Showing posts with label mental functions. Show all posts
Showing posts with label mental functions. Show all posts

Monday, August 12, 2024

D&D 5.24 Backgrounds - broken

Hot take:  D&D 5.24 Backgrounds are a broken kludge of a system that does nothing more than shift the sin of racism to classism.

In the case of D&D it's actually Classism, as in Character Class.

In order to avoid (but not eliminate) the specter of racism from our beloved game, the creative team made two decisions: one as an overcorrection and the other as a half-measure.  

The overcorrection was renaming the classic D&D Races as Species and eliminating the half-races such as Half-Orcs and Half-Elves.  It's actually a minor overcorrection. Species is entirely too scientific of a term for a fantasy-based game and sticks out like a tiger in a pride of lions, and the elimination of half races does nothing but piss off more people  than it placates (including those who found these half-races as representational of being a misfit of any stripe as opposed to being problematic) for no benefit to anyone, which I guess you could say makes it the ultimate compromise.  But the overcorrection isn't the point of my analysis.  It's the half-measure correction.

The half-measure was shifting the Attribute score bonuses that were formerly attached to which 5E Race one picked, be they +2/+1 or +1/+1/+1.  Typically, people use these bonuses to enhance their Character Class choice, and for that reason in order to play a certain Class, you were naturally inclined to only pick the Races that enhanced the primary Stats of your aspiring Class.  Want to be an archer or a thief?  Pick the Race that enhances your Dex.  Want to be a spellcaster that needs hit points and concentration for your squishy ADD self?  First you have to pick a Race that enhances your Intelligence and your Constitution.  Good luck with that - your only choice is Rock Gnome.  This is what is called bio-essentialism.  WOTC was right to decouple Attribute bonuses from Races for both moral reasons and mechanical reasons.  It stifled creativity across the board and had no added benefit.  In fact, they should have just eliminated them altogether and had people pick from the standard array or use the classic random generation (4d6-lowest, reroll 1s, arrange to taste, being my preferred method since 1980), but I digress.

Instead they implemented a half-measure. (Ironic that they should implement a half-measure while simultaneously eliminating Half-Races.  Irony tastes delicious, but it isn't always good for you.) Now Stat bonuses, instead of being completely decoupled and free-floating, are now bound to Backgrounds.  An oft-neglected and mostly-useless facet of character creation, Backgrounds usually gave you a couple Skill proficiencies and a minor beneficial quirk for role-playing enhancement like getting a free round of drinks if you met another Pittsburgher in the one Steelers bar in Denmark - yes, they and it exist, but chances are you'll never visit it.  It's so miniscule of a bonus, it's the quark of quirks.  

Backgrounds are supposed to represent your character in the Before-Times of being An Adventurer.  Be it a Farmer or Criminal, Sage or Urchin (oh wait, sorry, Wayfinder - puh-leeze) these limited options of limited importance frequently represented either your social class or professional trade (or both) in the prescribed milieu of civilization, which like the Background feature, the players, and player-characters, never revisit or refer to again except once in a blue moon, like using trigonometry from your junior year of high school after you've declared yourself an English major and a math problem involving sines and cosines is the key to solving a murder mystery in your wanna-be Agatha Christie first-novel.  And don't get me started on the wanna-be Myers-Briggs personality traits of Flaws, Bonds, et. al. (intimately tied to your class and trade by the way - also problematic and also eliminated - but I don't think it was eliminated for any upstanding moral reason).

So in order to give Backgrounds some mechanical weight (i.e. a reason to even frakkin exist as a formal thang in an RPG), in addition to the skill and tool proficiencies you now have your Stat bonuses tied to your Background (in addition to a 'new' concept called an Origin Feat - more on that later). Why they made this choice, I don't know.  Evidently something in your Background (as opposed to the Foreground - more on that again later) enhanced the two defining Attributes that you'll eventually need the most for your life as an Adventurer as you abandon civilization and the stifling constraints of law and order, despite the fact that your life has evidently prepared you perfectly for your station in life as a Farmer or a Sage.  (In other words, you're a spoiled brat who took a skip-year to Europe to practice your five years of expensive prep school French and never left Paris for the next decade.) Or maybe they just thought Stat bonuses needed to go somewhere and weren't allowed to exist as its own separate thing, because that would be too many steps and decisions.  If that was the case, they've failed miserably, because now you have to take not your Race into account, but your societal Class (Background/Trade/pick-your-moniker) when it comes to picking your character Class, and if you pick incorrectly, it's supposedly a good thing, because we all know that constraints are frequently great for spurring creativity.  Newsflash:  while the latter is true, these presented Backgrounds aren't artificial restraints; they're design flaws.  The Backgrounds that you would pick for the Stat bonuses also frequently give you skill proficiencies that you already get when you choose your Character Class. So all they've done is trade one stereotype for another, shifting the blame in poor game design choices from Race to (Societal) Class.

