Friday, December 9, 2011

Codex Creep – The Myth and the Legend

I know I’ve been a bit quiet lately and part of that is that it’s the slow season for me for 40k with the holidays and lack of general events until February but part of it is also that I’ve been sucked back into WoW a bit and am enjoying some relaxing smiting lately. Anyway I do still read things, generally while I’m at work, and today I noticed Polonius from Dakka put up an article in the DCM section that details his thoughts on Codex Creep as seen by most people around his local store and the internet. It’s an interesting article and if it gets moved out of there eventually I’ll link it here.

Anyway it got me thinking. I sometimes hear even seasoned players stating that certain books break the game or that no Xenos army is ever as good as a Space Marine army. I also hear things along the line of “well obviously it’s going to be broken, they have to make it better than X”. Between those comments and Polonius’s article I thought I’d give my view on “Codex Creep”

Let’s start first with the fact that I have been playing since 2nd Edition post “Dark Millenium”. Basically two years or so of second edition for those that don’t know. With the exception of an 8 month hiatus toward the end of 4th I’ve played pretty consistently since then. I started attending GT’s back in 3rd Edition when GW still ran them (almost always the Seattle and LA GT’s). Basically I’ve seen the vast majority of the game system we all love in action and watched it change and grow.

For the purposes of this article we’ll define Codex Creep as each successive codex increasing in power relative to existing codexes. Generally for the nefarious purpose of selling a ton more of the newest army.

Wait a minute….We can’t define it that way because 99% of the same people who say codex creep exists say that Tyranids are the worst 5th edition codex and they came out before Wolves, GK’s, Necrons, and DE. So let’s try and define it again maybe?

Codex Creep is each successive codex increasing in power relative to existing codexes excluding Xenos codexes. Yeah, that should do it J As long as we ignore 4th edition….damnit! To hell with it. Let’s just discuss balance and new codexes overall.

Now I’d like to point out that Codex Creep as people generally see it is based on balance issues. I have little to no experience outside of my then teenaged gaming group regarding balance in 2nd edition so we’re just going to work from 3rd forward. In 3rd edition there were definite imbalances. At the beginning there weren’t because everyone was limited by limited choices and generally sub-par codexes. So we started getting Chapter Approved articles and Index Astartes articles that were poorly balanced but added flavor to the various books out at the time. So each new codex would come out but it was really the CA approved articles that created major balance issues. Add in halfway through 3rd we get the 3.5 Chaos Codex (viable till it’s dying day) which was one of the most god-awfully balanced books in existence (mostly because they just put the IA articles in without editing) and you can see where it isn’t codex creep but imbalance that causes people to be unhappy.

In 4th edition it wasn’t the codex but the designers and the change in studio direction halfway through that caused the issues. In fact if you look at 4th you’ll see the earlier codexes (the ones closest to Chaos 3.5) are the more powerful and flavorful of the books. You then hit a stretch where the newer books actually have issues competing with the previous books and so after a 2 book stretch they make Jervis sit in a corner and begin their new philosophy. This starts with the Ork Codex and continues to this day with more choices and force org movement.

Looking at just 5th edition codexes I’m going to include Orks in the mix. Orks were released only 7 months before the edition change and Phil Kelly obviously designed certain elements of the book around new rules that would be coming out. That said Orks dominated the tournament scene for years. I’d say that until this year they were probably the most event winning codex on the market. And that was with IG and Space Wolves on the scene.

Are new books generally solid and powerful? Oh yes. But are they balanced in relation to those books published in the same edition under the same design philosophy? Definitely. I think a lot of times people neglect to notice that currently books are designed for their compatriots inked in the current edition and design philosophy. Does that leave some of the older 4th edition or previous philosophy books out a bit? Yes. But it isn’t intentional codex creep. It’s writing for the game in its current incarnation.

I also think a lot of people mistake ease of use for codex creep. Which is also where the Xenos armies are always less powerful argument comes from too. Most people will tell you that Space Marines are more forgiving than xenos races. I’d say this is more of an environmental issue. The most populous army is going to seem more forgiving because you play against and with it far more often than other books which sets your mindset a certain way. Xenos books are just as powerful but don’t play like SM’s (which they shouldn’t) which makes them harder to play and understand, especially when you start playing with SM’s and then try to shift over to xenos army. You compare everything you have to SM books and the tools aren’t the same. So you get the community view that SM books are inherently more powerful than Xenos books.

So if this was too long to read shame on you J It comes down to the fact that I don’t believe in codex creep as a company means to encourage people to buy the newest best thing. I don’t believe in intentional codex imbalance. I don’t think that in 5th edition there has been a power creep overall. I think for a variety of reasons people look for excuses or for things to complain about. And the nebulous codex creep is one of the favorites.

