training slows down the action, making him able to accomplish more. Perhaps the fighter spends an extra instant drawing a bead on an enemy, parrying a blow that would strike an ally, or tripping a foe already unbalanced by a blow.

As such, the expertise die represents something “real” in the imaginary world, and not some meta-game abstraction.

When I first considered this model, I remained bothered by the Deadly Strike maneuver.  When you hit, you may spend an expertise damage to deal extra damage. I imagined a fighter spending an extra instant winding up to deliver a powerful blow. If he missed, through the benevolence of the rules, he somehow regains that instant to use for something else. The do-over feels like an intervention by the game rules to prevent a player from feeling bad about wasting an expertise die. In character, how could the fighter possible explain the spent and regained moment?

But I realize my first interpretation is wrong. The six-second round represents a lot of time in a battle. The combatants do not actually take turns winding up and swinging like batters in a baseball game. Instead the fighter dodges and weaves, parries and feints, tests his opponents and searches for vulnerabilities. He does not waste time doing an extra wind up before he hits, or at least not before he knows he will hit. Perhaps the blow lands and the fighter spends an instant to wrench his blade or to slam an elbow into his enemy’s gut. Perhaps the fighter spots an opening and takes a moment to wind back for a powerful blow because he already knows his blow will land.

A thread on Wizards’ D&D Next forums considers the gamey aspects of combat superiority in overwhelming detail. Much of the discussion dwells on teasing apart the protect maneuver. Can a fighter decide to jump in and block an attack after a roll determines a hit? I’m sympathetic to the concern, but I’m comfortable with Protect for a couple of reasons:

The dice rolling and other business between beginning an attack and writing down the damage ranks as the one of the biggest abstractions in D&D. The timing of that business hardly matches action in the game world. Your successful to-hit roll simply poses a threat that can still be countered.

  • The fighter’s ability to spot a likely hit and block it seems as natural as, say, a basketball defender’s ability to block a likely basket.
  • I feel like I can use the Protect maneuver without breaking character. “I see the orc wind up for a killing blow on the wizard. I slam my shield into the way and shout, `Not today, you fiend!’”

The expertise die works as a mechanic sufficiently grounded in the game world. The designers deserve kudos for it.

The rogue’s Knack mechanic, on the other hand, exists as pure metagaming. Why does a first-level rogue gain the Knack advantage on a maximum of two checks per day? Nothing in the game world leads to that limit. It exists purely as an artifice of the game, a way to prevent the rogue from gaining too much screen time in the story of the day’s adventure. The Knack mechanic’s appearance is particularly discouraging because it seems like such a gratuitous soiling of a core class. I’m bracing for the likelihood of a warlord class loaded with dissociated mechanics, but this is the rogue. Surely the designers can invent a non-dissociated mechanic that reinforces skill mastery and expresses the rogue’s talent for skills.