Tag Archives: resolution transparency

Daggerheart vs. the MCDM RPG vs. D&D: A Playtest Comparison

If games to suit every play style and new games bringing fresh ideas makes a golden age, then the best time for gamers is now. In the past weeks, I’ve played preview releases of two upcoming games: the MCDM RPG championed by Matt Colville with lead designer James Introcaso, and the Daggerheart RPG championed by Matt Mercer with lead designer Spenser Starke. Both games play in the same genre and style as D&D, but each aims to prove more fun for certain styles of play. The MCDM RPG seeks to recreate some of the tactical play exemplified by fourth edition D&D in fast-paced, cinematic battles. Daggerheart targets a more narrative, rules-light style that fosters heroic moments and chances for players to reveal their characters.

Core mechanics

The core mechanics of these games target 3 common gripes about the core mechanic of D&D.

  • A lack of degrees of success or failure limits the potential outcomes of a check.
  • Players experience a feel-bad moment when they miss and lose their opportunity to do something interesting on their turn.
  • The swinginess of D&D’s d20 mechanic, which can make experts look inept and zeros look like heroes.

Degrees of success

In Daggerheart’s core mechanic, players roll a pair of 12-sided dice and add the numbers. If the total exceeds a target number, then the roll succeeds. Aside from the different dice, this resembles a d20 check, but Daggerheart adds a twist. One of the d12s is marked as the Hope die and the other the Fear die. The die that rolls higher adds Hope or Fear to the result. Whether or not a roll succeeds, a roll with Hope brings a boost in the form of a Hope token players can spend to benefit their character. A roll with Fear brings complications, potentially success at a price. The game master gains a fear token they can spend to make the character’s predicament more difficult. Hope and Fear create a range of heroic moments and setbacks that players and game masters can use to inspire storytelling.

Games with such success-with-complications, fail-forward mechanics weigh game masters with the extra creative burden of improvising complications to pair with success. For combat rolls though, Daggerheart gives GMs who gain Fear a menu of complications to select. The first complication is that players lose initiative, something this post will discuss later.

The MCDM RPG bakes degrees of success into the game’s power roll mechanic. The higher the sum of 2d6, the better the degree. They even have names for the degrees: tier 1, tier 2, and tier 3. Perhaps they considered reaching to older games like Marvel Super Heroes for tier names like good, excellent, and remarkable, but for one type of rolls tier 1 means a small success, and for another type, tier 1 means failure. The game features two types of power rolls: ability rolls, which correspond to D&D’s attack rolls, and tests, which correspond to D&D’s ability checks. Ability rolls don’t have a chance of failure, which leads to the second common gripe levelled at the D&D’s core d20 mechanic.

No missed attacks

The MCDM RPG tries to eliminate the down moments when a player misses an attack and wastes their turn. All ability rolls succeed, with an outcome that determines a degree of success and sets an amount of damage. Without damage rolls, the system plays faster. No one likes to lose a turn to a miss, but in play I found that the lack of failure in attack rolls made combat feel less compelling. The reason comes down to something psychologists call intermittent reinforcement where a behavior like rolling attacks earns inconsistent and unpredictable rewards. Intermittent reinforcement built the casinos along the Las Vegas Strip and it’s why no one would play a slot machine that returns exactly $0.97 every time you drop a dollar. To be fair, the version of the MCDM RPG I played used a different combat mechanic where players just rolled damage, so even the biggest roll on a formula like 2d6+6 yielded just 5 more points than average. The new mechanic allows bigger results for big rolls and undoubtedly plays better.

