The Alexandrian

Go to Part 1

HEXES

Hexcrawl - Hex

1 Hex = 12 miles (center to center/side to side) = 7 mile sides = 124 square miles

WATCHES

A watch is the basic unit for tracking time. A watch is equal to 4 hours.

Determine Time Within a Watch: To randomly generate a particular time within a watch, use 1d8 to determine the half hour and 1d30 to determine the exact minute (if necessary).

SPEED AND DISTANCE

ON FOOT
10 ft. / 3"
15 ft. / 6"
20 ft. / 9"
30 ft. / 12"
40 ft. / 15"
1 Hour (Walk)
1 mile
1.5 miles
2 miles
3 miles
4 miles
1 Hour (Hustle)
2 miles
3 miles
4 miles
6 miles
8 miles
1 Watch (4 Hours)
4 miles
6 miles
8 miles
12 miles
16 miles
1 March (8 Hours)
8 miles
12 miles
16 miles
24 miles
32 miles

Consult the table for movement per hour, per watch (4 hours), or per day (8 hours).

Hustle: A character can hustle for 1 hour. Hustling for a second hour between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue.

Mounts: Mounts carrying riders at a hustle suffer lethal damage instead of nonlethal damage.

March: A character can march at walking speed for 8 hours between sleep cycles.

Forced March: For each hour of marching beyond 8 hours, a character must make a Constitution check (DC 10, +2 per extra hour). If the check fails, the characters takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue.

Mounts: Mounts carrying riders in a forced march automatically fail their Constitution checks and suffer lethal damage instead of nonlethal damage.

MODES OF TRAVEL

Normal: No modifiers.

Hustling: Characters are assumed to be moving quickly in any watch during which they hustle. Navigation DCs increase by +4 while hustling.

Tip: For each hour that characters hustle during a watch, you can simply add their movement per hour to their total movement for that watch.

Cautiously: While moving cautiously, characters are purposely being careful. Movement is made at 3/4 normal speed. The chance for any non-exploratory encounter is halved. (If a non-exploratory encounter is generated, there is a 50% chance it doesn’t actually happen.) Navigation DCs are reduced by -4 while moving cautiously.

Exploring: While exploring, characters are assumed to be trying out side trails, examining objects of interest, and so forth. Movement is made at 1/2 normal speed. The chance for encounters is doubled.

Note: It is possible to move cautiously while exploring. Apply all rules for both modes of travel (including both movement modifiers).

Foraging: While foraging, characters move at 1/2 normal speed but can make a Survival check once per day. On a successful check, the character has gathered enough food and water for one day. They can provide food or water for one additional character for every 2 points by which the check result exceeds the DC. The DC is determined by the terrain type.

TERRAIN

The type of terrain modifies the speed at which the character can travel.

  • Highway: A highway is a straight, major, paved road.
  • Road: A road is a dirt track or similar causeway.
  • Trail: A trail is like a road, but allows only single-file travel. A trail in poor repair requires a DC 12 navigation check to follow.
  • Trackless: Trackless terrain is a wild area with no paths. +2 to Navigation DCs.

TERRAIN
HIGHWAY
ROAD/TRAIL
TRACKLESS
NAVIGATION DC
FORAGE DC
Desert
x1
x1/2
x1/2
12
20
Forest (sparse)
x1
x1
x1/2
14
14
Forest (medium)
x1
x1
x1/2
16
14
Forest (dense)
x1
x1
x1/2
18
14
Hills
x1
x3/4
x1/2
14
12
Jungle
x1
x3/4
x1/4
16
14
Moor
x1
x1
x3/4
14
16
Mountains
x3/4
x3/4
x1/2
16
18
Plains
x1
x1
x3/4
12
12
Swamp
x1
x3/4
x1/2
15
16
Tundra, frozen
x1
x3/4
x3/4
12
18

CONDITIONS

CONDITIONS
SPEED MODIFIER
Cold or hot climate
x3/4
Giant terrain
x3/4
Hurricane
x1/10
Leading mount
x3/4
Poor visibility (fog, darkness)
x1/2
River crossing
x3/4
Snow cover
x1/2
Snow cover, heavy
x1/4
Storm
x3/4
Storm, powerful
x1/2

Poor visibility also increases the DC of navigation checks by +4 and forage checks by +2.

