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Marking Mechanics

This is a cheap shot.

Let’s take a more complex example of the dissociated mechanics cropping up in 4th Edition: Marks.

The effect of placing a mark on another character depends on the mark you’re using, but here are a couple of examples:

Warpriest’s Challenge (16th level)
When you hit an enemy with an at-will melee attack, you can choose to mark that enemy for the rest of the encounter. The next time that enemy shifts or attacks a creature other than you, you can make an opportunity attack against that enemy. If you mark a new enemy with this feature, any previous marks you have made with this feature end.

* * *

Divine Challenge (Paladin Feature)
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.

At-Will * Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If the target makes an attack that doesn’t include you as a target, it takes a -2 penalty to attack rolls and takes 8 radiant damage. The target takes this damage only once per turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your divine challenge.

* * *

Combat Challenge (Fighter Feature)
When you attack you may mark the enemy, giving a -2 to attack targets other than you.

* * *

Besieged Foe (minor; at-will)
Ranged sight; automatic hit; the target is marked, and allies of the war devil gain a +2 bonus to attack rolls made against the target until the encounter ends or the war devil marks a new target.

There are two levels on which these mechanics dissociate.

First, just like any other mechanic, the basic mark itself can be dissociated. Look at the war devil’s besieged foe ability, for example: The war devil marks the target and the war devil’s allies gain a +2 bonus to attack rolls made against the target.

Mechanically quite simple, but utterly dissociated from the game world. In point of fact, no explanation is given at all for what these mechanics represent in the game world.

Let’s return to our example of the fireball spell again: If you’re the DM and you want to describe what happens when a fireball spell goes off, you can easily give a description of what the character sees. A wizard casts the spell, a bead of fire shoots out of his fingertip, and then explodes into a ball of flame.

But if you’re talking about this besieged foe ability, what would the DM describe? What is the war devil actually doing when it marks an opponent? What happens that causes the war devil’s allies to gain the +2 bonus to attack rolls? Is it affecting the target or is it affecting the allies?

(The name of the ability, of course, gives you no guidance here at all. The use of the term “besieged” would imply that the target is being overwhelmed by multiple opponents… but there’s no such requirement in the actual ability. In fact, the war devil doesn’t have to be anywhere near the target and the bonuses apply even if there’s only one guy whacking on the target.)

EXPLAINING IT ALL AWAY

Of course the argument can be made that such explanations can be trivially made up: A ruby beam of light shoots out of the war devil’s head and strikes their target, afflicting them with a black blight. The war devil shouts horrific commands in demonic tongues to his allies, unnaturally spurring them into a frenzied bloodlust. The war devil utters a primeval curse.

These all sound pretty awesome, so what’s the problem? The problem is that every single one of these is a house rule. If it’s a ruby beam of light, can it be blocked by a pane of glass or a transparent wall of force? If it’s a shouted command, shouldn’t it be prevented by a silence spell? If it’s a curse, can it be affected by a remove curse spell?

And even if you manage to craft an explanation which doesn’t run afoul of mechanical questions like these, there are still logical questions to be answered in the game world. For example, is it an ability that the war devil can use without the target becoming aware of them? If the target does become aware of them, can they pinpoint the war devil’s location based on its use of the ability? Do the war devil’s allies need to be aware of the war devil in order to gain the bonus?

If the mechanic wasn’t fundamentally dissociated — if there was an explanation of what the mechanic was actually modeling in the game world — the answers to these questions would be immediately apparent. And if you’re slapping on fluff text in order to answer these questions, the answers will be different depending on the fluff text you apply — and that makes the fluff text a house rule.

(Why would you want to answer these types of questions? Well, some trivial possibilities would include: The war devil has used magic to disguise himself as an ally of the PCs. The war devil is invisible. The war devil is hiding in the supernatural shadows behind the Throne of Doom and doesn’t want to reveal himself… yet.)

THE PROBLEM WITH HOUSE RULES

So now we’ve established that any attempt to provide an explanation for this mechanic constitutes a house rule: Whatever explanation you come up with will have a meaningful impact on how the ability is used in the game. Why is this a problem?

First, there’s a matter of principle. Once we’ve accepted that you need to immediately house rule the war devil in order to use the war devil, we’ve accepted that the game designers gave us busted rules that need to be fixed before they can be used. The Rule 0 Fallacy (“this rule isn’t broken because I can fix it”) is a poor defense for any game.

But there’s also a practical problem: Yes, fixing the war devil’s besieged foe ability is relatively easy. But these types of dissociated abilities have been scattered liberally through the 4th Edition promo material we’ve seen. We can safely assume that they’ll be similarly found throughout the core rulebooks. This means that there will be hundreds of them. As supplements come out, there will probably be thousands of them.

And every single one of them will need to be house ruled before you can use them.

Now you’ve got hundreds (or thousands) of house rules to create, keep track of, and use consistently. Even if this is trivial for any one of them, it becomes a huge problem in bulk.

