The DC of Stealing from 4e—Turning Nostalgia Into Real Design

Rarely does a week pass without someone trying to innovate something for 5e only to be told they are ‘reinventing 4e’... the implications are often that all we need to do is find the lost light and return to the fold of 4e, and we’d live in a land of Exciting Combat and Player Choice.

Now, to be fair, the basics of the accusation aren’t always that outlandish. My latest class—the Paragon—is certainly not helping me beat the allegations of reinventing 4e. In fact, I’d agree that’s largely what it is: a 4e style class reinvented for 5e.

But there’s that important qualifier—reinvented. As in, reforged from the basic concept into something that is entirely new, because there is a lot of filtering you have to do if you want to capture the vision people have of 4e without subjecting them to the reality of it.

What we are often in reinventing something is to bring back the memories of it. The stories people tell and retell of it. The feelings it invokes or the design principles that get appealed to a decade later… but not so much the conveniently forgotten reality, since that includes a lot of grit we are mostly happier playing without.

Crunch vs. Grit (Again)

I’ve brought up the idea of crunch vs. grit in previous blog posts, so I won’t re-litigate it too much beyond giving my definition again in broad strokes: Crunch is choices the player makes. Grit is the mechanical debt that needs to be accounted for in the resolution mechanics. They are often related, and some people would rather not have either, but in general the goal of someone that wants to add depth to a system should be to add Crunch with as little Grit as possible.

This is a test 4e fails spectacularly. I’m sorry, I realize that these days it's cool to say that 4e was a lost gem that just needs to be brushed off and put on a pedestal, but there’s still some people that actually played it and remember what resolving each round was like. While it has strong points, efficient combat resolution mechanics is not one of them.

The version of 4e people remember—or have inherited memories of via the stories they’ve been told—are of epic features that allow you to do a bunch of cool things. Charge into a group of enemies, heroically leap to your allies aid, taunt a horde of enemies with a roar… these are all things you could do… but it’s worth asking what the actual mechanics behind those narrative moments were, because usually it was a +2 or -2, and a bunch of a reactions you had to remember to take (and usually didn’t until just slightly too late) and maybe moving some enemies around (…in ways that probably triggered some of those reactions).

Floating modifiers are a resolution nightmare—they are pinnacle of grit that treats the DM like an encounter resolving computer (there is a solid argument that 4e was only designed that way because it was designed to be resolved by a computer, but that’s a topic for another day, today we are dealing with the reality of what we got).

This is stuff 5e very wisely curtailed—it’s far from perfect, but 5e combat is vastly easier on the DM. But its fair to ask… if its supposed to be so much better, why are people still casting fond glances 4e’s way?

It’s simple: they’ve forgotten the tedious grit, but remember the glorious crunch. They forget the tedious calculations and turn length, but remember having choices to do cool things. That’s what reinventing 4e is about: filtering the crunch from the grit.

The Challenge of Creating Crunch Without Grit

This idea has a higher DC than it sounds. Imagine you want to make two versions of attacking: an aggressive slash and a defensive slash. In a world of floating modifiers, this is super easy: you give the aggressive slash +2 to hit, and the defensive slash gives the enemy a -2 to hit. But how do you recreate that in 5e? Giving advantage/disadvantage is 5e’s version of it, but that’s far more powerful—roughly twice as powerful. That’s a big lever to pull, particularly when its your only lever.

This is the difficult 5e 2024 weapon masteries ran into—the smallest reasonable unit of power is a very large unit of power that warps combat quite a lot, and there simply wasn’t enough of those levers, leaving a lot of them just various versions of ‘do more damage passively’—the one thing martials didn’t really need.

It’s worth remember that advantage is also supposed to cover situational bonuses, so things that give nearly permanent advantage crush an important dimension of gameplay and combat, since they reduce the drive of the player to interact with the world to find ways to get advantage naturally.

The solution, I think, is to ignore the version of 4e that actually existed, and work to reinvent the version people remember. Go bigger and use something flashier. It’s what people remember anyway, and it resolves under 5e’s system much better.