OPTIONAL RULE: ACTUAL DISTANCE TRAVELED

The distance cited on the tables is the average distance traveled. The actual distance traveled is 50% to 150% (2d6+3 times 10%) of that distance.

Characters can ascertain the actual distance traveled with a successful Survival check made at the Navigation DC of the terrain. On a failure, they assume the average value of the distance traveled.

Note: The purpose of this rule is to make accurate mapping more difficult. (You could actually adapt a similar rule to dungeon exploration in order to make accurate mapping of the dungeon environment more difficult, although the resolution time involved might be prohibitive.) Take 10 is an option, so experienced explorers will never have any problem accurately gauging how far they’ve traveled.

TRACKING HEXES

Movement on the wilderness hex grid is abstracted. In order to determine if a party has left a hex, you must keep track of their progress within the hex.

Starting in a Hex: If a character starts movement within a hex, it requires 6 miles of progress in order to exit any face of the hex.

Optional Rule: You can choose to bias a starting position. For example, you might see that a river flows near the western edge of a hex. If the PCs start traveling from that river, you might decide that it only takes 2 miles to exit through the hex’s western face and 10 miles to exit through its eastern face.

Crossing Hex to a Far Side: It requires 12 miles of progress to exit a hex through one of the three faces on the opposite side.

Crossing Hex to a Near Side: It requires 6 miles of progress to exit a hex through one of the two nearest faces.

Back the Way We Came: If characters deliberately double back along their own trail, simply reduce their progress until they exit the hex. If they leave back through the same face through which they entered the hex for any other reason (by getting lost, for example) you can generally assume that it takes 6 miles of progress to exit the hex unless circumstances suggest some other figure.

Hexcrawl - Tracking Hexes

Go to Part 3: Navigating the Wilderness

This material is covered by the Open Game License.

Hexcrawl

June 1st, 2012

Hexcrawl Map

As part of my essay on game structures in roleplaying games, I specifically discussed the basic structure of the hexcrawl:

(1)   Draw a hexmap. In general, the terrain of each hex is given as a visual reference and the hex is numbered (either directly or by a gridded cross-reference). Additional features like settlements, dungeons, rivers, roads, and polities are also typically shown on the map.

(2)   Key the hexmap. Using the numbered references, key each hex with an encounter or location. (It is not necessary to key all of the hexes on the map.)

(3)   Use (or design) mechanics which will let you determine how far the PCs can move while traveling overland. Determine the hex the PCs start in and track their movement.

(4)   Whenever the PCs enter a new hex, the GM tells them the terrain type of the hex and triggers the encounter or location keyed to that hex: The PCs experience the event, encounter the monsters, or see the location.

Initially a core component of roleplaying games, the hexcrawl structure slowly faded away. By 1989 there were only a few vestigial hex maps cropping up in products and none of them were actually designed for hexcrawl play. 2nd Edition removed hexcrawling procedures from the rulebooks entirely. It wasn’t until Necromancer Games brought the Wilderlands back into print and Ben Robbins’ West Marches campaign went viral that people started to rediscover the lost art of the hexcrawl.

During my discussion of game structures,  I mentioned that I had been developing and playtesting a robust structure for hexcrawling. Since then I’ve received several requests to share my rules for hexcrawling. Although still very much a work in progress, over the next few days I intend to do exactly that.

DESIGN GOALS

Before we get to the actual hexcrawling, however, I want to take a moment to clarify what my design goals were (and are) for this project.

First, I wanted a structure which would hide the hexes from the players. Although I find the abstraction of the hex extremely convenient on the GM’s side of the screen (for tracking navigation, keying encounters, and so forth), I’m of the opinion that it has negative effects on the other side of the screen: I want the players interacting with the game world, not the abstraction. Therefore, the hexes in this hexcrawl system are a player-unknown structure.

Second, building on that, the structure is explicitly designed for exploration. The structure, therefore, includes a lot of rules for navigation, getting lost, and finding your way again. It’s built around having the players constantly making new discoveries (even in places they’ve been before).

Third, the system is built around the assumption that every hex on the map will have at least one keyed location. And note that I said “location”, not encounter. Traditional hexcrawls will often included hexes keyed with encounters like this one (from the Wilderlands of Magic Realm):

A charismatic musician sits on a rock entertaining a group of Halfling children. He sings songs of high adventure and fighting Orcs.