This is further compounded by the inclusion of Origin Feats, also tied to your Background.  When I was first introduced to D&D 3.5 (which was not my first exposure to D&D - I've played since the Blue Book days beginning in 1980) I asked my DM Joe (R.I.P my dear, sweet, Archivist) WTF are these Feat thingys?  His answer is something I took to heart and mind and keep with me to this day.  Feats are formal breakings of game mechanics, canonical exceptions to a rule found in your Race or Class that let you do things such as express a magical flavor where you had none (sub-classes weren't a thing yet) or go twice when you could normally only go once.  Awesome!  I was allowed to add mayonnaise to my hotdog without someone giving me side-eye.  For reasons both formal and informal, getting a Feat at first level in 5e became the default for most players (and the Racially superior customizable Humans because demihumans don't just don't come custom, like windows), despite Feats being an optional rule (that supposedly nobody played, even though everybody did - it just didn't register on D&D Beyond because the coolest Feats were locked behind the paywall that nobody paid.  Instead of reading tea leaves or coffee grounds, WOTC evidently reads farklies).

I'm not against Origin Feats at all.  I think they're wonderful, actually.  Before 3rd level, every Cleric is like every other Cleric, and at 3rd level, every Tempest Cleric is like every other Tempest Cleric.  Feats are mechanically intriguing and exceptionally flavorful.  That's what they're designed to be -  wonderful exceptions, not standardized rules.  But in their infinite lack of wisdom, what they've done by tying them thematically to Backgrounds is make them Standardized Rules.  Now, stereotypically, you'll get Sagey Stats, Sagey Skills, Sagey Feats and Sagey Tools.  Fine, if you want to be a Magic User.  It wouldn't be so bad if it weren't for the fact that the Stat array you're offered only speaks to your probable primary Stat and ignores your probable secondary Stat, and that the Skills you get from Background overlap with the ones you got when you picked your Class (which you now do first instead of last in some strange nod to Back to the Future, I suppose), necessitating the extra steps of unpicking it from your list and picking another skill if any are available.  Real efficient, that.  

It also doesn't help that the Origin Feats are horribly unbalanced right out of the gate.  Now everyone is encouraged to pick Musician so they can play two instruments and hand out Ecstacy pills to their fellow party members all day long.  WOTC evidently wants everyone to be grunge rock garage band where everyone gets their one round solo and a round of applause.  They are in Seattle after all, so I guess it fits.

That, my friends, is Classism.  It's so much more acceptable than Racism, don't you think?  Not.

"But wait!" you say (go ahead, say it), "custom Backgrounds were promised and are coming in the DMG!"  Yes, they are.  And it doesn't take a genius to extrapolate how they'll work (unless they manage to screw that up, too).  To create a custom Background, at the mechanical level, you'll pick 1 Tool proficiency, 1 Origin Feat, 2 Skill Proficiencies and create a pool of 3 Attributes from which you'll most likely only need two, but one should be kind and think of others who might be interested in also picking this Background (even though those people probably don't really exist, because they'll use it but tweak it themselves anyway).  This is all subject to DM's approval of course (couched in the phrase 'in collaboration with your DM.'  Newsflash - it's not a collaboration, any more than your hokey idea to open a Red Hots lemonade stand out of the back of your mom's minivan is a collaboration when she emphatically says no.)  "This opens up an infinite number of combinations when you create your Background!"  Well, it's not infinite, but it might as well be, as the number is pretty large.  Here's the math (pool size for each calculation is based on a guesstimation of the actual number of elements):

a set of 3 Attributes out of a pool of 6: 120 total (6 * 5* 4)

a set of 2 Skills out of a pool of 16 (minimum): 306 total (16 * 15)

1 toolset Skill out of 24: 24 (minimum)

(There are actually multiple tool subsets, but it's not necessary to be exhaustive here)

1 Feat out of 10 (minimum): 10 total (I presume that there will be more Feats in the future)

Grand total combinations = 120 x 306 x 24 x 10 = 946,080 (and that is a minimum).

So what's the problem? It's too large to have any meaning as a "Background," let alone not addressing the problem of coming up with enough adjectives to use as categorical labels (such as Farmer or Sage).