Swingy d20s

Both the MCDM RPG and Daggerheart adopt core mechanics that have players rolling two dice and summing the total. In the MCDM RPG it’s 2d6; in Daggerheart it’s 2d12. Both games have a good reason to avoid the single d20 roll in D&D. When you roll 2 dice and sum the results, numbers in the middle become much more common, creating a bell curve. When you roll just one 20-sided die, extreme results prove just as common as average results. That leads to the sort of wacky outcomes that frequently seen in D&D games where the mighty thewed barbarian slams into the door, rolls a 2, and bounces off. Next, the pencil-necked gnome wizard kicks the door, rolls an 18 and it crashes open. With a d20 roll, the roll swamps the influence of a character’s abilities. Some d20 games try to reward expert characters by giving them very high modifiers. A character with something a +15 skill bonus stands out from one with no bonus, but then to challenge that character, GMs need difficulty classes like 30, which become completely unreachable for most characters. So high-level adventures start including impossible obstacles for parties that lack the right sort of character. (See Why D&D’s d20 Tests Make Experts Look Inept and How to Make the Best of It.)

By adding two die rolls to get a bell curve of results, expert characters start to feel like experts who reliably succeed, and average characters need extraordinary luck to accomplish difficult tasks. All that happens without forcing the game to set difficulties that make tasks impossible for average characters.

Advantage and disadvantage.

Gamers love how fifth edition’s advantage and disadvantage mechanic streamlines all the fiddly +1 and +2 modifiers included in earlier editions of the game. The new edition also removes past rules for how these modifiers stack. Instead, advantage and disadvantage provide a simple, compelling alternative. It’s a blunt adjustment, but considering how swingy d20 rolls are anyway, the coarse mechanic hardly seems to matter in play.

To me, and apparently to the designers of the MCDM RPG and Daggerheart, the worst part of advantage and disadvantage stems from how it never stacks. If a character has a consistent way of gaining advantage, other decisions, tactics and character traits that grant advantage stop mattering. The game feels flat. This is why cover—an easy advantage to consistently gain—typically imposes a -2 penalty rather than imposing disadvantage on attackers.

In Daggerheart, advantage and disadvantage don’t entirely wash out. If a character has two sources of advantage and one source of disadvantage, they still gain one advantage die. Because of the 2d12 bell curve, small modifiers make bigger differences, so advantage means just rolling an extra d6 and adding the results.

In the MCDM RPG, the 2d6 rolls provide an even narrower range of numbers, so the design team settled on modifying the roll with up to two edges of + 1 or two banes of –1. That feels less exciting than rolling extra dice, but it worked best in testing.

Initiative

Both Daggerheart and the MCDM RPG attempt to improve on D&D’s cyclical initiative system.

In the MCDM RPG, characters can go in any order as decided by their players. The game master takes a turn after each of the character’s turns. In D&D, when a solo monster rolls a poor initiative, the entire party gets to unleash their best spells and attacks first, potentially turning an exciting fight into a quick execution. The MCDM RPG’s alternating initiative prevents such a letdown while providing a more consistent experience.

Daggerheart goes for a looser system that feels even more freewheeling and narrative. Players can take a turn whenever they like. One player can even take multiple turns in a row. I suspect the designers intend to enable heroic moments where characters can string actions into sequences that feel cinematic without the game’s turn order interrupting each moment with 10 minutes of everyone else’s turns.

This goal doesn’t always happen, because a roll with Fear gives the next turn to the GM, but with a bit of luck the game can unlock cinematic, heroic moments.

Naturally, some gamers worry that such a loose system will encourage players to hog the spotlight, and certainly that fear seems valid. I’ve played games where one player with the party’s best interests at heart tried to help us “win” by dominating the action like a superior basketball player might try to help the team by taking every shot.

Still, D&D became a better game when designers stopped trying to fix obnoxious players. Most players strive to share the spotlight. However, the real trouble is that both MCDM and Daggerheart’s systems threaten to slow the game’s pace during combat.

Before third edition, most D&D groups used side initiative, so the party and the DM each rolled a die and the side with the best roll went first. During a party’s initiative, they decided the characters’ turns to act. Most tables rolled initiative every round, and that added some exciting uncertainly, but all this added friction. Third edition’s lead designer Jonathan Tweet says, “It takes forever to go through the round because no one knows who’s next and people get dropped.”