While this system certainly could be used with such keys, my intention was to focus the key on content that could be used more than once as PCs visit and re-visit the same areas. (Particularly useful for an open gaming table.) In other words, the key is geography, not ephemera.

Fourth, to support all of these goals (hidden hexes, exploration, reusable material) I wanted to introduce uncertainty into whether or not the keyed content of a particular hex would be experienced (instead of automatically triggering the content when the hex was entered). Furthermore, I wanted a rich system for generating encounters (in order to both create content and to replace the ephemeral hex keys I had eschewed). I accomplished both of these goals by creating a unified, streamlined system of encounter checks.

Go to Part 2: Wilderness Travel

HEXCRAWLS
Part 2: Wilderness Travel
Part 3: Navigating the Wilderness
Part 4: Encounter Tables
Part 5: Spot Distances
Part 6: Watch Checklist
Part 7: DM’s Worksheet
Part 8: Sample Hex Key
Part 9: Four Documents of the Hexcrawl
Part 10: Stocking the Hexes
Part 11: More Hex Stocking
Part 12: At the Table
Part 13: Hexcrawl Cheat Sheets

Addendum: Sketchy Hexcrawls
Thinking About Wilderness Travel

Tagline: Terra Nova, the colonial world in which the Heavy Gear game is set, is the best setting for a roleplaying game ever. Period. Life on Terra Nova is your key to that wonder.

Heavy Gear: Life on Terra Nova - 2nd EditionI had a difficult time with this review. The back of mind kept getting plagued with the notion of marking down one or both of the scores for various shortcomings. Eventually, though, commonsense won out: This book may have a couple of problems, but that doesn’t change the fact that it’s one of the best sourcebooks you’ll ever buy.

So what were the problems?

Okay, first off Dream Pod 9 needs to seriously look into how their proofreading procedures are being carried out. This book was just plain sloppy. When I encountered two significant typos in an early discussion of what is probably the most signficant event in recent Terra Novan history I realized I was in trouble; it was a little like having “ROSEBUD” spelled wrong at the end of Citizen Kane. When I realized that they had actually succeeded in missing the insertion of italics (the editorial marks are still present in at least two locations)… well…

Second, I continue to hold reservations about their second edition products. One of the things which I really liked about the Heavy Gear product line was the fact that you picked up the rulebook and it gave you a baseline to the way the world was in TN 1932. Then you could pick up other sourcebooks (which were conveniently labelled with the date on the backcover) to supplement that baseline as you needed it, relying on the storyline books to advance the world for you. The second edition rulebook advanced the clock to TN 1934, effectively eliminating most of the first storyline book. This second edition of Life on Terra Nova advances the clock again, this time to TN 1935. I just don’t like it. Where I initially praised the Heavy Gear line of products for the clarity of its presentation and development, now there’s a muddle. The primary sourcebooks are set in TN 1934 and TN 1935 – but the regional sourcebooks published to date all take place before those dates. This taking a general survey course in physics which covers the cutting edge of development, but then spending the rest of your college career studying the Aristotelian worldview. Although there’s nothing you can do about the past, I’d encourage Dream Pod 9 to stop this here. I think I speak for all Heavy Gear fans when I say that we’d much rather have new stuff produced in a coherent and progressive order, rather than continually revamping the core products. The “baseline and expand” approach you’ve developed means you don’t have to do that the way most other systems do; and, in fact, if you do follow that course you end up making things worse.

Third, although many things have been expanded in this version of Life on Terra Nova (including a complete mini-sourcebook of the Port Arthur area), several things have also been excised. The new material is (of course) superb, but some of the nice touches of the original – particularly in the history section of the product (stuff that can never be effectively presented elsewhere) – are no longer there. The devil is in the details, and so is the strength of roleplaying settings. Particularly this one.

Fourth, although much has been added, much has ben changed, and some has been lost, there is some stuff which has been copied verbatim. Unfortunately not a lot of thought was apparently always put into this. For example, in the section on the city-state of Exeter the following passage appears in both the original Life on Terra Nova (set in TN 1932) and this new version (set in TN 1935): “Exeter’s most notable export is ‘Pride of Exeter’ brand premium ice cream. Numerous Pride of Exeter shops have opened up all around the CNCS over the past forty years. However, sales recently decreased after the Norlight Inquirer reported that Pride of Exeter brand ice cream was laced with mind-controlling substances. The ice cream’s manufacturer is currently suing the Norlight Inquiry for libel and lost sales.” Uh huh…. Apparently the definition of “recent” is different on Terra Nova.