You probably cannot make an effect that applies on every hit that doesn’t introduce a lot of grit, and it probably isn’t worth doing globally—all it really does is feed to the optimization engine as people engineer which option is the best one. You’ll constantly be wrestling with grit and balance. But you absolutely can make a cool ability that is used once per combat.

Focusing on bringing back the idea of encounter powers (or 1/short rest abilities in 5e parlance) solves most of our problems. While you still don’t want to literally port over 4e encounter powers (...they are still loaded down with those floating modifiers…) it’s now totally fine if the encounter power is stronger than your other passive options—it should be! It’s now not a problem if you inflict disadvantage or a more potent die based debuff or a condition. Doing something big and flashy was what people are going to remember about that combat anyway. That’s the 4e they remember.

Bringing This To Life Under 5e Ideology

As usual, I’ll use my attempt to do this as an example—not (just) to promote what I make, but simply because I have it on hand as an example, and it’s in part what brought this to mind: Active Martial Feats.

Are these a 5e idea or a 4e idea? The answer is both and neither. They are the memories of 4e brought to life in the 5e game engine. They are reinventing 4e under the big tent design of 5e. They don’t inflict themselves on players that just want to bonk with their bonking stick, but they are there on the shelf for any player that wants more tactical options and depth to combat.

You can have two players playing side by side—one selecting typical optimization feats that increase their DPR and one selecting active martial feats, and they will both be valuable contributors that are playing the same game differently.

Since each power is only used once a fight, it can afford to have a dramatic and flashy effect—it can attack all enemies in an AoE without a compromise, it can have spell-like impacts because it's effectively a martial spell… yet by being independent short rest resources it reinforces the martial role in the adventuring day of being able to unleash these powers every fight without reservation or conserving their resources for a rainy day.

This is obviously not the only way to go about it, but ticks all the boxes: it's not disruptive to 5e’s design, it can play alongside bog standard 5e characters, and it brings to life the part of 4e that people remember—when someone looks at these and things ‘Why are you reinventing 4e again?’ I consider that a rousing success. It means that I’ve brought the memories to reality despite cutting out all the parts that didn’t work.

Of course, for those that find 5e to have insufficient feats to solve the problem through feats, I’d recommend Variant Martial Progression to go hand in hand with deploying a feat-based-solution to the the problem.

Designing Crunch for 5e is Hard

For those that are going to take this back to their own game design efforts, there’s something we need to talk about in all of this: writing encounter powers for 5e is much harder than writing them for 4e. Grit may be bad for the game, but it makes a designer's life much easier—it’s the natural side effect of giving yourself more granular levers in combat.

There is a going to be a constant tension between what would be easy for you the designer (in terms of instilling themes and balancing a feature) and what will be easy for the DM to run down the road, but the cold hard truth remains is that the DM’s ease of life far more important than the designer’s. It’s the designer’s job to cater to the DM, not the DM’s to deal with the designer’s bullshit: if you make the game more complicated to run, they are just going to not use your content.

We must always start from the origin point of the game that exists and ask ourselves if the feature we are adding is ‘worth it’.

Be exceptionally cautious about any feature that debuffs or deals damage over time to another creature. Where possible, use disadvantage instead of a flat penalty. Not only is it far easier to resolve, it automatically prevents stacking debuffs. Where you cannot use a disadvantage, try to use a die—a die might sound more complicated than a traditional floating modifier, but in practice they are easier to track since they have a tactile representation.

If you find yourself in a place where a feature could really use a -2 or +2, step back and see how you got there. Is the feature being used too often to apply disadvantage? If so, does it need to be? Can it be instead buffed into a short rest feature?

Looking to 4e or 3.5 for ideas is a perfectly reasonable approach, but the mechanics themselves aren’t what you are there for—read the feature and think ‘what does someone remember about this feature?’