The third-edition team decided to try a rule that originated in some West Coast D&D variants like the Warlock rules devised at Caltech and the Perrin Conventions created by future Runequest designer and D&D contributor Steve Perrin. That variant was cyclical initiative where everyone rolls to establish an order and the order stays the same throughout the fight. “It feels more like combat because it’s faster. By the end of the turn, by the end of the 5 hours playing D&D, you’ve had way more fun because things have gone faster.”

Fifth edition’s initiative system removes decision making to make play faster. Unlike in past editions, players can’t even delay their turns. The designers imposed this restriction to speed the pace of combat.

Designer Monte Cook says, “If you can look at something that happens 20, 30, 50 times during a game session, and eliminate that or decrease it hugely, you’re going to make the game run faster, more smoothly. That idea is now a big part of my game designer toolbox.”

Combat escalation

In D&D, major battles typically start with characters unleashing their most powerful spells and abilities, sometimes turning a climactic showdown into an anticlimactic beat down. But if the foes survive and the fight wears on, depleted characters start grinding with basic attacks. Instead of rising excitement, the game sputters. Both the MCDM RPG and Daggerheart give characters resources that can replenish or even increase during combat. In the MCDM RPG, various heroic resources like rage can increase; in Daggerheart Hope can increase. Especially in the MCDM RPG, this helps create a sense of escalating action in battles. Meanwhile, a growing stack of Fear tokens can lead to a growing sense of peril.

The MCDM RPG even adds a resource called victories that makes characters stronger as they press on during an adventuring day. Instead of encouraging a 5-minute adventuring day, the system encourages players to test their limits like real heroes.

Resolution transparency

When I played Daggerheart, my character Garrick included a feature that seemed intended to foster looser, more narrative play. His battle strategist feature made him especially good at combat maneuvers like shoves, grapples, and trips. However, the playtest lacks any rules for these sorts of maneuvers. Perhaps I’m shackled to an outdated mindset, but I feel more comfortable playing in a system where I understand how my character’s actions will be resolved. If every use of an ability means that the GM and I must improvise a fair way to resolve the action, then I’m inclined to skip delaying the game for that discussion.

Ability scores

Both Daggerheart and the MCDM RPG use ability scores that parallel the scores used in D&D. Both systems take advantage of their clean-sheet designs to replace some of the scores’ names with more suitable terms. For example, both systems replace Charisma with Presence, a term that removes the implication of comeliness, leaving just force of personality. Daggerheart makes another interesting revision. It replaces Dexterity with two scores: Agility and Finesse. In D&D, Dexterity proves too valuable, so players build quick characters and the PCs in play show less variety. By turning Dexterity into two scores, Daggerheart gives each score a more equal value in the game. Daggerheart drops another score that D&D makes too valuable: Constitution. Every D&D character is alike in boasting a stout Constitution, and that means the score does little to make characters distinct. Instead, in Daggerheart, a character’s hit points mainly depend on their class.

Death

D&D makes dropping to zero hit points easy but dying—except at first level—nearly impossible. This makes difficult battles into unintentionally comical scenes where characters keep flopping to the ground, presumably at death’s door, only to be repeatedly revived. The rules even inspire a counterintuitive strategy where a player might refuse to heal friends until they lay dying because damage below 0 heals for free. This robs any sense of peril from going near death. Players with a dying character worry more about losing a turn than losing a character. If no one bothers to pour a potion in your character’s mouth, then rolling a death save instead of taking an action provides D&D’s ultimate feel-bad moment.

When a D&D character defies the odds and really dies, the game tends to make the big moment into the anticlimactic result of a series of lost turns and bad death saves. We want characters to die in heroic blazes of glory that feel cinematic rather than by bleeding out into the dirt.