These may all seem like nitpicks to you – and you’d be right. So why am I spending so much time commenting on them? Because Dream Pod 9 has set a very high standard for itself. And because there’s nothing else bad to say about this product. It’s fantastic.

The setting for the Heavy Gear game, primarily the planet Terra Nova, is possibly the best setting for a roleplaying game on the market today. Some other settings may come close – and some may even be its equal – but none exceed it. And Life on Terra Nova is the key to it all.

What makes this setting so special?

Well, for example: That small quote about Pride of Exeter brand ice cream mentioned above (however out of place it may be in this new product) is simply one minor example of all the important little details which Dream Pod 9 has carefully and consistently sprinkled across their work. This is a world where actual recipes are available for cooking with the indigenous life of the alien planet.

Next realize that the world they have developed is not composed of bland vanilla, it is an onion with layer upon layer which can peeled off. Most roleplaying settings can be reduced to a single feeling and style. Some (if you’re lucky) have a selection of styles, carefully separated across the map. Not Terra Nova. Here you have a planet broken into two hemispheres and a broad equatorial region. The equatorial region (the Badlands) is generally characterized as a sort of Wild West meets Arrakis, but within that broad characterization you have a myriad variety of unique communities – from the city composed of outcasts left behind when Earth’s invading forces retreated to the corporate arcology to small villages to raiders to wandering nomads.

In the southern hemisphere you have the Allied Southern Territories, a confederation composed of four leagues: the Southern Republic, Humanist Alliance, Mekong Dominion, and Eastern Sun Emirates. The Southern Republic is generally imperialistic and tending towards decadency – but within it there is the bureacuratic capital of Port Oasis, the rebellious city-state of Saragossa, the university city of Newton, and nearly a dozen others; each unique, each part of an integrated whole. The Humanist Alliance is a designed utopia, again ranging from carefully planned communities to a city completely beneath the surface of the earth. The Mekong Dominion is a corporate culture; the Eastern Sun Emirates are feudalistic and debauched.

In the northern hemisphere you have the Confederated Northern City-States: the Northern Lights Confederacy, the United Mercantile Federation, and the Western Froniter Protectorate. Again each is unique (from the religious orientation of the NLC to the industry focus of the UMF) and is composed of many different communities which are equally unique. Everything blends together into a synchronous whole, just like the real world is composed of disparate parts.

Each community is given a distinct architectural style and culture. Each government is formalized in a unique way – a way based on firm historical reasons. The people live and breath because you are given the details which make up their collective lives. Each city exists for a specific reason, not just because someone put some dots down on the map. The roads go places because the patterns of trade and industry say they should, not because someone needed to connect two towns with a line. The guys at Dream Pod 9 have done such a great job that you even accept the existence of mecha – because they’ve made the Gear technology believable and then proceeded to realistically integrate it into the society. Add to all of this a complex web of politics and intrigue and a developing meta-story that leaves you drooling in anticipation of the next release just so you can see where it’s all going.

What more can I say? You simply can’t find a better game setting. Period. If you don’t own this book you’re missing out big.

Style: 5
Substance: 5

Author: Philippe Boulle, Gene Marcil, Guy-Francis Vella, Marc-Alexandre Vezina
Company/Publisher: Dream Pod 9
Cost: $23.95
Page Count: 160
ISBN: 1-896776-40-X

Originally Posted: 1999/04/13

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Four years ago, in an effort to understand why I found so many of the design decisions in the 4th Edition of Dungeons & Dragons antithetical to what I wanted from a roleplaying game, I wrote an essay about “Dissociated Mechanics”. At the time, I was still struggling to both define and come to grips with what that concept meant. I was also, simultaneously, quantifying and explaining my reaction to 4th Edition (which had just been released).

Ultimately, I hit on something that rang true. I had found the definition of something that was deeply problematic for a lot of people. The term “dissociated mechanic” caught on and became widely used. (And not just in discussions about 4th Edition.)

As a result, hundreds of people are linked to the original “Dissociated Mechanics” essay every month. They come looking for an explanation of what the term means.

Unfortunately, the original essay is not particularly good.

I say this both as a matter of self-reflection and as a matter of empirical evidence: The essay is unclear because I was still struggling to understand the term myself. And because it was written as a reaction to 4th Edition, it immediately alienates people with a personal stake in the edition wars. The result is that a lot of people come away from the essay with a confused, inadequate, or completely erroneous understanding of the term.