Backgrounds are basically a form of Typology, as one would see in something like the Myers-Briggs Type Indicator or some interpretations of the Big Five Personality Traits. Too few Types and you risk stereotyping. Too many and it ceases to have any applicability or meaning. The MBTI describes 16 basic Psychological Types. For some, that's too few and they feel 'boxed in' by the descriptions. Those 16 Types are a result of the rules of how the basic 8 attributes in Jungian psychology (called function-attitudes) are arranged in order of preference, and only focus on the top two as being meaningful to discreetly describe the differences between the Types. Unshackle the theory from those rules and you get a result of 40,320 combinations (8! or 8 factorial or 8 * 7 * 6 * 5 * 4 * 3 * 2 *1). Pretty big number, but not exactly unmanageable. Much more manageable than 946,080, don't you think? Rather than being prescriptive, it becomes descriptive only to a point when the numbers are that large, if you know how to massage the language, but you better have a pretty good command of the language.

[Interesting side note: If there are 8 billion people on the planet, you would effectively have the same MBTI psychological profile as 198,413 other people on the planet using the unshackled theory.]

But it's also not the point.  If you have that many combinations (in Typology or Backgrounds), the terms Type or Background become nominal, and if Background can mean anything to anybody, it quickly means nothing to nobody, because who would use it?

Including the Stat bonuses in the Background is also a problem of mis-application.  One could choose not to pick the optimized choices for your +2/+1, but why would you hobble yourself out of the gate when the difference between a +2 and a +1 bonus from your primary Stat is so important so early in the game?  For the interesting narrative purposes of being an underdog?  That stands a pretty good chance of being a very short story indeed.  Putting the Stat bonuses in the Background is the wrong place to put it.  It belongs in the Foreground (see? I finally got around to addressing that term I mentioned at the beginning).  That Foreground (the present, not the past) is when you choose your Adventuring Class.  Narratively, those bonuses represent either the training you underwent to become that Class (something that was part-and-parcel to early versions of D&D where leveling up required some narrative backup, and has been lost in this era of video game glow ups as leveling).  The level-up you get from being a level 0 character to a level 1 character are those Stat boosts.  Again, Foreground, not Background.  So let's remove them from the equation:

(306 skill combos) x (24 toolsets) x (10 feats) = 73440.  Much better, but not enough.  It's roughly double the theoretical maximum number of Jungian Types, especially if you include the toolsets that I didn't.  Let's take out the number of Origin Feats (10) since they're exceptions to the Rule, not a function of the Rule of Backgrounds.  Now we're down to 7334 skill and tool set combos.  If you squint hard enough it sounds an awful like a Trade or Profession if you ask me.  One could easily say that there are at least 7334 different kinds of Jobs in a neo-medieval setting if you got creative.  It is Fantasy after all.  But why bother?  There's no added benefit to making them up.

So at this point we have pretty much deconstructed any reason to have Backgrounds as a mechanical benefit or a step in the character creation process.

This post is long enough for today.  I think there's a great system out there that also eliminates any vestiges of bio-essentialism and racism and classism, and that's the Heritage system by Ghostfire Gaming that is currently being playtested and has appeared in a previous form in their Arora setting.  It could also eliminate the steps of choosing skills and feats above by combining them with the Heritage system, which was develop to replace the Races throughout 5E, creating a much more rich and robust system.



Thursday, January 25, 2024

Type and Archetype

 

Many years ago I developed what I called the Room with Four Views:


Later, I discovered that 
Ken Wilber's 4 Quadrant Model 
mapped to my Room With Four Views.


Then I discovered the works of Lenore Thomson, a noted Jungian author - she used the squaring of Introverted-Personal-Subjective and Extraverted-Collective-Objective to map them to Archetypes.



She then mapped these to Jungian Archetypes

And then mapped the Jungian Archetypes to the Tarot 



The following are the classic Jungian Mental Functions







I discovered that the Perception Mental Functions (Sensing and iNtuition, Introverted and Extraverted) map onto the four different kinds of Virtual Reality (as outlined in the Metaverse Roadmap):

An earlier draft of the Room with Four Views:


































Friday, December 22, 2023

How many classes? Part Two

For the rest of this thought-experiment, we will be referring only to the Top 3 Archetypal Roles in the Beebe hierarchy. The following table presented, for context, is from The Type Decoder http://www.baapt.org/news/january-recap-mastering-the-subtle-balance

<final link tbd>:


Position

Archetype: emotional energy

Role


1st

Hero/heroine: strength & pride


Organizes adaptation, initiates individuation

2nd

Parent (father/mother): fostering & protecting


Provides a channel for contributing to the world

3rd

Eternal child: immaturity & play


Source of play, creativity, enjoyment, and vulnerability

4th

Anima/animus:embarrassment & idealization

Activates projections that become a gateway to the unconscious

5th

Opposing personality:frustration & challenge

Defends by negating, avoiding, seducing; self-critic

6th

Senex/witch:limit-setting & control

Defends by offending, belittling, inactivating; sets limits

7th

Trickster:manipulation & paradox

Mischievous; creates double binds, circumvents obstacles

8th

Demon/daimon:undermining & redemption

Undermines self and others; creates opportunities to develop integrity

In this part, we will be examining the 1st Heroic Role, using STR Attribute as an example. Eventually I’ll get to the other 5 Attributes (after the holidays), and even further down the line, the six Attributes as seen in the 2nd Parent and 3rd Child Positions.