Both Daggerheart and the MCDM RPG introduce rules for death and dying that vastly improve on D&D by giving characters a shot at a heroic finale.

In the MCDM RPG, a character with 0 or less Health becomes unbalanced. They can still act but most actions cost them 5 more Health. If the negative Health value reaches half their Health maximum value, they die. This challenges players to decide how much they wish to press their luck. Should a character risk a blaze of glory or shrink back to safety? Characters die because they dared for glory.

Daggerheart gives characters with no hit points a choice of death moves:

  • They can take an action, gain an automatic critical success, and then die.
  • They can risk their lives on a die roll. If they roll Hope, they regain Hit Points; if the roll Fear, they die.
  • They can drop unconscious and “work with the GM to describe how the situation gets much worse.” This option risks permanently reducing your character’s capacity for Hope by one. New Characters can accumulate up to 5 Hope tokens. If that capacity ever drops to 0, the hopeless character must end their journey.

When designers create D&D’s sixth edition, they should look to Daggerheart and the MCDM RPG for inspiration, but until then these rules count as the best ideas to steal for your game.

Durable first level characters

In D&D, first level characters are a durable as soap bubbles, so new players typically enter the game at its most dangerous. New players who lose characters often have a bad play experience and decide D&D isn’t the game for them. They might be wrong, but they walk away anyway. Both the MCDM RPG and Daggerheart make new characters durable, a feature that D&D gained with fourth edition and lost with fifth. If you’re listening to me now, you might be a D&D enthusiast who lost characters in their first game and kept playing, so you might argue that I am making a problem out of nothing, but that’s survival bias that ignores all the potential fans who quit because their characters died during their first session. None of those folks are reading this post now.

As for my first games of the MCDM RPG and Daggerheart, both games left me ready for more.

Dungeon masters: Why your players might not love theater of the mind as much as you do

Before the introduction of third edition Dungeons & Dragons in 2000, virtually everyone played the game in the theater of the mind—without battle maps, miniatures, or other markers. In an effort to focus on imagination and roleplay, the fifth-edition designers created a new game that welcomes that old style of play.

an overcorrection?

An overcorrection

In the run-up to Gen Con, in the group where  judges discussed the upcoming event, many of the judges touted how their masterly use of the theater of the mind eliminated their need for battle maps. When performed by a skilled dungeon master, theater of the mind apparently allows a DM to speed play and work without the burden of tokens and battle maps. Players can exercise their imagination and enjoy a game unencumbered by counting squares.

Perhaps.

Shadows Over the Moonsea at Gen Con 2014

Shadows Over the Moonsea at Gen Con 2014

Theater of the mind is a tool just like a battle map. Even though I strongly prefer running fights on battle maps, if the players just want to eliminate a sentry, I run theater of the mind. But if you boast that you’re so awesome at running theater of the mind that you never need a map, I think of a carpenter boasting that he doesn’t need a saw because he is so awesome at hammering.

After the convention, in reviewing the players’ feedback forms, judge coordinator Dave Christ surmised that some judges who favored theater of the mind may have suffered lower feedback scores because they ran games for players who dislike the technique.

In short, some judges favored theater of the mind, but overestimated how much their players shared their affection for the technique.

So why do some dungeon masters love theater of the mind?

The preference begins with an urge for easy preparation and fast play. The dungeon master doesn’t need to prepare maps or gather miniatures. For a DM, less preparation leads to more flexibility. Unlike the drudge working with tiles and minis, theater-of-the-mind dungeon masters have no stake in where players go because they paint entirely with words. And then when a fight starts, theater of the mind avoids pausing to set up. You don’t have to draw or lay out a map or place figures. In an elementary fight, players can operate faster too. No one needs to count squares of move figures.