Which is why links to the original essay are being redirected here: I’m attempting to provide a better and clearer primer for those interested in understanding what dissociated mechanics are, why they’re deeply problematic for many people, and how they can be put to good use.

If you’re interested in reading the original essay, you can still find it here.

A SIMPLE DEFINITION

An associated mechanic is one which has a direct connection to the game world. A dissociated mechanic is one which is disconnected from the game world.

The easiest way to perceive the difference is to look at the player’s decision-making process when using the mechanic: If the player’s decision can be directly equated to a decision made by the character, then the mechanic is associated. If it cannot be directly equated, then it is dissociated.

For example, consider a football game in which a character has the One-Handed Catch ability: Once per game they can make an amazing one-handed catch, granting them a +4 bonus to that catch attempt.

The mechanic is dissociated because the decision made by the player cannot be equated to a decision made by the character. No player, after making an amazing one-handed catch, thinks to themselves, “Wow! I won’t be able to do that again until the next game!” Nor do they think to themselves, “I better not try to catch this ball one-handed, because if I do I won’t be able to make any more one-handed catches today.”

On the other hand, when a player decides to cast a fireball spell that decision is directly equated to the character’s decision to cast a fireball. (The character, like the player, knows that they have only prepared a single fireball spell. So the decision to expend that limited resource – and the consequences for doing so – are understood by both character and player.)

METAGAMED AND ABSTRACTED

Dissociated mechanics can also be thought of as mechanics for which the characters have no functional explanations.

But this generalization can be misleading when taken too literally. All mechanics are both metagamed and abstracted: They exist outside of the character’s world and they are only rough approximations of that world.

For example, the destructive power of a fireball is defined by the number of d6’s you roll for damage; and the number of d6’s you roll is determined by the caster level of the wizard casting the spell.

If you asked a character about d6’s of damage or caster levels, they’d obviously have no idea what you were talking about. But the character could tell you what a fireball is and that casters of greater skill can create more intense flames during the casting of the spell.

The player understands the metagamed and abstracted mechanic (d6’s and caster levels), but that understanding is directly associated with the character’s understanding of the game world (burning flames and skilled casters).

EXPLAINING IT ALL AWAY

On a similar note, there is a misconception that a mechanic isn’t dissociated as long as you can explain what happened in the game world as a result.

The argument goes like this: “Although I’m using the One-Handed Catch ability, all the character knows is that they made a really great one-handed catch. The character isn’t confused by what happened, so it’s not dissociated.”

What the argument misses is that the dissociation already happened in the first sentence. The explanation you provide after the fact doesn’t remove it.

To put it another way: The One-Handed Catch ability is a mechanical manipulation with no corresponding reality in the game world whatsoever. You might have a very good improv session that is vaguely based on the dissociated mechanics you’re using, but there has been a fundamental disconnect between the game and the world. 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 or narrating what your character sees on their walk from Park Place to Boardwalk.

REASSOCIATING THE MECHANIC

The flip side of the “explaining it all away” misconception is the “it’s easy to fix” fallacy. Instead of providing an improvised description that explains what the mechanic did after the fact, we instead rewrite the ability to provide an explanation and, thus, re-associate the dissociated mechanic.

In practice, this is frequently quite trivial. To take our One-Handed Catch ability, for example, we could easily say: The player activates his gravitic force gloves (which have a limited number of charges per day) to pull the ball to his hand. Or he shouts a prayer to the God of Football who’s willing to help him a limited number of times per day. Or he activates one of the arcane tattoos he had a voodoo doctor inscribe on his palms.

These all sound pretty awesome, but each of them carries unique consequences. If it’s gravitic force gloves, can they be stolen or the gravitic field canceled? Can he shout a prayer to the God of Football if someone drops a silence spell on him? If he’s using an arcane tattoo, does that mean that the opposing team’s linebacker can use a dispel magic spell to disrupt the catch?

(This is getting to be a weird football game.)

Whatever explanation you come up with will have a meaningful impact on how the ability is used in the game. And that means that each and every one of them is a house rule.

Why is this a problem?

First, there’s a matter of principle. Once we’ve accepted that you need to immediately house rule the One-Handed Catch ability, we’ve accepted that the game designers gave us a busted rule that needs to be fixed before it can be used. The Rule 0 Fallacy (“this rule isn’t broken because I can fix it”) is a poor defense of any game.

