The Demise of Dungeons & Dragons

 

Change can be a good thing. Without change, several of history's momentous events would never have come about. We would be currently living a life so much dissimilar to what we know it would hardly be recognizable. Change is not always good, though. Some things are better left the way they were. I'm not sure what Wizards of the Coast was thinking when they started this grand venture, but I'm hoping they missed the mark and are just too embarassed to admit it.

Change can be a good thing. Without change, several of history's momentous events would never have come about. We would be currently living a life so much dissimilar to what we know it would hardly be recognizable. Change is not always good, though. Some things are better left the way they were.

Wizards of the Coast have been a rising force in the gaming world since the advent of Magic: The Gathering. They have taken great leaps of faith in a card game that was sure to fail, it was so different from the norm. But, in the face of adversity, Magic flourished. Now WotC is turning it's visionary viewpoint on a tried and true favorite of gamers around the world, AD&D.

Dungeons & Dragons has went through a few changes already, from first edition to second edition, from basic to advanced. I have played D&D for 16 years now and was never so happy as to see 2nd edition grace the shelves of bookstores and game shops. It was new, refreshing and an answer to many problems and questions that arose out of 1st edition. Don't get me wrong, 1st edition was a blast to play and was a revolutionary step in roleplaying. 2nd edition, however, raised the standard even higher, adding new elements to the rules, changing some monsters and adding new ones. Some creatures were removed from the game, a few to placate angry parents who thought there was a satanic undertone to the game and a few to balance out the worlds created by the designers and gamers alike. Over all it is the best game, I feel, to ever come out of man's imagination and creativity. Now we have AD&D, 3rd edition.

I'm not sure what Wizards of the Coast was thinking when they started this grand venture, but I'm hoping they missed the mark and are just too embarassed to admit it. From the few bits and pieces about the 3rd edition I've seen, many changes have taken place, so much so that the original core set of rules almost seems non-existant. THAC0 has been removed entirely, relying on a challenge rating of the creature being fought by party members as well as a rating assigned to the party themselves. Action or battle also consists of feats, instead of proficiencies. Saving throws have been reduced to 3 categories and initiative has been reverted to highest number goes first.

Initiative

Initiative has always preceded any other action in a round of AD&D combat mode. Your necromancer wants to cast that spell he's been drooling over? Roll initiative. Your paladin took personal affront to the orc spitting on his holy symbol? Roll initiative. It's been the basis of combat and action since the game began. I have nothing against the change back to higher goes first. However, the roll is now made with a d20 instead of the d10 previously used. This may not be that big a deal, and certainly wouldn't make the game any less enjoyable, were it not for the fact that there are now all kinds of variables to add or subtract from the initiative roll. No longer do you have to take into account weapon speed or the casting time of spells, but now you have the feats and other special bonuses, etc. to make your roll higher or lower, depending on what it calls for. I'm sure the thought all this would make combat rounds much easier, but I fail to see their line of thinking. Adding in that many variables to take into account for such a simple part of the round as initiative does not seem, to me, to be beneficial and would take much more time rather than make the play more fast paced. Another change to initiative is the fact that you keep the same roll throughout the combat session. If you go third on the first round, you go third for each subsequent round. Unless you choose to focus your action, wherein you lose your action for that round but are allowed to automatically go first next round. Why not just keep the tried and true method of deciding who goes first each round?

Armor Class and THAC0

Since the change between 1st edition and secone edition, THAC0 has been an integral part of combat. It was a simple equation to figure out how hard it was for you to hit whatever you decided to attack. The monster's AC is 0, you're a 2nd lvl warrior, so you need a base roll of 19 to hit the offending foe. Simple, right? Apparently Wizards of the Coast didn't think so. They wanted to simplify the rules for D&D even more and do away with THAC0, replacing it with a greater number of variables to add or subtract from your ability to damage a certain adversary. Challenge ratings, difficulty ratings, etc.. There are now so many different pluses and minuses that I wonder if the rulebooks will resemble algebra textbooks from high school. You can hit if your (blahblah) is added to the initial roll of (ugh), then subtracting your (squeak) from the base number of (honk)... OK, I'm generalizing and probably making it sound more complicated than it really is. But in my mind it's more difficult to do all this than to just keep it the way it was. Which brings me to Armor Class. They've changed that, too. Now, the higher your AC, the better. An AC of 20 is incredibly good for the defender and disheateningly bad for the attacker. What was wrong with the way it was? Nothing that I, nor the group I've had the fortune of DM'ing and playing with for years, could see.

I don't claim to know everything about the 3rd edition of our favorite roleplaying game (and the cause of many late, sleepness nights of pizza and bloodshed). I don't claim to be an expert on 2nd edition. What I am is a concerned gamer. Concerned with the path Wizards of the Coast has chosen for my favorite roleplaying game of all time. What's next? Will Tiamat become the very model of a modern major general? Will Elminster become a necromancer? Will umberhulks become the choice pet for kings and queens the land over? How many licks does it take to get to the center of... OK, you get my point.

"3rde sukes cuck"

Reminds of another quote...

