Thursday, October 2, 2014

D&D 5: In Favor of Role Playing Rules

D&D 5 adds mechanical rules for role-playing to the game. Through a system of five defined personality traits that the DM uses to grant a one-use, rechargeable, Inspiration Point, which can be saved and gives the play advantage on a roll (or used for other player's rolls).

I'm not too positive on this system, since I believe it limits the rewards DMs can give to players for good roleplaying, and it is also slightly exploitable. Unless there are other systems in the DMG that are added, I feel a little limited by this system and I find it isn't needed during the sessions we play.

However, let me think of the reasons why you may want to use this system.

Perhaps this is intended for new players and DMs who don't understand the concept of rewarding good roleplaying with in-game bonuses. If you are coming in from another more structured fame environment, how is a new DM supposed to judge and reward play that adheres to a character's personality limitation or belief system? It is an interesting thought, one that makes me think D&D 5 is actually aimed at people outside the hobby.

Think about it, if you never played a pen-and-paper game, and you don't know anyone who does - how are you supposed to know how to reward roleplaying?

This reasoning may also be behind why things are so simplified, like not including map-based combat rules. Nothing intimidates new players more than a map with figures, I have seen people freeze up, not want to touch things, and ask constantly, "Can I do this?" or "Is this okay?" It is part of learning yes, but it can be overwhelming to a new player.

It extends to the Monster Manual as well, with the simplified statistics, lower amounts of special attacks and abilities, and simplified and graphical presentation. Things feel simple because they are intended to be that way for new players.

I see some of that in the Player's Handbook too, there aren't many detailed character build options because those are intimidating, the number range is tighter because it is supposed to work across many levels, and the role of magic items has been reduced to make character builds and gear less important.

It is interesting to think of D&D 5 as a level 1 through 20 version of the Pathfinder Beginner Box, and this may be really what the game is the closest to in spirit.

Another reason why you may want to use the roleplaying rules is in organized play. As a DM, you may want to wash your hands of favoritism accusations from troublesome players or people you don't know, and use the system as a safeguard to make sure everything appears fair. It takes away some of the dynamic and social aspects of the game, but it is sort of a 'protection system' where a DM can coldly award inspiration if action X fulfills motivation Y.

You are never giving advantage to rolls that are fun or entertaining here, but in a public session with people you don't know, you don't want to appear to be playing favorites with certain outgoing players and have some people turned off by that. Removing the DM's role from some of the more interpretative parts of the game has been a theme since D&D 4, and it's possible some people are turned off by a creative and involved DM.

"Well, I can't be that entertaining or creative, and that DM is playing favorites with certain players, so I don't want to play that game."

"I would never play that. I don't even know how to act or what good that does."

You may laugh, but I have seen these feelings out there among people. It's odd, in order for the game to be more socially acceptable, the creative and interpretative parts are being ruled down into strict "yes or no" paths. To us old-schoolers where we want everyone to be involved and we don't think twice about rewarding creative play, it may seem strange to us. But to outsiders in the hobby, having these types of rules is actually "protection" for them and it is seen as something that ensures their contributions to the game will be rewarded.

Part of me feels sad roleplaying has fallen so far out of the mainstream this needs to be taught or enforced with defined rules. I guess it is like remembering the days of computing before antivirus programs were needed for everything, and picking and possibly paying for one was a requirement to get online and doing anything. I suppose I may use those rules with newer players in public settings, but then again, I will abandon them is a group feels like they are limiting their fun and we are all comfortable with my 'reward good play' DM-ing style.

Ultimately, you will play the way you want to play, but I find it very helpful to know why these systems were put in place, and knowing when they can help a group of players.

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