But there’s also a practical problem: While it may be easy to fix a single ability like One-Handed Catch, a game filled with such abilities will require hundreds (or thousands) of house rules that you now need to create, keep track of, and use consistently. What is trivial for any single ability becomes a huge problem in bulk.

REALISM vs. ASSOCIATION

Another common misunderstanding is to equate associated mechanics with realistic mechanics.

This seems to primarily arise because people struggling to explain why they don’t like dissociated mechanics – often without a firm conceptual grasp of what it is that they’re dissatisfied with – will try to explain, for example, that it’s just not realistic for a football player to only be able to make a single one-handed catch per game.

That may or may not be true (I haven’t actually done a statistical analysis of how often receivers make one-handed catches in the NFL), but it’s largely a red herring: Our hypothetical One-Handed Catch ability is infinitely more realistic than a fireball, and yet the latter is associated while the former is not.

Conversely, of course, just because something is magical doesn’t mean that the mechanic will automatically be associated. And it’s fully possible for a dissociated mechanic to also be unrealistic. My point is that the property of associated/dissociated is completely unrelated to the property of realistic/unrealistic.

WHAT IS A ROLEPLAYING GAME?

All of this is important, because roleplaying games are ultimately defined by mechanics which are associated with the game world.

Let me break that down: Roleplaying games are self-evidently about playing a role. Playing a role is making choices as if you were the character. Therefore, in order for a game to be a roleplaying game (and not just a game where you happen to play a role), the mechanics of the game have to be about making and resolving choices as if you were the character. If the mechanics of the game require you to make choices which aren’t associated to the choices made by the character, then the mechanics of the game aren’t about roleplaying and it’s not a roleplaying game.

To look at it from the opposite side, I’m going to make a provocative statement: When you are using dissociated mechanics you are not roleplaying. Which is not to say that you can’t roleplay while playing a game featuring dissociated mechanics, but simply to say that in the moment when you are using those mechanics you are not roleplaying.

I say this is a provocative statement because I’m sure it’s going to provoke strong responses. But, frankly, it just looks like common sense to me: If you are manipulating mechanics which are dissociated from your character – which have no meaning to your character – then you are not engaged in the process of playing a role. In that moment, you are doing something else. (It’s practically tautological.) You may be multi-tasking or rapidly switching back-and-forth between roleplaying and not-roleplaying. You may even be using the output from the dissociated mechanics to inform your roleplaying. But when you’re actually engaged in the task of using those dissociated mechanics you are not playing a role; you are not roleplaying.

And this brings us to the very heart of what defines a roleplaying game: What’s the difference between the boardgame Arkham Horror and the roleplaying game Call of Cthulhu? In Arkham Horror, after all, each player takes on the role of a specific character; those characters are defined mechanically; the characters have detailed backgrounds; and plenty of people have played sessions of Arkham Horror where people have talked extensively in character.

I pick Arkham Horror for this example because it exists right on the cusp between being an RPG and a not-RPG. So when people start roleplaying during the game (which they indisputably do when they start talking in character), it raises the provocative question: Does it become a roleplaying game in that moment?

On the other hand, I’ve had the same sort of moment happen while playing Monopoly. For example, there was a game where somebody said, “I’m buying Boardwalk because I’m a shoe. And I like walking.” Goofy? Sure. Bizarre? Sure. Roleplaying? Yup.

Let me try to make this distinction clear: When we say “roleplaying game”, do we just mean “a game where roleplaying can happen”? If so, then I think the term “roleplaying game” becomes so ridiculously broad that it loses all meaning. (Since it includes everything from Monopoly to Super Mario Brothers.)

Rather, I think the term “roleplaying game” only becomes meaningful when there is a direct connection between the game and the roleplaying. When roleplaying is the game.

It’s very tempting to see all of this in a purely negative light: As if to say, “Dissociated mechanics get in the way of roleplaying and associated mechanics don’t.” But it’s actually more meaningful than that: The act of using an associated mechanic is the act of playing a role.

Because the mechanic for a fireball spell is associated with the game world, when you make the decision to cast a fireball spell you are making that decision as if you were your character. In making the mechanical decision you are required to roleplay (because that mechanical decision is directly associated to the character’s decision). You may not do it well. You’re not going to win a Tony Award for it. But in using the mechanics of a roleplaying game, you are inherently playing a role.

