Embrace the Abstract
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I’ve played Dungeons & Dragons for years. Even when I’ve been involved in long-running campaigns in other games I’ve always found myself coming back to D&D. With the release of 4th edition this past year my love affair with the game that introduced me to role-playing has grown that much stronger. I love 4E. Individually there are many components of the game that I think are fantastic, in fact some may even be revolutionary. But the thing I like most, from a game design standpoint, has been the way the game’s designers’ embraced abstraction.
Abstraction has always been a part of role-playing games. From assigning numeric values to represent personal attributes to comparing which type of weapon should cause more damage to a creature, we’ve always used abstractions as the mechanical framework for our games. Over the years I’ve noticed that many games seem to struggle against abstraction. Many games, and gamers for that matter, put massive amounts of effort into making a game more “realistic”. In fact virtually every house rule I’ve ever bumped into has been argued from the standpoint that the purposed rule would be more realistic. But no matter how we try no game system is ever going to be a simulation of reality, the real world is entirely too complex.
So then, what is “Realistic”? The reality that we live in is realistic because it adheres to the governing set of rules and principles that define our shared paradigm. For example, if I drop a book it falls. Anyone witnessing the book falling expects it to fall and therefore the experience can be said to be realistic. If the book just floated there without explanation that would be considered unrealistic. Likewise any RPG that adheres to its own rules in a coherent and internally consistent manner can be said to be realistic. That being said the big questions for me are; what aspects of the game do I want rules for and what are those rules attempting to accomplish.
It is with this in mind that I think Wizards of the Coast has created something exceptional in Dungeons & Dragons by doing three things.
They have focused on creating mechanics in places where they are really needed.
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Combat, damage, recovery, and dying
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Skill usage, success and failure
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Game structure and balance
They have focused on internal consistency.
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Use of Keywords
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Character advancement structure
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Mechanical assumptions (high rolls good, low rolls bad / always round down etc.)
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Self-contained Power rules and descriptions
And finally, they are not trying to simulate any reality outside the one they’ve created.
For example let’s talk about Hit Points. There was a time when I thought the hit point was an archaic concept destined to go the way of the dinosaur. In fact the entire RPG industry moved away from hit points and embraced things such as wound damage, stun damage, fatigue, attribute degradation and other methods to present a more “realistic” view of injury. Once you have wound damage you need a system to track damage that might disable but not “wound” a character. You also need a system to describe how wounds are healed. If wounds can be healed, how quickly can they be healed? Can they be healed in combat? Does healing require a special skill or ability? As you can see the more realistic a rule attempts to be the more complex it becomes. Over the years some games have nearly collapsed under the weight of their own mechanics.
Back to 4E hit points. They are very abstract. The hit point is still a gauge of general health but it represents more than just physical damage, it also represents the effects of fatigue, luck, moral, motivation and more. Instead of trying to simulate the specific results of an injury on a physical body the designers simply use the hit point as an abstract measure of combat durability; how long a creature can continue to be effective in combat. When a creature is “hit” for 10 hit points what is that that? It might be a minor cut, it could be a little wind knocked out of him, it might be his motivation waning in light of being on the receiving end of some smack-down, heck it might just represent the energy the character exerted in avoiding more severe damage. At any rate it doesn’t really matter. Since Wizards of the Coast decided not to define it (keeping it abstract) I, as the DM, can say what it is. Or better yet my player can tell us what it is. Besides my players and I have a better idea of what is appropriate for the specific situation than any designer ever will.
And therein lies the true beauty of abstraction; it encourages descriptive narration and creative role-playing. We, the players at my table, decide what something “looks” like and how it “feels”. The game rules simply give us a framework for internal consistency (and thereby are providing realism). The rules are not attempting to simulate the conditions and mechanics of the world you and I live in. So long as we are internally consistent with the rules framework we can apply any sort of “window dressing” to the way the rules manifest in the characters’ reality.
This brings me to one of my biggest pet peeves in role-playing games; mechanical rules for things that should fall into the category of window dressing. I personally don’t want rule mechanics for character alignment, personality, quirks, goals, or motivations. These are all things that need to manifest through the way the character is played, or rather role-played. I don’t use the term window dressing with any sort of negative connotation in fact these are all incredibly important facets of the game (perhaps the most important). But they are all areas that just can’t be over-simplified by assigning “rules” to them. These are areas that need to holistically manifest through the dynamic interaction of players, dungeon master, campaign world, and plotline. Admittedly that is easier said then done (sounds like the basis for a future article).