"Never argue with an idiot. People may have a hard time telling the difference."

And of course, I am not even going to try to argue with this one - I refuse to have a battle of wits with an opponent who is obviously unarmed.

And yes, my previous post was the height of sarcasm.

--The Sigil

Wow!

I too am flabergasted (however you spell it) by such wit.

Thanks Collin, rest assured my 3E books have now been reduced to cooling ashes and me and my other 3E converts have seen the light and gone back to playing 2E which was soooooooo good it defied logic that AD&D almost dissapeared as an RPG.

Wew! Thanks man!

The Demise of Dungeons and Dragons was caused by TSR and the second edition.

I don't think so, I know so. I used to work in a gaming store, at the time we had one store in Montreal, one in Quebec and one virtual store on the net.

AD&D sales had been steadily decreasing for years, other systems were taking players away from AD&D and not many new gamers were playing AD&D. They all went for 7th Sea, White Wolf and other systems. Look at the numbers folks! AD&D sales started representing less and less sales both in terms of ratio to other products (such as CCGs and GW figs and games) as well as compared to AD&D sales for the previous years.
As the "complete books of whatever" kept coming out, the sales kepts plumetting. Then there was that financial fiasco when TSR's novels all came back from the bookstores and the company went the way of the dinosaures.

Besides the numbers, the comments we had from customers were more and more negative towards AD&D: that it was an archaic game, that it was for immature gamers and that its concept was passé.

Well I was saddened when TSR died and the books stopped printing, my heart skipped a beat when Dragon Magazine stopped coming out (the longest lasting RPG Magazine was dead) or so we thought.

Wizards stepped in and revamped AD&D. By the way, Wizards like Steve Jackson Games have kept alot of gaming worlds alive by taking them and retrofitting them.
I for one prefer to be playing 3E than nothing at all. I also prefer a company that sells a licence so that little companies can produce stuff to keep the hobby alive, than a company that sued every little guy into bankrupcy and shut down internet sites so that it alone could control the evolution of AD&D.

I tell you most, custommers and retailers are happy with the change, most gamers are too. Personnaly I prefer all the adventures and campaign material produced by the little companies but I tip my hat to the design team that brought back my favorite game, alive, kicking and more accessible to new players.
New players who I wouldn't have had the pleasure of playing with had the rules not been streamlined. Call it dumbing down if you will, but when I want complex or complicated I play Rolemaster or Gurps now that is real complexity (both for the players and the master).
So stop being elitist because you had enough useless memory space to remember all the contradicting rules 2E, that most of us had edited anyway.

Wow that felt good.

C-ya.

OOps, my break was close to being over when I typed this last post, the last paragraph should have read :
Blah blah ...to remember all the contradicting rules 2E HAD...

1) D&D 3 is infinitly superior to previous D&Ds. THAC) and rolling initiative each round were just plain dumb. How can you say that there are a bunch of complex number to add and subtract? They add and sit in a little box on your character sheet. The only thing which really prolongs combat is the attacks of oppertunity rules, but I think those rules are essentual to make light fast character classes like Rouge and Monk viable. Finally, 3 has amazingly consistant rules.. the population figures in DMs are screwed up.. but the actual rules almost always work. That's why much of the erreta is saing "No idiot we obviously mean this."

2) Hackmaster is a piece of shit.. intentional. i've read player's, a bit of DM's, and the commics. It's a big joke. You play to abuse rules untill you all start laughing, quit, eat pizza, and go home. It's not a serious game. It's making fun of the piece of shit that was AD&D.. just like the comics. You go make you 25 Dex 25 Str dart thrower and let your DM kill you with a grudge monster from the "smart ass player smack down table" after you insult him. You noticed that they intentionally made dart throwers worse by adding both str and dex to hit? They even have a no contradictions "rule" to enshure that any apperent contradictions are interpreted in the most bizar way possible.

>

Yeah, the dart-thrower might hit all of the time, but he's limited by the damage he can do. No matter what the damage modifier for a huge strength character, it can never exceed the max damage for the weapon used.

Plus, the only way to max a character out with stats like that is to roll high and then take massive amounts of quirks and/or flaws to get the xtra Building Points to max the stat(s) you want maxed. Any character taking that many flaws has a life expectancy of roughly 4 1/2 seconds as there's a section in the GMG detailing how to exploit flaws. :)

-Chris

(P.S. In keeping with the spirit of the board, I would have to say, X (creative name)...you are a piece of shit.) :) I apologize for the roughness of the flaming...I'm new to it. :)

Well it took less time for Wizard of the Coast to start repeating the mistakes of TSR.

Has anyone read Song and Silence? I thought it was dissapointing.

I've read it (although quickly) and man were the complete book of Thieves and the Complete Bard's Handbook ever better than this one.
The feats are so so and the prestige classes are… well bland and boring.
Where's the flashy stuff for the bards?
Where's the mysterious stuff for the rogues?

Not enough on guild structures and bardic organisations (although you could always use FR's Harpers as an inspiration.)
Not enough spy like stuff!
Not enough new angles on cunning your opponents instead of just back stab.... eh I mean sneak attacking them.