USING DISSOCIATED MECHANICS

Ultimately, this explains why so many people have had intensely negative reactions to dissociated mechanics: They’re antithetical to the defining characteristic of a roleplaying game and, thus, fundamentally incompatible with the primary reason many people play roleplaying games.

Does this mean that dissociated mechanics simply have no place in a roleplaying game?

Not exactly.

First, dissociated mechanics have always been part of roleplaying games. For example, character generation is almost always dissociated and that’s also true for virtually all character advancement systems, too. It’s also true for a lot of the mechanics that GMs use. (In other words, dissociated mechanics are frequently used – and accepted – in the parts of the game that aren’t about roleplaying your character.)

Second, people often have reasons for playing and enjoying roleplaying games which have nothing to do with playing a role: They might be playing for tactical challenges or to tell a great story or to vicariously enjoy their character doing awesome things. Mechanics that let those players scratch their itches can be great for them, even if it means they have to temporarily stop roleplaying in order to use them. Games don’t need to be rigid in their focus.

An extreme example of this are people who play roleplaying games as storytelling games: Their primary interest isn’t roleplaying at all; it’s the telling of a story. (In my experience, these players are often the ones who are most confused by other people having an extreme dislike for dissociated mechanics. After all, dissociated mechanics don’t interfere with their creative agenda at all. For a lengthier discussion of this issue, check out “Roleplaying Games vs. Storytelling Games”.)

In short, this essay should not be seen as an inherent vilification of dissociated mechanics. But I do think it important for game designers to understand what they’re giving up when they use dissociated mechanics; and to make sure that what they’re gaining in return is worth the price they’re paying.

Right off the bat, I want to note that these are literally my first impressions of the D&D Next playtest rules. I haven’t actually played a session with them and it may be awhile before I get the opportunity (if I ever do).

In order to help you understand my perspective on these rules, I want you to understand a couple of things about where I’m coming from.

First, I have come to realize over the past few months that 5th Edition will have a tough time selling itself to me. I have an immense amount of time, expertise, and money invested in 3rd Edition. In order to overcome the inertia of that investment, 5th Edition would need to radically improve on 3rd Edition. But the reality is that I am overwhelmingly satisfied with 3rd Edition as a ruleset. Yes, there are a few problem areas, but I’ve been able to fix most of these with less than 8 pages of house rules. 5th Edition needs to show me a radical improvement; but there just isn’t that much room to improve.

Second, I want the game bearing the “Dungeons & Dragons” trademark to have the fundamental gameplay that Gygax and Arneson created in 1974. I’m very comfortable with the game gaining an accretion of new mechanics – something which can be seen in every edition of the game from 1974 to 2008. But once you start fundamentally altering the core elements of D&D’s gameplay, you’re going to have a very tough time selling me a product with “Dungeons & Dragons” on the cover.

So, bearing those things in mind, here are my first impressions of the D&D Next playtest.

FIRST IMPRESSIONS

(1) As I mentioned in “The Design History of Saving Throws” a few months back, 4E inverted the facing of the mechanic. I’m glad to see the playtest document revert this decision.

(2) I’m tentatively supportive of the decision to replace the Reflex/Fortitude/Will triumvirate with saving throws based directly on the ability scores (so that you have a Strength save, a Dexterity save, and so forth). Like 3rd Edition, this offers a universal system.

However, it does potentially reintroduce the hierarchy problem that AD&D eliminated way back in ’78. And you can actually see this in the playtest document. For example, Wisdom saves are used to “resist being charmed” while a Charisma save is used to “resist certain magical compulsions, especially those that overcome your sense of self”. (You might think that Wisdom applies to non-magical charming, but you’d be wrong: Both charm person and command are specifically resisted with Wisdom saves.)

(3) The advantage/disadvantage concept seems like a really valuable tool. Basically, if you have advantage you roll 2d20 and keep the highest. If you have disadvantage on a roll, you roll 2d20 and keep the lowest. Not only does it provide a really useful mechanical hook that you can hang things on, it gives both the players and the DM a firm concept to aim for: “I’m going to try to get an advantage on my attack roll by swinging on the chandelier and dropping on him from above.” or “I take extra time to cover my tracks, hopefully disadvantaging anyone trying to follow me.”