Anyway back to abstraction. The players in my group are slowly shifting their paradigm to embrace the abstract nature of the rules. When they take a 5 minute rest for example, I hear things such as “I’m sitting down and catching my breath.” Or “I take a couple of minutes to bandage up the cut on my arm.” Or even a little self-help; such as one time, after a nearly deadly encounter, when our warlord looked into a nearby mirror and said “OK Dayereth, pull yourself together man. You can do this! You are good leader, your allies respect your abilities, and gosh darn it, people like you!”
All of the above were simply characters spending a few healing surges between encounters.
And that is why I love Dungeons & Dragons.

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January 1, 2009 at 1:36 am
I’ve always thought that abstract rules are the best way to deal with certain things. I can’t remember what game it was, but there was one where combat was one minute long. You’re character may have only got once chance to attack, but it was assumed that there were tons of punches or swings swings during the entire minute. I really liked that idea. People were moving, you could picture your character engaged in the fight, the round was happening dynamically during that minute. But then it would get blown out of the water when someone would say, “Well hell, I could run 1/4 of a mile in a minute. I’m outta here.” They suspended that abstract feel the system had and brought realism into it. That’s when it could cause problems.
January 1, 2009 at 6:30 am
Like I said I enjoy rules that are simply a framework that my players and I can “decorate” with specifics.
John Lewis’s last blog post..Embrace the Abstract
January 1, 2009 at 3:54 pm
While I really do enjoy the abstract and certain aspects of 4E they really need to up their game as far as character development goes. There’s a great amount of variety between archetypes but the feats are so horribly watered down that after you have a couple key ones you’re basically done with anything that will make an impact.
It definitely sounds as if your group is far more focused on roleplaying and less worried about progression (which isn’t bad).
January 1, 2009 at 5:01 pm
I agree with this this wholeheartedly. This is the genius of 4e. This is actually the breakthrough. We are given an abstract system for adjudicating actions, and on top of this is laid a thin veil of description. The description is even set outside of the rules text. Each power has a line of flavor text. It is even in italics! They call the system an exception based RPG. It all adds up to mean that we can ignore/add to/embellish/redefine/rip off/whatever the thin veneer of fluff, while not disrupting the crunch. This is a toolbox game, one that they specifically designed not to be. Amazing.
January 1, 2009 at 8:29 pm
Well said PrecociousApprentice. Bryan, I would say your complaint about feats is intentional design on Wizard’s part. Feats in 4E are just a “minor bit” of customizing to a character, they are not the “cool ability” that they often were in 3E. Especially when you factor in the sure number of feats a character will eventually have. Powers in 4E are more camparable to feats in 3E.
One of the great features in 4E is the gradual nature of progression. Every level characters improve “just a bit”, not in leaps and bounds like before. This really helps the DM in designing consistent challenges and allows for more character diversity with increasing level.
John Lewis’s last blog post..RoleplayingPro Goals For 2009
January 2, 2009 at 7:19 pm
It seems to me that, in many ways, 4e hearkens back to OD&D for inspiration. It’s brushed aside a lot of the mechanical clutter of 3e and even 2e, but it did so while keeping the different classes reasonably balanced and useful over the course of an entire campaign in a way that they never really had been before.
It’s a different sort of game, to be sure, and it has its flaws, but the more I play it, the happier I am with it in general.
January 3, 2009 at 9:20 pm
Another interesting abstraction is the skill challenge system. The mechanics as written kinda suck, but the idea is very sound. We shall see where they take it.
January 3, 2009 at 10:15 pm
I too think the skills challenge concept is still in it’s infancy. The idea though is solid. My guess is we’ll see it refined and improved over the next couple of years.
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January 4, 2009 at 10:32 am
Honestly, I love the skills challenge. You can ask our GM and other players. We were slow to accept it in the beginnning. But our GM kept pushing it. And now, I absolutely look forward to skill challenges. I think they are BAD-ASS and add a ton to the game. It’s just a great change of pace from regular combat or ‘regular’ roleplaying.
January 4, 2009 at 6:16 pm
I completely agree….hated them at first but now it really adds flavor and I think it’s nice having a way to utilize some of those abilities that would normally go completely unused.