Well I guess I'll keep more of my 2E stuff than I thought.

In a sense, the book that focussed on traps and dungeons was more usefull than that one (for the rogues at least) But then I think it was from White Wolf… They seem to publish better stuff than WoC for D&D (alot of times).

Still I found the three previous "Class Books" to be good (especially Defenders of the Faith) so maybe there is hope for the final one (Heroes of the Wilderness is it? The one for Barbarians, Rangers and Druids).

Anyways, I'll probably get an I told you so note from the Cult of "3E sucks cocks and ain't Hackmaster the best EVER!!!!" but I just thought I'd add my grain of salt.

A Cthonian X-mas to all sentients of Ill will towards human kind ;)

Have to agree and disagree.

I found Song and Silence to be, in a word, crap. To be quite honest, I found Sword & Fist so-so, Defenders of the Faith quite good, Tome and Blood so-so, and Song and Silence to be crap.

What made Defenders of the Faith good? IMO, it was the "new uses for old abilities" - namely, it introduced a lot of new possibilities for "turning" as "channeling of negative/positive energy." This is a new use of an old ability instead of just neat new abilities (read: new spells, feats, prestige classes).

I had hoped that the Song and Silence book would expand the repertoire and range of abilities of our Bardic Friends with their Bardic Music Ability but I guess not. I will be doing one myself anyway - the way think S&S *should* have been. :-b

I don't always want new stuff, but I would much rather see new and creative ways to use the old. The Dragon Magazine article on "Levelled Weapons" for instance - good (though it resembled Earthdawn quite a bit). The "new spells for your spellflinger" or "new weapons for your meatwall" articles - bad. Anyone can design new toys.

--The Sigil

Can't agree with you more Sigil, we liked Defenders of the Faith for the same reason and that's what I was hoping for in Song and Silence... it sucked, oh well I guess more job for me and the other DMs

Ciao

Just a reminder, folks...

Please don't feed the trolls.

:-b

--The Sigil

iv only been play for the last to years. in which i played the 2nd edtion. until this summer id just about every weekend. i came here to see if anyone had a players hand book and dunger master guid they want to sell. ill pay about fifty dollars for the both of them. thank you.

You know. Since 3rd Edition came out, I've been vomitting and praying that the WotC CEO is hit by a run away train, or lightning or something simular.

However, reading over the rules and such simply made me realize something. It's not that the game is bad. It's simply just not D&D, not at heart. Sure they can tack on the D&D title and trademark all they want, but the core and heart of it, is more WotC then TSR. And thusly, it is not D&D. It is WotC RPG. A cheap knockoff of the D&D system. So if you like D&D, then stick with D&D. If you want to try a completely different RP system that isn't D&D, buy 3rd Ed.

Good heavens, not another "3e is not really D&D".

I'm getting so sick of this argument, I really am. Before you make this claim, please explain to me precisely what elements make a game "D&D" as opposed to another game.

And need I remind you that there have been many incarnations of D&D - from the old white/brown boxed sets (Eldritch Wizardry, Blackmoor, Men & Monsters) to AD&D 1e, to the B/E/C/M/I boxed sets of D&D (Basic, Expert, Companion, Masters, and Immortals rules) - including the two or three variations on the Basic and Expert sets, to AD&D 2e, to AD&D 2e with the Player's Option Books to 3e (its current incarnation).

What is it that makes all of the previous incarnations of D&D different from the newest incarnation? Here are the only things I can think of:

1.) THAC0 is gone. Instead of "roll a die, add modifiers from magic and strength/dexterity, subtract this total from your THAC0, then compare to the creature's AC to see if you hit - if the result is lower than or equal to the creature's AC, you hit it," we have "roll a die, add modifiers, then compare to the creature's AC to see if you hit - if the result is higher than or equal to the creature's AC, you hit it." In other words, the only real differences between the two methods is that (1) we have removed the intermediate step of subtracting my modified roll from my THAC0 and (2) I now want a result that is equal to or greater than the AC instead of a result that is equal to or less than the AC. Change 1 is an improvement because we get essentially the same result in fewer steps. Change 2 is very slightly positive in that it is slightly more intuitive to want a bigger number rather than a smaller one when the process is done so that, IMO, makes it slightly better, but not enough to warrant a change if this was the only benefit we were to see. In other words, this isn't really a change that affects the system fundamentally.

2.) Change in Saving Throw names - The change actually makes assigning a Saving Throw for many events easier - for example, when the characters are faced with dodging a falling log trap, should they roll a save vs. Wands? Dragon Breath? Spells? Petrification? Hard to tell - dodging falling logs hardly falls under one of these categories. Should they roll a Fortitude, Reflex, or Will save? Reflex - "get out of the way." Much more intuitive. The new system also does a much better job of keeping the odds of making a save proportional to BOTH parties involved in the combat - e.g., in the Master Set for D&D, my 36th level fighter had to roll a "2" or better to save against a 1st-level mage casting a sleep spell, a 5th-level mage casting a fireball spell, or a 36th-level mage casting a Power Word:Kill. How realistic is that? One would expect that to some extent, the degree of difficulty would reflect not just the experience and skill of the target, but of the caster as well. No prior edition of D&D has incorporated either of these concepts. This is an improvement in the rules, like it or not, even if it is a change because it does an excellent job of both clarifying Saving Throws AND making them feel more realistic. So I grant that a change was made, but it did not fundamentally change the game - rather it clarified an area in dire need of clarification. The different saving throws, then, aren't new, just a reorganization of old material.