Also from the Type Decoder, a more detailed view of how the Heroic Role functions in Jungian Psychological Type theory (as your read this, substitute the words Mental Function for Attribute in your head):

Hero/heroine: first, dominant

Keywords: Strength (not STR!) & Pride

Role: Organizes adaptation, initiates individuation.

Descriptors:

• Acts with confidence having seemingly effortless energy
• Source of strength (not str!), courage, and pride
• Seeks acknowledgment and thrives on admiration
• May lead to a superiority complex

Role:

• The Mental Function in this position provides strength to engage and to persevere against the trials and tribulations of life. It is the anchor on which one depends. However, it can become inflated and lead to zealotry and hubris.

One tends to experience the Mental Function in this position as:

• Without flaws
• All-powerful
• Deserving of admiration

Use of the function in this position can lead one to:

• Desire recognition and admiration for it
• Rush to defend challenges to it
• Trust it when it should not be trusted

Traps or pitfalls of the function in this position:

• Projects superiority over others
• Demands its use be admired
• Leads to self-centered behavior
• Treated as if it is always correct

Development of the Mental Function in this position entails:

• Freely engaging it without fear of repercussion
• Recognizing its limits and respectfully questioning its work
• Allowing others to use this function, even if they do so poorly

<end quote>

For brevity, I will be picking and choosing which of the bullet points from the above exhaustive list of descriptions to apply to Attributes. It is unnecessary to provide an analogous answer to every point, and sometimes it’s inappropriate. As we continue describing through the Attributes, I’ll try to consistently pick the same bullet points, for consistency.

So first up, we have STRength in the Heroic Position, which we'll get to in Part Three.


Monday, December 11, 2023

How many classes? Part One

 Over the last two weeks, I've been steeped in Keith Amman's excellent 

AN EQUAL PORTION DEALT:  CULTURE IN CHARACTER CREATION

(I highly recommend it - it decouples the +2/+1 primary attributes from Race and couples it with one's Culture - something that DnDOne 5.5 appears to be implementing as well, through Backgrounds)

After devouring it, I went back and analyzed it utilizing Jungian psychological type as a lens (which is different than using Jungian Analysis on it!).  Eventually, I'll post a review with that analysis, BUT...

This led me to considering a completely different topic: the results of which are the thought experiment below.

Sort-Ranking the six classic Attribute scores of Dungeons and Dragons

Part One:  Jungian Psychology

In Jungian Psychology, there are two primary modes of operation, Perceiving (gathering information) and Judging (or reasoning).  We gather information (facts, recollections, theories, ideas, meanings), and then make decisions (analyze, synthesize, execute, evaluate, rank, sort) on said information.  

There are four distinct Perception Mental Functions, and four distinct Judgment Mental Functions, for a total of 8.

In classic Myers-Briggs theory (an application of Jung's theories), the rank-order of the first 2 of these 8 Mental Functions results in the classic 16 Psychological Types of the Myers-Briggs Type Indicator (MBTI) (2x2x2x2).  The first preferred function is called the Dominant, and the second preferred function is called the Auxiliary.

On a side-note, in the rules of Myers-Briggs, a person has one Perception (P) and one Judgment (J) Mental Function as their Primary and Secondary preferred functions.  The rules of which 2 of the 8 are the first and second are slightly complex, but we won't be applying those rules here, anyway (eventually, I might).  I provide this as a completist's side-note.

In Singer-Loomis theory, a different application of Jungian Psychological Type, any two Functions can be in the first and second position.  This combination results in a possible 30 distinct pairings of the top two Mental Functions (and 40,320 combinations if we rank all 8!).  It is a version of this theory that we will be using when analyzing DnD.

And lastly, according to John Beebe, a noted Jungian lecturer, the eight Mental Functions occupy different functional roles depending on the order in which they are ranked, described by the Jungian Archetypes, as seen by the chart below.