Also, theater of the mind grants the dungeon master an extra measure of control over the game. I’m sure this urge to control comes from a good place. Theater-of-the-mind DMs want to tell stories. They want to say yes. On the battle map, everyone can see that a jump from the balcony to the dragon’s back spans 50 feet, but in the theater of the mind, only the DM knows. “Well sure, that’s a cool stunt. You jump to the dragon’s back.” These dungeon masters don’t want their creative wings clipped by the mundane battle map. It’s all about telling stories, right?

Plus, theater of the mind makes writing adventures easier. Often an adventure’s author can avoid drawing maps and let the dungeon master improvise. Where fourth-edition adventures included maps of encounter areas, fifth-edition adventures often just include a list of creatures.

So why might your players love theater of the mind less than you do?

Wait, what? I know you explain every scene so vividly that no one misunderstands, but in some games—not yours—players struggle to grasp every nuance of the DM’s mental picture. In these games, the fighter charges to engage the beholder, and then the DM explains, again, that the creature floats 20 feet above the battlefield, on the far side of a deep crevasse. Now the frustrated player must rethink her turn.

What’s happening again? I know your players pay rapt attention every moment, even during the other players turns, but in some games—not yours—players may let their attention lapse. In public play, I’m lucky if the players can hear everything. And the battlefield situation changes with each turn, so dungeon masters wind up explaining the situation over and over.

Mother may I? Players enjoy feeling like they have direct and complete control over their characters. They want their available actions revealed before them. They want the potential outcomes of their actions to be predictable, something I call resolution transparency.

Some players even have less interest in seeing their characters featured in the DM’s story than in tackling the challenges of the game world. If a story happens to emerge, all the better.

These players want to play D&D, not some version of Mother May I where they have to ask if their proposed actions match up with a map locked in the DM’s head. “If I use my lightning bolt, how many gnolls can I hit?” “How far do I have to jump to cross the crevasse?” “Can I reach the cultist without provoking?”

In theater of the mind, these players cannot plan their turns in advance because so many options require the DM’s consultation and approval. The dungeon master’s attention becomes a bigger bottleneck. As the dungeon master keeps describing the evolving battlefield and answering questions about what players can do, playing a round of combat without a map takes longer.  In an angry rant on theater of the mind, the Angry DM gives some advice on running without a map. “Be repetitive, repeat yourself, and use repetition.” Good advice, but the repetition shrinks the time saved by skipping the map. Eventually, time saved in setup gets lost. Fights over a certain size take longer to resolve in theater of the mind.

Of course, not all players enjoy the details of combat. To make theater of the mind work, Angry DM advises, “Don’t force the players to be too specific about the targets they are firing at and don’t keep too much track of which target has how many hit points. Just keep a vague idea of things. Then, apply attacks and damage to the places that make the most logical sense for the combatants.” This advice plays well if your gaming group cares little for detail because they see combat encounters as a means to reveal character or advance the story, rather than as a tactical challenge.

Theater of the mind could be the perfect match for your group, but DMs must avoid assuming your players share your love.

Way back in “Battle maps take over Dungeons & Dragons,” I describe how the introduction of third edition brought a quick and overwhelming switch from theater of the mind to battle maps. The third edition rules continued to support theater of the mind, but they now supported maps better than past editions. For most players, the introduction of combat on maps provided a revelation. For all but the simplest encounters, maps provide a better play experience.

From the brown books to next, D&D tries for elegance

An elegant role-playing game gains maximum play value out of a concise set of simple rules.

Elegant rules…

  • apply broadly so fewer rules can cover whatever happens in the game.
  • play quickly with minimal math and little need to reference or memorize.
  • can be easily explained and understood.
  • produce outcomes that match what players expect in the game world.
  • enable players to anticipate how their characters’ actions will be resolved and the likely outcomes, something I call resolution transparency.

Rules-light role-playing games maximize economy by applying just a few rules across the entire game, but they sacrifice resolution transparency.