3.) Prestige Classes & Feats - These are a new addition to the game that help customize characters. However, especially in the case of Feats, these are often simply ways of incorporating into the ruleset abilities and powers that formerly were "tacked on" to the existing rules rather than integrated (think 1e psionics). As has been pointed out, things like Whirlwind Attack have been around since 1e Oriental Adventures. They were somewhat awkward tack-ons to the system. Feats integrate these abilities into the system in a more modular fashion (I think this is better, but will grant that the opposing point of view may have merit - I will NOT grant that Feats "break" the system since they are just a way of making more modular abilities which already existed as part of the system). Prestige Classes are a different beast entirely - I happen to like the "customization" factor they offer, but there are sufficiently different from kits to argue that to compare the two is to compare apples and oranges. I do feel compelled to point out, however, that there IS a precedent for prestige classes in the "old way" - 1e Bards are essentially a Prestige Class. Also, in the Companion Set, the Druid (Neutral Cleric), Paladin (Lawful Fighter), and Avenger (Chaotic Fighter) all clearly seem to be prestige classes, and an argument might also be made that a Halfling Master (see GAZ8, The Five Shires), Elven TreeKeeper, and Dwarven Forgekeeper are also Prestige Classes of a sort. Prestige Classes HAVE existed prior to 3e, there just weren't very many of them and they didn't come with the title "Prestige Class" affixed. So neither Prestige Classes nor Feats is all that new, either.

4.) Proficiencies vs. Skills - Some people say that the new skill system has perverted the old proficiency system. In this case, I feel obliged to point out that (a) the old proficiency system was rather poorly designed (are you telling me that a 1st-level character with an 18 in an ability score who devotes a single proficiency slot to a skill is better at something than the 20th-level character with a 10 in that ability score who has devoted his entire life and all of his proficiency slots to a single skill), and, more importantly, (b) not every edition of the game prior to 3e even had skills/proficiencies. The Basic/Expert etc. versions of D&D did not have them. Skills (they were called Skills, not Proficiencies) were added to the Basic/Expert D&D game by the Gazetteer series about 10-15 years after the system was created. So these have been around for quite some time as well. Nothing new here.

5.) Thieves' Abilities - "They're skills now!" is the hue and cry from those who cling to the tenants of previous editions. Unfortunately, Thieves' Abilities already underwent some major changes coming from 1e and Basic/Expert to 2e. Under 1e and Basic/Expert, they were completely arbitrary - your percentages were simply read off of a table. In 2e, flexibility was added, giving all thieves base percentages and letting them add a total of 30 percentage points (IIRC) each level. That's a HUGE change in that it lets your thief (or rogue, if you prefer) be much more flexible. Skills were simply the next step along this development. You really can't complain that a change was made to thief abilities in moving to 3e without being hypocritical - unless you are still sticking to 1e. This is one thing that IS different... but again, since it's already been tweaked and changed moving from 1e to 2e, how can you complain if it's tweaked again? Other, similar things that can be argued about are initiative (it used "high d6" in 1e, "low d10" in 2e, "high d6" in bD&D, and so forth - if it changes with every edition, we can't point to one convention and call it the "right way" to do it in D&D - we can only say "I prefer method "), and Experience Points (the scale used to determine XP vs. level is unimportant and changes from edition to edition).

6.) Multiclassing - Multiclassing is essentially 1e dual-classing opened up to all races and with the removal of ability score restrictions. So it has been there all along and I have already pointed out that I believe it vastly superior to the old multiclassing rules. But the point is, it ISN'T new.

These seem to be the major points of contention that I hear, and I have tried to point out that pretty much every single one of them isn't new.

I again ask that you present me with a set of things that "make D&D what it is" instead of simply stating "3e isn't real D&D" without a logical argument to back it up. I have presented 6 elements that I often hear complaints about - that these elements have somehow changed the basic nature of 3e to make it different from previous incarnations. I have followed this by demonstrating that in 5 of the 6 cases, these elements already existed in previous incarnations and therefore arguing that these are "new" and fundamentally change the game is a flawed argument.

Has the flavor of the game changed? Yes, somewhat - D&D is becoming more "self-referential" instead of relying on old fantasy standbys such as LotR - but it has the ability to now because it has 25 years of history behind it. Are characters as "pigeonholed" into given roles as they once were? No. Is this a good thing? Maybe, maybe not. I happen to think the answer is "yes" because more options to create roles for your characters gives you more options for roleplaying.