The Tome of Battle: Book of Nine Swords is perhaps an even better example than 4e of being absolutely chock full of things that boil down to ‘+1 to something’, but people remember it as being full of cool choices, because they were named cool sounding things and used to build cool characters.

You can just take that name—or take inspiration from it—and design a 5e feature as long as adhere to the principles of giving players choices to do cool things, they’ll think you’re stealing from it—and that will be a good thing, because you’ll know its mechanics won’t worth stealing, but that you successful ignited their memory of how it worked.

‘Congratulations, You’ve Reinvented 4e’

Those infamous words now become your badge of honor. If you’ve done it right, they won’t even notice that the content isn’t all that much like 4e. It’s like the 4e they remember fondly—or more likely it's like the 4e they’ve been told they should remember fondly, since most people saying that never played, you know, played 4e.

Now so armed, go forth and loot all the ideas you can get your hands on—there is a cornucopia of ideas out there unplundered. Pulling them successfully into 5e (or your game of choice) will be challenging, but now you know what needs to be done. You just need to clean off the grit and see what crunch can be salvaged.

This is largely going to hold try when pulling from 3.5 as well, though its sins are somewhat different. Perhaps that’ll be a topic for the future.

5e is a big tent—you can fit some 4e in there too. Just keep in mind the DC of stealing the crunch without getting the grit is pretty high. It is going to take a discerning eye and steady hand to get away with it.

5e forgot the best idea it had: Modular design

If one tuned into D&D circa 2012 or so when design of the shiny new edition was in full swing, there was one term that was absolutely everywhere: Modules.

If you search through old AMAs, interviews, or design chats, you’ll see it everywhere. And these aren’t adventure modules they are talking about… no, these are rules modules. The 5th Edition of D&D was supposed to be a modular game. Didn’t like the combat rules? Plug in the tactical combat module. Want more rules for social encounters? Exploration? Encounter powers? Weapon Speed? All of those were yet more modules planned for the game.

[On a bit of a side note, here is one of those old AMA’s I dug up when refreshing my memory about what they’d said there could be modules for, and it’s a bit of a lark to read now]

The designers had clearly foreseen that there were going to be these opposed groups that wanted different things out of the game, and they’d cooked up a solution. They clearly foresaw some of the very things that are still being bickered about endlessly to this day, and their solution was modular design.

The thing is… it was a good idea. They should have that.

What We Could Have Had

Imagine a world in which we’d actually gotten a Tactical Combat Module and an Encounter Power Module in the first few years of 5e. How many Reddit threads full of bickering about martials we could delete on the spot, since both people that wanted more complicated martials and those that didn’t could find what they wanted just by plugging the right module for them.

We are seeing the game that was supposed to be the base game. The game that modules would have plugged into. And that game is full of gaping holes where they were supposed to go. Questions marks that haunt the foundations of it after 10+ years and a half-hearted system update.

5e has brushed the modular concept over the years. If you squint, you could call the Sidekick rules the promised Henchmen rules. If you really squint, you could call the Tomb of Annihilation an Hexcrawl Exploration Module. If you’re completely hammered and looking through someone else’s glasses you could call what we got in XGE or Eberron Crafting Module.

But these always fall very short of what the people that want those modules would actually want, because, simply put, they were not actually designed as modules for people that wanted to dive into those rules. They were squeezed into a book that was for ‘everyone’ and designed to not be too scary or waste too many pages for people that didn’t want them.

It’s a pale imitation of what could have been.

The Magic of Modularity

Let me ask a question… which is a better feedback to get: a hundred responses that ‘this is okay’, or fifty replies that ‘I love this’ and fifty replies that ‘I hate this’?

If you’re a 3rd party content creator writing an add-on book, the first response is probably 0 sales, and the second response is 50 sales a few haters that will leave angry comments on your posts. In case the math isn’t obvious, 50 > 0, and the rest doesn’t really matter.

The magic of modularity is that you can write rules for people that want those rules, and you can be as indulgent as the people that want the rules want you to be, without having to worry about the people that don’t want the feature you're adding in the first place.