Dungeons & Dragons has never qualified as a rules-light system, but the game has grown more elegant by eliminating rules and applying the rules that remain more broadly. In “Design Finesse,” D&D patriarch Mike Mearls writes, “You’re more likely to introduce elegance to a game by removing something than by adding it.”

Elegant role-playing games start with economical rules, yet they still invite players into their characters, give them plenty of freedom to make interesting choices, and provide easy ways to resolve the actions so the outcomes make sense in the game world.

D&D started as an inelegant game: a bunch of mechanics that Dave Arneson and Gary Gygax dreamed up as they refereed, which Gary then wrote in his stream-of-consciousness style. In “A Brief History of Roleplaying,” Shannon Appelcline writes, “In various early versions of D&D and AD&D, you had one system to model Strength (a range of 3-17, then 18/01 to 18/00), one to model all the other characteristics (3-18), one to model armor class (10 to -10), one to model thief ability (0-100%), one to model skill in combat (a to-hit number from 20 to 1), one to model clerical spells (7 levels of magic), one to model magic-user spells (9 levels of magic), etc.”

Gary Gygax

Gary Gygax

Why so many systems? No one knew anything about RPG design, because none existed. Also, during D&D’s formative years, Gary was an incorrigible collaborator, always willing to add a friend’s new rule to the mix. Each of Gary’s brown-book D&D releases features the work of a different collaborator. Even in Advanced Dungeons & Dragons, Gary couldn’t say no to additions like weapon speeds and psionics—additions he regretted.

In 1977 and 1978, role-playing game design took two huge steps: Traveller introduced a skill system. Runequest united all action resolution around a core mechanic. These two games charted a course for elegant RPG design, and virtually all games to follow built on their innovations.

Player's Handbook (2nd edition)

Player’s Handbook (2nd edition)

Second edition Advanced Dungeons & Dragons cut some rules that no one ever used, but the system’s core remained mired in the RPG stone age. In a D&D podcast episode examining the second edition, designer Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with second edition.”

When 2E appeared in 1989, game publishers still limited new editions to corrections and tweaks. If a publisher wanted to create an incompatible new version of a game, they coined a new name, such as Megatraveller and Runequest: Slayers. Of second edition AD&D, Steve Winter says, “The [TSR] executives where terrified of the idea of upsetting the whole customer base and driving away customers, coupled with the idea that if we put out a new book, what happens to all the old books? We have stores with all these books. we won’t sell any new players handbooks for a year while we’re making the new edition because people will know what’s coming.” How different from the modern market, where people accuse publishers of issuing new editions just to spur sales?

It took the sale of TSR, and a new edition from Wizards of the Coast, to give D&D twenty-year-old innovations such as skills and a core mechanic. Third edition simplified by consolidating a myriad of different rules into the d20 check that gave the core system its name. On the whole, 3E isn’t simpler than AD&D, but it took the complexity budget earned through simplification, and used it to add depth to tactical combat and to character options.

Emboldened by the acclaim for the big changes in 3E, the 4E designers felt willing to outdo the changes. The designers attacked some complexities that the third-edition designers had kept as sacred cows. For instance, fourth edition eliminated traditional saving throws by consolidating their function with attack rolls.

Fourth edition tried for a simpler game by focusing on exception-based design. This principle makes trading card games such as Magic: The Gathering playable despite the tens of thousands of cards in print. The 4E designers built a system on a concise set of core rules, and then added depth by adding abilities and powers that make exceptions to the rules.

Even with 4E’s concise core, the thousands of powers and thousands of exceptions produced more rules than any prior edition. Still, no RPG delivers more resolution transparency than 4E. In sacrifice, the edition often fails to model the game world, creating a world with square fireballs, where you can be on fire and freezing at the same time, where snakes get knocked prone, and where you can garrote an ooze.

Among all the simplifications in 4E, only the use of standard conditions appear to remain in D&D Next.