So for all of you who tell me that 3e isn't D&D, I again ask you to provide me with examples of things that make D&D what it is and why 3e doesn't fit them (be warned that I may counter by saying something like, "this other system does the same thing and it isn't D&D" - I want things that D&D has that make it unique and that no other system has - though you may argue that it is a set of items and not a single item that makes D&D what it is - for example, D&D and Palladium are both level-based games but are quite different - if you want to tell me that D&D is D&D because it is level-based AND uses a Fire-N-Forget magic system, but just having one or the other isn't enough, that is fine).

If you tell me 3e just doesn't "feel" like D&D should without giving reasons, well, you are certainly entitled to your opinion, but don't tell me "it's not D&D." Instead tell me, "I don't think it feels like D&D." I can't argue with the latter, but I can (and have) argued with the former.

--The Sigil

--Seems to me that there's a lot of people here who CLAIM to be great roleplayers who dislike 3e, and who claim that 3e is "dumbed down" and all that.
--It seems to me that these people, for all their claims of roleplaying greatness, are totally fixated on the rules for some reason or another.
--Is it DnD because of orcs, fireballs, and cure light wounds spells? Or is it DnD because of THAC0, non-weapon proficiencies, and an assortment of clunky, arcane rules? I'd argue that it's the former. The monsters, spells and old faithfuls that make a great adventure. Not the rules that one uses to simulate it.

Back from holidays ready and refreshed for a renewed round of the flame war :)

"I'd challenge your assertion that 3e is not innovative ..... What's innovative is the single minded devotion the designers have with regards to creating consistency and balance in the game" - Jack

Jack, when I said 3e is not innovative, I was referring the fact that 3e overall is not innovative. Yes, there are a few new things that didn't exist in 2e (like monster templates) and yes, it is more streamlined, but 3e hardly invented 'consistency and balance' as you have implied in the quote above. For example, the much proclaimed 'one roll to rule them all' mechanic is not 'new' in the least. Again, I refer you to the D6 system as just one example. Quite frankly, 3e is not a revolutionary quantum leap forward in roleplaying games, nor does it introduce any real ground breaking concepts to RPGs for the first time (3e's opposed skills - again, see the D6 system). Not only is 3e hardly an earth-shattering system, sadly a lot of the character of AD&D was lost in the process of 2e becoming 3e.

"Liking AD&D (or OD&D) over 3e is a bit like preferring a Spitfire over a Harrier Jump Jet." - Me
"No, this is a bad analogy." - Jack

I wont argue about it, so I'll try a slightly different analogy. I could have just as easily used the analogy of an older model Ferrari vs. a newer model Ferrari. What is the purpose of a Ferrari? In the end, for most people it's a status symbol, a fashion accessory. Considering the fact that pretty much any car can go way faster than the legal speed limit, a Ferrari being built for speed is irrelevant. OK, so the newer version might have a fancy inboard computer, fuel injection and active suspension. But so what? Does that make it 'cooler'? Probably not. For many people, on the other hand, the older, tried and true version might give a bumpier ride and guzzle petrol (oops, an Australianism - for those affronted, insert 'gas' or some such) like nobody's business, but has arguably a lot more 'style' and 'character' than the newer version. I gave 3e a test drive and I simply didn't like what I saw ... and I wasn't making it up when I said I really wish that was different.

"Seems to me that there's a lot of people here who CLAIM to be great roleplayers who dislike 3e, and who claim that 3e is "dumbed down" and all that." - Jack

I don't think any critics of 3e on this post have claimed to be 'great roleplayers' ... that seems to be your own defensive assumption in response to other gamers criticisms of 3e. The point is more that 3e's emphasis on skills and feats as the main element of PC customisation might very easily detract from the 'old-fashioned' method of spending time creating an interesting personality and background, and then attempting to play that PC as written - a chance to be someone else in a distant, fantastical land for a few hours each week. If that is what you consider claiming to be a 'great roleplayer', then so be it.

"Is it DnD because of orcs, fireballs, and cure light wounds spells? Or is it DnD because of THAC0, non-weapon proficiencies, and an assortment of clunky, arcane rules? I'd argue that it's the former." - Jack

MERP has orcs, trolls and dragons, fireballs, sleep, haste, bless and telekinesis spells (all their ACTUAL names as printed). So, is MERP D&D too? IMO, D&D was in essence a generic fantasy roleplaying SYSTEM attached to no particular setting - and it was and still is a system I enjoy. So, when you change the latter - practically every core mechanic in that system (all those terrible things like THAC0 and non-weapon proficiencies etc.) - it simply ceases to be the original. After removing the innards of a Rolex and replacing it with the innards of a piece of plastic crap is it still a Rolex? One may or may not like the new system, but that's not the point. (Incidentally, I like the description 'arcane' ... kind of fits a sword-and-sorcery RPG, don't you think?)

Sigil, the seeds of some or all of the changes obviously have their origins in earlier editions, but for the most part if you knew how to do something in the earlier editions the chances are you wont know how it is done in 3e without having to read the new rules. As I said, the argument whether the changes are good or bad is another issue entirely. I really do take your point that most changes were made to already existing elements of D&D, but each alteration wasn't just a bit of tinkering around the edges to streamline the rules, but rather a substantial rewrite in most cases. Taken individually, each change can be considered RELATIVELY small (like the slight reorganisation of the Schools of Magic), but when taken all together it's, IMO, a different story.