1

Dominant

Hero/Heroine

2

Auxiliary

Good Parent

3

Tertiary

Child/Puer/Puerella

4

Inferior

Anima/Animus

5

Opposing Personality

Shadow

6

Critic

Witch/Senex

7

Amateur

Trickster

8

Ineffable

Demon/Daimon

For our purposes we will be focusing on the top two (and later, top three) rankings.

First, we have the Dominant, or Heroic role.  This is the captain of one's arsenal of functions.  It is the first one we develop, we develop it well, and it gets the right of first refusal.

Second, we have the Auxiliary, or Good Parental role.  This role provides guidance, support, and advice to the Hero function and keeps it in check.  

Third, we have the Tertiary, or Child role.  The Child role is the source of novelty, exploration, raw talent and has a touches of the qualities of both "beginner's luck" and "out of the mouth of babes."  

So, let's apply the rank-order model of 8 Mental Functions of Jung to the 6 Attributes of Gygax.

In DnD, there are the Mental Attribute scores (Intelligence, Charisma, Wisdom) and the Physical Attribute scores (Strength, Dexterity and Constitution) for a total of 6.  


This arrangement results in three axis, mapped to Jung's Judgment and Perception:

Functions

Judgment : Perception

Attributes

Physical - Mental

Strength (Red) - Charisma (Green) - the Presence axis
Dexterity (Orange) - Intelligence (Blue) - the Mind-Body Connection axis
Constitution (Yellow) - Wisdom (Purple) - the Wholistic Will axis

Another way to group the Attributes is by 

  • the Primary Colors - Substantive
    •     Red - STR
    •     Yellow - CON
    •     Blue - INT
  • the Secondary Colors - Temporal
    •     Orange - DEX
    •     Green - CHA
    •     Purple - WIS
Overlaying these two groupings, counterclockwise we have
  • STR - substantive presence - red - the immovable object or the unstoppable force
  • DEX - temporal (mind-) body - orange - the self through time (and space)
  • CON - substantive wholistic will - yellow - life force in existence
  • CHA - temporal presence - green - the influence from/to time-space existence 
  • INT - substantive mind (-body) - blue - knowledge of the structure of existence
  • WIS - temporal wholistic will - purple - understanding of the eternal self and existence

Using the scores of the six Attributes, they can be sorted highest to lowest (1-6) and given Archetypal ranks corresponding to their position.

Our rules, modeled after various versions of Jungian typology:

1) Any Attribute can be in any position, with no repeats.

2) The Archetypal ranks are listed here:

  • The 1st Attribute is the Heroic Archetype (the captain of the Psyche)
  • The 2nd Attribute is the Parent (co-pilot and supporting the first).
This results in 30 distinct pair combinations (table at the end).

Additionally, to expand the table further, you can add

  • The 3rd Attribute (the Tertiary, or Child)

 resulting in 120 possible combinations.

3) While a character may have tie scores in Attributes (for example, Str 17 and Dex 17), for Reasons, there can only be one Dominant/Auxiliary/Tertiary

4) Since there are only 6 Attributes, the top three can be considered the Conscious Attributes, and the lowest three will be considered the Unconscious Attributes.  (In Jung, it is the top and bottom four.)

Referring back to Ammann's An Equal Portion, he combines the +2/+1 Attribute bonuses to create 30 distinct Cultural backgrounds.  The +2 bonus in this case acts as the Dominant and the +1 is the Auxiliary (Hero and Parent).  Rather than the bonuses as below, we'll be looking at the total score.


Primary (Hero) +2
Auxiliary (Parent) +1



1
1. Str
2. Dex
2
1. Str
3. Con
3
1. Str
4. Cha
4
1. Str
5. Int
5
1. Str
6. Wis
6
2. Dex
1. Str
7
2. Dex
3. Con
8
2. Dex
4. Cha
9
2. Dex
5. Int
10
2. Dex
6. Wis
11
3. Con
1. Str
12
3. Con
2. Dex
13
3. Con
4. Cha
14
3. Con
5. Int
15
3. Con
6. Wis
16
4. Cha
1. Str
17
4. Cha
2. Dex
18
4. Cha
3. Con
19
4. Cha
5. Int
20
4. Cha
6. Wis
21
5. Int
1. Str
22
5. Int
2. Dex
23
5. Int
3. Con
24
5. Int
4. Cha
25
5. Int
6. Wis
26
6. Wis
1. Str
27
6. Wis
2. Dex
28
6. Wis
3. Con
29
6. Wis
4. Cha
30
6. Wis
5. Int

In Part Two, we will be ranking the final scores of our Player Characters, (not the bonuses), to create 6, 30, and later 120, Character Archetypes.