These massive house rules also create a disjunction in the game. One of the things that was identified as problematic in the waning days of AD&D was that the vast majority of people playing the game had heavily house ruled the game in various ways. That meant that when you switched from one AD&D group to a different AD&D group, you could often end up playing what was essentially a completely different game.

In the case of AD&D, this widespread house ruling was the result of disaffection with a fundamentally weak and inconsistent game system. House ruling, of course, didn’t disappear with the release of 3rd Edition — but the amount of house ruling, in general, was significantly decreased and the consistency of experience from one game table to the next was improved.

But now we have a 4th Edition which, due to its dissociated design principles, requires you to create hundreds (or thousands) of house rules. And, of course, as soon as you switch game tables all of those house rules will change.

ACCEPTING YOUR FATE

Of course, you can sidestep all these issues with house rules if you just embrace the design ethos of 4th Edition: There is no explanation for the besieged foe ability. It is a mechanical manipulation with no corresponding reality in the game world whatsoever.

At that point, however, you’re no longer playing a roleplaying game. When the characters’ relationship to the game world is stripped away, they are no longer roles to be played. They have become nothing more than mechanical artifacts that are manipulated with other mechanical artifacts.

ChessYou might have a very good improv session that is vaguely based on the dissociated mechanics that you’re using, but there has been a fundamental disconnect between the game and the world — and when that happens, it stop being a roleplaying game. You could just as easily be playing a game of Chess while improvising a vaguely related story about a royal coup starring your character named Rook.

In short, you can simply accept that 4th Edition is being designed primarily as a tactical miniatures game. And if it happens to still end up looking vaguely like a roleplaying game, that’s entirely accidental.

Continued tomorrow…

6 Responses to “4th Edition: Dissociated Mechanics – Part 2: Marking Mechanics”

  1. System Splicing: D&D 4th ed. | Gnome Stew says:

    […] are certainly a handful of issues with it, as there are really good articles analyzing the reasons why those issues were problematic. I can’t move forward to defend it on a larger scale without […]

  2. centauri says:

    For me, I think I generally just start from the rules and trust that there’s an in-game explanation. What is it? I don’t necessarily know, and anyway, my explanation probably wouldn’t satisfy anyone else. But I trust that it’s there.

    In practice, the concerns about “houseruling” don’t really arise. There’s no need to figure out how a power works, exactly, because it’s probably very well balanced with the rest of the game, and has very clear counters: cover, better defenses, a feat or power (there are powers that simply end the marked condition). And there aren’t a lot of vague options, such as anti-magic to shut down things that are the least bit paranormal.

    The game starts out very locked down, rather than open-ended. The DM and players start from that and then decide how open-ended they want it. For example, I had players facing a black dragon, which could create a zone of impenetrable darkness. They wanted to stop that, but there are very few specific counters for something like that and they didn’t have any. But it made sense in the situation they were in that they could use their skills and the environment to accomplish what they wanted, so I made it a skill challenge.

    Because it was circumstantial, I didn’t have to worry that they’d do the same thing to every black dragon they ever met. And I think that’s generally how 4th Edition works as well as it does: the explanations and one-time opportunities aren’t really “houserules” that change the nature of the game or provide new and problematic loopholes. They’re more like scenes and situations and movies that work because they’re cool and stop working because that’s cooler than the whole story getting knocked into a cocked hat.

    So, it’s sort of the edition for people who just want stuff to work and aren’t intent on exploiting or solving every aspect of it.

  3. KateMetalBard says:

    You can hear the little CinemaSins dings in these articles. Same amount of brainrot those videos produce too.

  4. Bob says:

    Well, you’ve got enough first-hand experience with brain rot, Kate, that I guess we need to treat you as an expert on it.

  5. Chris_Entropy says:

    A few issues with your example and your interpretation. The very specific example that you go into detail about, the Besieged Foe ability, is pretty much defined with the keyword “Ranged Sight”. Which means, that you need line of sight, but not line of effect to your target, both concepts, that are clearly defined in the base rules. So yes, a smoke screen would stop it, a wall of force would not. Your other examples do not apply to 4e. There is no “Silence Spell”, neither is there a “Remove Curse” spell. There are the rituals “Silence” and “Remove Affliction”, but both have their very well defined rules and usage, and neither would affect the ability. Your argument is based on the assumption, that 4e works the same way as 3.X, which is just doesn’t.
    While it is true that a lot of the more elaborate abilities of monsters are missing their fluff (and the fluff of player abilities is often pretty short) that doesn’t exactly mean that there is a need for a house rule. All of your questions are answered with the core mechanics. While it is basically irrelevant if a creature notices the devil, if it uses this ability, because it will only have an effect, if other creatures attack it, the ability is marked as a ranged attack. While it automatically hit, it will still count as “attacking” which nulls any attempt at stealth, so yes, the target will become aware of the devil. While you still have to make up your own fluff, there is no house ruling needed, as the rules are clear (on your questions at least).
    There is also a lot more text and fluff on the other features you mentioned.

  6. Robert says:

    I really appreciate the passion you’re bringing to defending a quick start rulebook from 15 years ago for an edition of D&D that burned down, fell over, and sank into the swamp.

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