You seem to somewhat contradict your own point by saying on one hand that because elements in 3e existed in earlier editions that automatically means 3e is still D&D, but then go on to say, correctly, that just because two systems have similar elements (like being level-based) they aren't necessarily the same game. So, just because 2e and 3e have similar elements doesn't necessarily make them the same game either. If you want examples of why 3e isn't really 'D&D' any longer (and why '3e just doesn't "feel" like D&D' for that matter), IMO here are just three off the top of my head which you have already discussed:

1) Saving throws: The earlier edition saving throws system added a lot of colour. Ok, the saving throw names were idiosyncratic but they were a term-of-art that players of D&D understood. Problems of deciding when to use what could have been easily resolved by a clearer explanation in the new rulebooks, rather than a total rewrite. Although, condensing them down into three saves made sense, and is one of the few rule changes I can understand on that level, it nevertheless means that 3e no longer is or 'feels' like D&D (taken with all the other changes, of course). You might argue there is still a saving throw system - and that equals 'D&D' - but that's a bit like saying that all cats have four legs, my dog has four legs, therefore my dog is a cat. '2e has saving throws, therefore 3e must be D&D' has the same sort of logic about it.

2) THAC0: C'mon, you've got to admit, just hearing the acronym for 'To Hit Armour Class 0' conjures up images of many-a-night spent round a table stuffing your face with junk food, staring at collection of weird dice, badly painted miniatures and a malicious bastard called a 'Dungeon Master'. OK, so you roll a dice and then compare it to a number to resolve combat encounters in all editions of D&D, but that's what all game mechanics (in most systems) pretty much boil down to in the end. The changes in how you determine that number is the real issue and why 3e is and 'feels' so different from AD&D (again, taken with other changes). 3e's one step beat-a-difficulty-number mechanic (i.e. your opponent's AC) is a bit too similar to many other RPGs (D6 Star Wars, for example).

2) Feats: These may be inflated versions of some earlier elements from AD&D, but their prominence in 3e and their elevation to use as mini-superpowers can make 3e feel, as I have said above somewhere, at best cartoon like and, at worst, like a bad kung-fu movie. Again, another change IMO that means that 3e no longer is or 'feels' like D&D (and again, taken with all the other changes). Like most of your examples, the point that some of the changes may have been conceived of, in one form or another, in earlier editions just isn't the point, it's how the various actions are resolved (i.e. the mechanics), and how they fit into the new system that is the issue.

At the end of the day, I can pick up an OD&D module printed, say in 1979, and run it with OD&D (in any incarnation), 1e or 2e rules today ... and have relatively few changes to worry about - changes that I can mostly make on-the-run during a game. This can't really be said of 3e. The common 'language' is obviously gone, and the internal power balances have been significantly altered also. IMO, the changes, for good or bad, were significant, and so the criticism that 3e 'just ain't D&D' is still valid.

As for the new 3e stuff ... well, WotC were always going to start pumping out loads of accessories once they got going, and some products were going to be utter crap and others were going to be pretty good (just like the Complete Handbook series etc.). So, Sam from Quebec, I hate to be the obnoxious member of the '3E sucks cock' brigade to say 'I told you so', but ... I told you so :)

Merry Xmas and a Happy New Year all :)

Tas

A couple of quick responses to you, Tas...

"1) Saving throws: The earlier edition saving throws system added a lot of colour. Ok, the saving throw names were idiosyncratic but they were a term-of-art that players of D&D understood."

I will agree with you that they added color (colour, whatever, I can understand and speak Aussie/Brit English as well as Amerish ;-) even if others have a problem) to the system. But my main complaint was, again, they were one-sided. It doesn't matter how tough your opponent was - saving throws for the most part weren't dependent on you opponent's abilities - they depended only upon your own. While you may not like the "roll a die, add a modifier, compare with a number" method, it allows much more scaling of difficulty to take place. Again, I want to know why, in OD&D, my fighter needs to roll the same number to beat a 1st-level wizard's sleep spell as he does to beat a 30th-level wizard's meteor swarm spell.

Secondly, when taken with the changes to the multiclassing system (which I consider one of 3e's biggest improvements over 2e), it becomes absolutely necessary to change the nature of saving throws, making the system a "cumulative bonus" rather than "pick the best available based on your class/level combinations."

The moment you allow dual-classing or multiclassing, you must come up with a system to determine how saves, hit rolls, hit points, spells, and so on will work. In 2e, the MC system was "pick the best available option" except hit points where it was "take the average."

"Problems of deciding when to use what could have been easily resolved by a clearer explanation in the new rulebooks, rather than a total rewrite."

