Choices Must Matter
I’m not a D&D player, but I try to keep my eye on what’s going on with D&D since it has such a big influence in the hobby. During the 3e vs. 4e edition wars it was a common rallying cry amongst 3e fanboys to say that 4e had removed roleplaying from the game, to which 4e fanboys would invariably reply that nothing was stopping any player from roleplaying well in a 4e game. Since these are broad-brush generalizations they’re pretty easy to dismiss, but I think there’s a useful observation hidden inside them. First, we should realize that the 4e reply I gave above is a form of cheap argumentation: The question isn’t whether it’s impossible to roleplay with 4e, but whether the design of 4e discourages roleplaying. Although I can’t speak from first-hand experience, I think there is some merit at the core of the 3e fanboy’s complaint.
The D&D 3e design includes a complex character creation system and encourages players to think in terms of “builds” of which classes, prestige classes, feats, etc., they want to use to achieve their character concepts. These choices are rarely made of discrete elements but are strongly coupled together: Prestige classes have prerequisites, you have to take lower level class features before the upper level ones, you accept the “flavor” consequences of some choices for desired mechanical effects, you accept the mechanical consequences for desired “flavor” choices. Players are encouraged to take these choices seriously, to think about them ahead of time. This encourages commitment to a character concept.
Many elements of the 3e system were widely criticized. One criticism was the need for “system mastery” to know that some of the choices were just categorically worse than others. Another criticism was that many choices included tradeoffs between combat effectiveness and effectiveness in other arenas which made it harder for different characters to harmoniously function “as a party” while interacting with different situations: player A was twiddling his thumbs during the fight, player B wandered off to get a snack while the rest of the party negotiated with the baron. The 4e designers tried to address these issues by making it hard to make bad character building decisions. While the optimizers can still find ways to make smart decisions pay off, the difference between a mechanically optimized character and a non-optimal character weren’t as dramatic. Additionally, the designers made sure that each character had a combat role to play: each character has an array powers that do damage and inflict status effects on monsters. While there are many reasons to commend these design decisions, one consequence is that the choices matter less. This is the source of complaints about the “same-y” feeling about 4e classes and powers. If one mechanical choice is roughly the same as any other then making those choices creates less investment in the choices the players actually make. Less investment in a character could easily manifest as less “roleplaying” and a greater lapse into purely mechanical talk. Since 4e’s mechanical design is more robust than 3e’s and it gives players lots of fun-looking mechanical buttons to push it’s easier to switch into purely mechanical talk and not contribute to rich and robust fiction. As a result we can see that there is some merit to the concern about there being “less roleplaying” in 4e: roleplaying isn’t outlawed in the game, but one of the psychological mechanisms that supports investment in a character is weaker in 4e than the earlier edition.
If we’re trying to extract lessons from this analysis to use in other game designs, I wouldn’t recommend inserting “system mastery” features like feats that only newbies use, but I would recommend making sure that the mechanical choices feel sufficiently different to players that they matter. One way to do that is to make it harder to evaluate choices on a single axis, such as damage-per-round. By making hit point damage the common thread in all 4e powers it encourages players to think about their choices in those terms. On top of that, damage and hit points, as bland totalizing mechanics, tend to blur differences rather than making them more distinct.
*Sigh* This is something I’ve heard so many times before, but it isn’t true. Certain classes are controllers, certain classes are strikers, certain classes are healers/buffers, and certain classes are defenders. You can use their individual talents to give them the ability to do a bit of the other things, but not as well and not as often. The result is that you don’t need to have a cleric or a wizard, but they are nice. No one is ever stuck taking the role they don’t want just because the group needs one. On top of that, they each control, heal, buff, and strike differently.
I have a 4e cleric who took a druid power that makes a whirlpool appear and trap enemies. He took it as his bonus power for being half-elf, and I did it for roleplaying reasons. He is a cleric of Avandra, but among his people he was raised to be a cleric of Melora. He became a cleric of Avandra when he left his people to see the world because Avandra suited his personality more. (He loves travel and people almost as much as he loves ale.) I often play him as half-drunk, his holy symbol is a hip flask that he painted avandra’s symbol onto, and he’s close friends with a dwarf in the party. (They have drinking contests that he always loses.)
So…what is it that’s interfering with my roleplaying? If anything 4e makes it EASIER to roleplay by taking away the need to know the system inside and out and plan your character to level 20 from the beginning. I’ve played 3e. It’s very easy to make a broken character, and then it’s not fun anymore. Also, what’s the point of giving people choice if only a few of them are worth anything? If you tell me I’m going to be in a road race and offer me 5 cars–a porsche, a saab, a subaru impreza , a dodge viper, and a ford pinto–I only have 2 real choices and one is clearly better than the other.
As I said in the original post, “roleplaying isn’t outlawed in the game, but one of the psychological mechanisms that supports investment in a character is weaker in 4e than the earlier edition”. 4e may be better or worse in a million other ways, I didn’t choose to write about that, just the potential psychological ramifications of removing the ability to strongly commit to a character concept by enshrining it with suboptimal chargen choices. I have no dog in the fight over which edition is better overall. As I said, 4e has many things to recommend it. I was trying to analyze if there was an aspect of 4e’s design that might be the root of the perception of some 3e-fans that 4e seemed to them to have “less roleplaying”, and if there were any broader takeaways for game design.