Modules are opt-in complexity. That’s right, this post was a sequel all along. 

Opt-in complexity through modularity is at the heart of what 5e was designed around. Don’t take it from, take it from the bloke that made the game:

So that’s really where modularity can come in. We can make the core for the guy who really doesn’t care about combat and is pretty happy because the rules are straightforward. Then the guy who wants rich, tactical combat in battles, he can say “I want complexity.” That way, a game defaults to being simple all around, and you can pick which parts you want to add rules to. I just drop in the depth I want as I go.

-Mike Mearls, 2012, in an interview for critical-hits.com

So what am I getting here? Well, that’s simple:

Abandon Universal Rules, Embrace Modularity

If you play in Adventurer’s League, this section is, regrettably, not for you. You’re stuck with a square peg being hammered into a round hole. You have my condolences, and I’d suggest learning to DM so you can escape your fate.

But for the rest of you, here’s a piece of advice from someone that hears about hundreds of games each year: ya’ll aren’t playing the same game anyway as it is, let go of the idea that you should be.

Plug in the rules that expand on the part of the game you like. Discard the ones you don’t. Do you want martials to have encounter powers? Add them. Do you want to make it so you can only long rest in a safe town? Do that! I didn’t even need to link a module for that, you can just… do that.

Do you want crafting rules? Add them, there are a bunch out there (see, I can do more than just self promotion in these!). And, if you don’t want them, don’t. Remember, that’s the magic of modularity. You having the rules you want, and you not having to give a shit about the rules you don’t want.

But don’t say ““5e is not made for crafting items. It's an adventure simulator, not a blacksmith simulator” (to quote a random redditor), because 5e is made for whatever the DM wants to plug in and use—and sometimes an adventurer is also a blacksmith, and you need module rules for that. With one small step into the embrace of modularity, 5e is made for whatever the hell you want it to be… literally—that’s how they designed it, remember.

Some will read all this, and say ‘this isn’t an argument for modularity, it’s an argument to abandon 5e and play this other game!’; and that’s a kind of modularity to be certain. I’m not going to say you shouldn’t do that by any means… but I think it misses the point. This isn’t really about 5e, beyond that its the example I’m using. It’s about TTRPGs. Because all of them—not just 5e—benefit from thinking in modular design.

I’ll use the example of the game I always use as an example when I need something to reference other than 5e… Lancer. I like Lancer, but you know what I would have liked a lot more when I played Lancer? A module that turned the part where you were not in the mech into a game with more guidance than ‘you do you, buddy’. A module that brought in loot and gear progression (pretty sure they did actually make that at some point).

If I knew more about Lancer and played it more (and there was a market for it) I’d have probably started writing modules for it. 

There is almost no such thing as a TTRPG which cannot be further improved by modular design. It’s just that 5e is a particularly good example because it has a huge host of people playing that want different things, and a lot of 3rd party support capable of making modules.

Well, that and that it has so, so many modules it needs.

A Modular Future

Perhaps Wizards of the Coast will rediscover modularity in the future—somehow I doubt they are reading this blog, but they may stumble onto the old notes for D&D Next, who knows. It would certainly be a good step for D&D 2024, and one that could have probably gone a long way in making it something more universally adopted than it was.

But I’m not exactly going to hold my breath, rather I will point you in the direction of 3rd parties as the ones that hold the keys to a modular future. Not because I told them to, but because it's what they’ve been doing all along, regardless if they realized they were fulfilling the vision of nascent 5e or not.

Obviously I’ve tossed a few hats into that ring—the crafting system, the battle system… These are things explicitly designed to be the sort of modules 5e was supposed to have—but most major 3rd party books offer some subsystem. Modular design makes good hooks. It’s a way to add something to the game people can add to their game if they want to, without knocking things over in the existing rules.

If in all of the oncoming modular future you don’t see that one system you wanted? Well, there’s always room for another module, after all. Feel free to leave a comment with what you’d like to see, what you’ve made to fill a void you felt, or what your favorite piece of module content is.