Could have been. But they were not. I thought this was a discussion on the merits of each system as written, not on what the system *could* have been if it were done better. ;-) That 3e contemplates multiple possibilities and defines saving throws broadly, instead of narrowly, so that they CAN be used in such a fashion, is, in my mind, a proof positive that at least in this limited case, they absolutely did a better job with the mechanic; i.e., Saving Throws were done better in 3e because the rules were written to cover all possibilities, whereas prior editions' rules did not cover all possibilities. That seems empirical to me. If you don't like the mechanic, that's another thing, but it's hard to argue that previous editions did a better job applying Saving Throws to all situations.

"Although, condensing them down into three saves made sense, and is one of the few rule changes I can understand on that level, it nevertheless means that 3e no longer is or 'feels' like D&D (taken with all the other changes, of course)."

That you do understand why a change was made - but you don't agree with it - shows that this is a "matter of taste" with you, so I can agree to disagree on which is better - it becomes a matter of opinion at this point. So I like the 3e way and you like the 2e/1e way. No big deal. No sense arguing that one further.

"You might argue there is still a saving throw system - and that equals 'D&D' - but that's a bit like saying that all cats have four legs, my dog has four legs, therefore my dog is a cat. '2e has saving throws, therefore 3e must be D&D' has the same sort of logic about it."

Now you're twisting my premise a bit. I want you to tell me what makes D&D. "Saving Throws make D&D" is a bad argument for the reasons you suggested above - it is like saying "four legs make a cat." My counter-argument would be "four legs also makes a dog so four legs is not a good criterion by itself." Or, in terms of D&D (since that is the subject at hand), many games have Saving Throws, therefore "D&D has Saving Throws" is not a good definition of D&D.

IOW, my argument is not "this also meets the criteria so this is also D&D" but rather, "this also meets the criteria and is clearly not D&D, so the criteria given obviously are not sufficient to define D&D." See the difference? ;-) I'm not trying to add something as D&D, but instead trying to "break" your definition by providing a counter-example (an old logical method - to disprove a theory, one needs to merely provide a single example where the theory clearly does not hold).

"2) THAC0: C'mon, you've got to admit, just hearing the acronym for 'To Hit Armour Class 0' conjures up images of many-a-night spent round a table stuffing your face with junk food, staring at collection of weird dice, badly painted miniatures and a malicious bastard called a 'Dungeon Master'."

Actually, my memories of THAC0 involve sitting around a bench at recess with reams of graph paper behind a cardboard screen and BEING that malicious bastard called a 'Dungeon Master.' :-)

"OK, so you roll a dice and then compare it to a number to resolve combat encounters in all editions of D&D, but that's what all game mechanics (in most systems) pretty much boil down to in the end. The changes in how you determine that number is the real issue and why 3e is and 'feels' so different from AD&D (again, taken with other changes)."

Okay, we are in agreement on the point that in pretty much any game, it's "roll a die, compare with a number." If you wish to define "use of THAC0 as part of the comparison method" as one of the things that defines D&D, I don't agree with you, but I can't argue with it, because I can't provide a counter-example of something that is clearly not D&D that uses it. On the other hand, it *is* an assumed criterion that I do not share. But since, in logic, I can only challenge the validity of an assumption by using it to simultaneously prove contradictory statements, I must let your assumption stand.

IOW, if you wish to define this as a criterion, then you are right to use it. On the other hand, I am also right to not use it in my criteria because it is a matter of what you want to assume. Another matter on which I will say, "I agree to disagree." I don't agree with you, but I don't begrudge you your point of view and have no reason to try to assault it.

"3e's one step beat-a-difficulty-number mechanic (i.e. your opponent's AC) is a bit too similar to many other RPGs (D6 Star Wars, for example)."

I was thinking you were going to mention the even more obvious example - the Palladium system. But IMO, it all boils down to the same thing - roll the dice, add/subtract some modifiers, compare to a number. My opinion is that THAC0 need not be part of the process (but then, I tend to look at it from a more abstract point of view where the result is the thing, not the process one takes to arrive there). Yours is. Okay, fine. We disagree and that's fine. That's why there are multiple RPG systems out there - because people disagree on what the "right" way to do something is. :-)

"2) Feats: These may be inflated versions of some earlier elements from AD&D, but their prominence in 3e and their elevation to use as mini-superpowers can make 3e feel, as I have said above somewhere, at best cartoon like and, at worst, like a bad kung-fu movie."

I couldn't disagree more. When properly used as part of a campaign, Feats are what make combat more interesting than "stand there trading slugs and the last man standing wins." Feats are what make it possible to see hedge wizards brewing potions. Feats allow your "master of fighting with two daggers" character to truly be a "master of fighting with two daggers." When coupled with Skills, they allow for a character who could play "Outer Planes Trivial Pursuit." They allow for a necromancer whose necromancer spells have even more nasty efficacy than a similarly-leveled character.

In other words, they give Game Mechanic substantiation via grant of abilities to match descriptions. I have run a 3e campaign for over a year now and have not seen the "cartoonish" or "bad kung fu" aspects - merely great roleplaying tools that make the game more varied and interesting (then again, perhaps the fact that none of my players are min/maxing helps - among the Feats these guys selected are things like Leadership, Spell Focus: Evocation, Skill Focus: Wilderness Lore (helps the ranger track), Exotic Weapon Proficiencies (to help them blend in with the local orc tribe by being able to use funny orcish weapons easily) and so forth).