Both 3E and 4E used more elegant rules to produce simpler core systems, but both editions grew as complicated as ever.  In “D&D Next Goals, Part One,” Mearls writes, “New editions have added more rules, more options, and more detail. Even if one area of the game became simpler, another area became far more difficult to grasp.” The D&D Next designers aim to deliver a simpler, more elegant core game, and then to add options that players can ignore if they wish. “We need to make a game that has a simple, robust core that is easy to expand in a variety of directions. The core must remain unchanged as you add more rules. If we achieve that, we can give new players a complete game and then add additional layers of options and complexity to cater to more experienced gamers.”

Next:  How D&D Next moves toward a simpler core game.

D&D next re-empowers DMs; players stay empowered

How much should the outcomes of the characters’ actions be decided by the game master instead of the rules?

Before role-playing games, the rules of a game specified every action players could take, and then decided the outcome of each possible action.

The invention of the dungeon master freed players from the tyranny of the rules. Most editions of Dungeons & Dragons expected the DM to make frequent decisions about the characters’ fates.

CORE5-8 The Dantalien Maneuver

Taming bad dungeon masters

The DM’s power to augment the rules enabled the hobby we love, but this power enabled capricious DMs to zap characters when players failed to laugh at their puns, to demand to be addressed as “Mr. DM sir,” to curry favor by lading treasure on their girlfriends’ characters, and to win D&D by killing the rest of the party.

Perhaps inspired by all the tales of bad DMs, the fourth edition designers shrank the DM’s role as much as possible. Potentially, a 4E DM’s duties could be limited to reading the box text, running the monsters, and announcing the skills that apply to the skill challenge. As much as possible, 4E shifts the game to the combat stage with its well-defined rules. In stark contrast to earlier editions, 4E’s spells lack effects outside of combat. Fourth edition defines combat powers as tightly as Magic cards, so the DM never needs to decide if, for example, you can take ongoing damage from cold and fire at the same time. (You can.) For action outside of combat, 4E presents the skill challenge, where the DM only has to decide if a skill helps the players—but only when the skill challenge fails to list the skill in advance.

Restoring DM empowerment

Now the D&D next designers speak of returning dungeon masters to their traditional role in the game, or re-empowering the dungeon master. See Rodney Thompson’s first answer in this Rule-of-Three post and Monte Cook’s discussion in an early Legends and Lore, “The Temperature of the Rules”.

The phrase “DM empowerment” may be misleading, because the goal of DM empowerment is not to tickle your DM’s power fantasies. DM empowerment lets DMs fill gaps in the rules—and sometimes override the rules—with their own judgement. DM empowerment lets your wizard use spells outside of combat, among other things. If Mike Mearls came from a marketing background, we would be talking about restoring player freedom instead of DM empowerment.

You might say, “Even though 4E minimizes the DM’s power, my character still has the freedom to try anything.” Really? When did you last try to use a power outside of combat? Do the 4E rules even explicitly allow powers outside of combat? As much as possible, 4E limits your character’s actions to the familiar bounds of the rules.

Even though 4E allows you to attempt things outside the rules, players tend to limit themselves to the menu on their character sheets, just as they rarely stray from their favorite restaurant’s menu.

Players who limit themselves to their defined powers make my job as a 4E dungeon master easier, because I worry about allowing players to improvise actions that duplicate powers. The game includes powers that do things like trip or blind, and this suggests that these stunts require special training. If I allow anyone to throw sand into a foe’s eyes, effectively duplicating the rogue power Sand in the eyes, am I diminishing the value of a level-7 power? If I allow the improvised power, I set a precedent. What happens when a trick proves too repeatable? I don’t want characters to enter every combat flinging handfuls of sand. No real-world army prevailed with such tactics. I never want to say no, but I’m wary of yes.

In practice, as a DM, I allow improvised actions when the unique situation makes the action difficult to repeat. Repeatable actions demand extra scrutiny, because they must always be a little less potent than a comparable power.