Comments (28)

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Thanks for the history lesson, this blog post puts much of the codex creep in perspective for me, and I always like to see another Seattle GT attender, attendee, they were my first and unfortunately only GTs.
great article. you sum up precisely why this ridiculous myth is just that, a myth!
Good article, except for the comment about Jervis being sent to sit in a corner: who do you think was heading the design studio at the time? I remember having a conversation with him in about 2000 about how fans wanted 'grit', like lots of characterful rules, rather than elegant game design, and I think that Codex: Orks shows a synthesis of the 3rd edition "blandification" and 4th edition "unique rules for everything!". Codex: Dark Angels pioneered things like HQs affecting FOC allocation. And guess who's heading the design studio now? Jervis.
1 reply · active 695 weeks ago
prediction - dark eldar won't win any big events in 2012.
4 replies · active 695 weeks ago
Sorrowshard's avatar

Sorrowshard · 695 weeks ago

Umm, Grey knights ? I'm not going to give you a run down of the problems / 'imbalances' of that book.
7 replies · active 695 weeks ago
ShadarLogoth's avatar

ShadarLogoth · 695 weeks ago

Great article Hulk. This piece right here underscores why your my favourite 40K blogger. Well throughout, informed, and blessedly free from the preconceived notions that pervade most bloggers.

I didn't get in till 3rd edition but I think your spot on in your assessment.
1 reply · active 695 weeks ago
Due to an oopsy with the comment section:
Sgt. Brisbane said...
I really couldn't agree more. As 5the has moved along I've realized that the community just enjoys griping. Long Fangs, Vendettas, GK Riflemen. Just pick someone they've lost to and they'll volunteer any and all anecdotal evidence on the apparent brokenness of that given army, unit, character.

Mephiston was supposed to destroy the tournament scene, he's nigh unkillable. Stick him in a stormraven and autowin.

People just need to relax, in my opinion. For all of the supposed overpoweredness of the GK, it's still the Wolves that have led the tournament scene over the last few years.
I've always wondered how much of the codex creep perception is simply the discomfort with seeing new flavours of threat. People who look through a new codex, and either (a) see all the advantages, but do not absorb the disadvantaged, or (b) see how the codex allows for a playstyle that overcomes/negates the reader's tried and trusted playstyle, which in turn appears to the reader as overcoming their perception of balance (rather than, say, them thinking of how to adjust their own playstyle).
I see a small creep that comes from different authors' willingness to experiment and push new boundries. Take, for instance, the psychic powers in Codex: Space Marines. Most of them have been improved upon in following codexes as Matt Ward has become more comfortable with his rules writing. I don't see it as a game changing difference, but there are some very little things that have changed over the years. :)
A great deal of codex creep comes from the designers learning to write better books, and more comes from GW's multi-year release schedule such that many codexi are forced to play in an edition that they weren't designed for. See Edlar and psy powers, for example. And sometimes a stinker gets through, like 2nd SW and their AC/SS Wolf Guard or the 'nids and DA.

But I do view this as a planning failure, thanks to GW's resistance to putting out (good) rules without new models. This discussion wouldn't be such a problem if everybody had gotten a 4th ED book in 4th and a 5th ED book in 5th. Codex creep does exist, but it's not completely intentional.
Very good article, you basically wrote what I have been thinking. GW has improved its codex writing, which means more units in each codex are viable, but that doesn't make them any more powerful. And, of course, books written for 5E tend to function better in 5E- but older books can also take advantage of things that have been taken away from new books in many instances (like the old WH codex getting 5man ISTs with double Melta and allies.)
sn0zcumb3r's avatar

sn0zcumb3r · 695 weeks ago

I couldn't resist posting since it was mentioned in the comments. Hulksmash could you comment on these issues I have with code GK:
Paladins: Way to cheap for what they can do. Banner makes them autowin against Tyranids
Mindstrike missiles: Too effective against psykers.
Psycotroke grenades(this one is not even funny), rad grenades, sanctuary, cleansing flame. All far too powerful against assault dependant armies.
Basicaly they heavily dominate matchups against Tyranids, Orks and Deamons. I call that broken....

With regard to your article it's all good that each codex is balanced in regard to it's peers but the thing is that the races don't get a codex for each edition which leaves them behind and the new codexes are unbalanced with regards to them (i.e. they are creeping forward). Indeed my experience only spans a bit of 4th and now 5th edition however only codex Orks has so far been able to keep up with the new codexes
A wise man once told me that balance between factions is overrated. The game would probably be much less exciting if they went out of their way to keep rules simple and weapons generic. Also when a game is large and diverse like 40k their are solutions to metagame challenges but you have to look. The same people who complain about those darn GKs are the same people who set up going second and get shot to pieces.

Design wise though GK is pretty shoddy work especially with nicely balanced books like DE and Necrons between them. They just don't seem to have any soft points. People will always say well I beat them all the time. Well that is because in 40k if you are a better player than your opponent you will probably win about 75-95% of the time as long as you took something decent you are familiar with and it isn't a horrendous match up.
The problem withe GK is that nobody but other marines have any real way of stopping most of their psy powers.
1 reply · active 695 weeks ago

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