(4) Similarly, the “hazard” concept seems like a great tool. Essentially, if you fail a roll by 10 or more you suffer the hazard. This immediately gives you a consistent mechanical framework for all kinds of stuff: Fail a climbing check and you don’t make any progress; but if suffer a climbing hazard you fall. Fail a check to disarm a trap and you didn’t disarm it; but if you suffer a hazard on the check you’ve actually triggered the trap. And so forth.

(5) I suspect that loosening up a character’s turn during combat will be very advantageous. You can start your move before taking an action and then complete your move afterwards. In addition, all sorts of incidental actions (like drawing a sword or opening an unlocked door) are just assumed to happen “during the round” without need to take an action. I suspect the combination will make it a lot easier for people to improvise, take chances, and generally keep combat more dynamic.

(6) There are dissociated mechanics all over the place. The rogue’s Knack ability (you’re really good at doing something, so twice per day you can choose to be good at it) is a good example of this.

If there’s one thing that I would absolutely, 100% qualify as a complete dealbreaker for 5th Edition it would be ubiquitous dissociated mechanics. So this does not bode well.

(7) On a similar note, the healing mechanics are essentially identical to 4th Edition’s approach, except they’ve replaced the term “healing surge” with “hit dice”. I’ve never liked the dissociation of this system. I also don’t like the fact that it allows you to fully recover your hit points after a rest (suggesting that the designers are still fixated on a tactics-only version of D&D play instead of embracing a balanced mixture of tactical and strategic play). And I’m also not a fan of appropriating terms from previous editions and applying them to completely different mechanics in an effort to appeal to nostalgia.

(8) There’s quite a bit of math in the playtest document that looks really questionable to me. I understand it’s a playtest and the whole point is to find stuff to fix, but some of this stuff seems really self-evidently broken.

For example, both splint armor and banded armor cost 500 gp. Splint gives you AC 15 + half Dex modifier, whereas banded gives you AC 16 and a -5 feet speed penalty. If you’ve got a +2 Dex modifier or better, splint is obviously better. And, at best, banded is giving you a +1 bonus to AC. Is a +1 bonus AC really worth a -5 feet speed penalty? Probably not.

Consider, also, studded leather vs. ringmail. Studded leather is cheaper and gives you AC 13 + Dex modifier. Ringmail is more expensive and gives you AC 13 + half Dex modifier. If you have a -1 penalty to Dex, ringmail is superior. But in all other circumstances, the studded leather is strictly better.

(9) As a note of incredibly minor interest and consequence, flasks of acid are inexplicably nerfed even more. This is part of a long trend line of nerfing acid, but we’ve reached the point where it no longer makes any sense at all: Acid in the playtest document is a ranged weapon with one use that deals 1d4 damage. It costs 10 gp. By contrast you can buy a sling for 5 sp and deal 1d6 damage.

(Alchemist’s fire also gets slightly nerfed compared to 3E, but not as severely.)

(10) Spellcasters can now cast cantrips and orisons as often as they like. It’ll be interesting to see how this feels in playtest, but based on the pregenerated characters it feels to me like straight fighters really are actually getting screwed from Day 1 for the first time in the history of D&D.

(11) It appears that absolutely nothing scales with level: Not attack bonuses, not skills. Nothing. It will be interesting to see what accumulating abilities without a commensurate increase in basic capability feels like in play. But I wasn’t a fan of 4E picking a “sweet spot” and locking it in for everybody, and this seems to only be making that even more explicit. At the very least, it’s tickling my “this doesn’t play like D&D” reflex pretty heavily.

MY MOMENTARY CONCLUSION

There’s some innovative and interesting stuff to see here. But I’m not seeing the knockout punch that convinces me that 5E is offering something worth abandoning the time, money, and expertise I have invested in 3E.

In addition, the infestation of dissociated mechanics I’m seeing are a complete poison pill. There’s no way I’m playing 5E if they stick around: They are, as I’ve said before, completely antithetical to everything I want from a roleplaying. They are antithetical to the act of roleplaying itself.

Finally, the system currently feels a lot more like D&D than 4E did. On the other hand, all we’re seeing is a very minimalist, very stripped-down version of the rules. If you similarly stripped 4E down, you’d also end up with something that feels a lot more like D&D than 4E did. And even what we’re seeing is distinctly “not D&D” in a lot of key ways.

So my first impression is one of skepticism leaning towards disappointment. Take that for what it’s worth.


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