Resolution transparency

The opposite of DM empowerment is not player empowerment or player entitlement, it’s resolution transparency, where the outcome of any action is resolved by rule so players can anticipate the likely outcomes in advance. Resolution transparency lets you subject your enemies to both ongoing cold and fire damage without ever worrying whether the DM will decide that the cold douses the fire.

Player empowerment, also known as player agency, refers to the players’ ability to change the game world. When players lack player agency, either they lack meaningful options because they are being railroaded, or because the DM’s favorite non-player characters upstage and supersede the player characters.

Player entitlement means players enjoy unrestricted access to all game options for their characters. They can, for example, shop for any magic items their characters can afford.

Rules volume

DM empowerment and resolution transparency effect the volume of rules a game needs. Both original D&D and D&D next fit their core game rules into a few pages by relying on the DM to resolve all the areas the rules fail to cover. Rodney Thompson writes that D&D next “trusts the DM to make the right call for any particular situation, rather than create many highly specific chunks of rules text in an attempt to cover every possible situation.”

In theory, a game could give players freedom while maximizing resolution transparency by including mountains of rules that cover every possibility. For example, 4E might include a damage-type table that reveals that cold cancels fire. The lightning damage type might bear extra rules for dealing with damage transmitted through water and physical contact. The 80s saw several games with such extensive rules, but nobody plays Aftermath much anymore.

How fourth edition avoids too many rules

Fourth edition features greater resolution transparency than any other role-playing game, while avoiding extra complexity. The design works this magic by focusing the game on combat encounters and skill-challenge encounters. These two activities provide a way to ignore all the messy, game-world details that otherwise require mountains of rules or a game master’s judgement to resolve.

For combat, 4E’s designers opted for broad, simple rules that gloss over the physics of the game world for the sake of playability. For example, a power’s flavor text never matters, just its keywords. And while the keywords matter, their meanings do not. “Lightning,” “cold,” and “fire” damage could as easily be “kootie,” “loogie,” and “mojo” damage.

Skill challenges provide an activity where the game-world provides flavor, but where only the list of applicable skills actually matters in the game. As originally conceived, skill challenges grant players resolution transparency, while making the game-world unimportant. Players wind up studying their character sheets and lose any immersion in the game-world. See my series starting with “Evolution of the skill challenge,” for an analysis of the skill challenge, and how the activity changed to allow greater DM empowerment.

By glossing over the game-world’s messy details, these design strategies diminish the importance of the game world and focus everyone’s attention on the rules and stats.

Advantages of DM empowerment and resolution transparency

Both DM empowerment and resolution transparency have advantages.

Benefits of DM empowerment

  • Grants players more freedom to interact with the game world.
  • Enables lighter game rules by trusting the DM to fill the gaps.
  • Makes the game world more important, enhancing player immersion. Monte Cook writes, “Empowering DMs from the start facilitates simulation. No set of rules can cover every situation, and the DM can address fine details in a way no rulebook can.”

Benefits of resolution transparency

  • Allows players to anticipate the likely outcomes of an action in advance.
  • Players understand their options because the rules list most of the actions their characters can take. Players rarely need to ask the DM what they can do; they rarely need to ask, “Mother may I?”
  • Limits the importance of the DM’s skill and personality.

For my taste, I tend to prefer resolution transparency during combat, although 4E goes farther than I like. Outside of combat, I want players immersed in the game world, not in the game’s rules, so I favor DM empowerment.

Tabletop games need empowered DMs to succeed

The biggest competitor to D&D is not another tabletop game, it’s World of Warcraft and countless other computer and video games that duplicate most of the D&D experience, 24/7, with better graphics. D&D enjoys two competitive advantages: face-to-face social interaction, and the DM’s ability to account for actions outside of the game’s rules. A game like 4E that eliminates the DM’s judgement from the game throws out a key advantage. Without a DM, why bother to log off?