As with many things in all systems, Feats are a tool that can be abused by players, but open up fantastic role-playing opportunities when used properly and help create some of the fantasy archetypes we are used to (such as the ranger who can track a falcon on an overcast day). Is it larger than life? Probably. Is it cartoony? No. We want our heroes a little larger than life - after all, if we were playing a "true-to-life" medieval simulation, the characters would be heavily-taxed, disease-ridden, farming serfs who barely survive bouts of plague, drought, wars, and other unpleasantries.

"Again, another change IMO that means that 3e no longer is or 'feels' like D&D (and again, taken with all the other changes). Like most of your examples, the point that some of the changes may have been conceived of, in one form or another, in earlier editions just isn't the point, it's how the various actions are resolved (i.e. the mechanics), and how they fit into the new system that is the issue."

I gather from these comments that rather than seeing special abilities integrated into the system, balanced, and conforming with the rules of the system, you would prefer to see special abilities that are obviously late external "hacks" to the system that do not conform with the rules (IOW, create a horrendous set of exceptions to remember) and do not have any game balance (making them even more dangerous to min/maxers)? I have to disagree with you on this one.

The argument can be made that if you don't want special abilities in the older system, you can simply eliminate them and since they are "add-ons" to the rules, game balance remains intact. This would be true but for the fact that there was no game balance in previous editions of D&D (please don't start on "level caps for demihumans" since I don't know of a single oD&D campaign where house rule number one wasn't, "no level caps on demihumans"). And multiclassing was unbalanced (I again use the example of an elf with 1 million XP who can be a level 11 fighter or a level 10/11 fighter/wizard, giving up a point or two of THAC0 and an average of 20 hp for the ability to throw spells).

So, yes, it is easier to remove the special abilities from oD&D (where they are not tightly integrated into the system) and if you like that, that is your business. I find that, properly used, Feats add much more to the game than they take away from it (I have seen players agonizing over which Feat to take at 6th level - and this tells me that there is not a single "super set" of Feats that make the perfect combat machine). The nicest thing about 3e is that there are SO many options that a single Feat (or set of them) does not give you the advantage in every situation.

Now, there are some changes I didn't like about 3e - if you want to tell me that they eliminated halflings and renamed "kender" to be "halflings" I won't argue with you. And the treatment of gnomes is beyond bad, IMO.

"At the end of the day, I can pick up an OD&D module printed, say in 1979, and run it with OD&D (in any incarnation), 1e or 2e rules today ... and have relatively few changes to worry about - changes that I can mostly make on-the-run during a game. This can't really be said of 3e. The common 'language' is obviously gone, and the internal power balances have been significantly altered also. IMO, the changes, for good or bad, were significant, and so the criticism that 3e 'just ain't D&D' is still valid."

At the end of the day, I can run a 2e or 1e module in 3e with the following three changes:
1.) Subract all THAC0's from 20 to get a total attack bonus.
2.) Subtract all AC's from 20 to get the correct AC.
3.) Place a Difficulty Rating of 15 plus Average Party Level on all traps.

And I'm done. I can run the adventure like this! Is that really too much work? Of course the conversion isn't perfect, but it's darn close.

I think everyone who is complaining that converting to 3e is too hard is making way too much out of it.

"As for the new 3e stuff ... well, WotC were always going to start pumping out loads of accessories once they got going,"

True enough, but the rate at which they are pumping out those accessories has been FAR slower than the rate at which TSR pumped them out. OTOH, the rate at which WotC plus all other "bandwagoning" companies has been pumping out material is far higher. But WotC themselves have actually gone at a fairly moderate rate (I again refer you to the 6-7 products per month over TSR's final 5 years versus the current rate of about 2 products per month since the release of 3e).

"and some products were going to be utter crap and others were going to be pretty good (just like the Complete Handbook series etc.)."

Some products have been utter crap, but for the most part, they have been pretty good. Though IMO, the Complete Handbook Series was one of the WORST Series ever released for 2e. But that is a matter of opinion and not worthy of a flame war since we already seem to agree that we can have differences of opinion and it's okay. ;-)

"So, Sam from Quebec, I hate to be the obnoxious member of the '3E sucks cock' brigade to say 'I told you so', but ... I told you so :)"

Umm, that would be "3e sukes cuck" ;-b and I don't think anyone expected WotC to stop putting out new material. But I will say that at least I can use most of what they are putting out in some form or other - even if I don't game in the Realms, the magic items, prestige classes, Feats, and rules for new things (such as drug use) are modular enough to "port" from world to world. OTOH, I had little use for Maztica, Dark Sun, Ravenloft, Spelljammer, and so on, since each used so many "optional add-ons" that they became mostly useless for my campaigns. In the same way, I can't really grab anything from Mystic Eye Games (using Vitus Points) or Ravenloft, or Deadlands, or other d20 systems that require "added rules."

Enough blathering from me. I'm done. Merry Christmas, all.

--The Sigil

Sorry for the foul language, I'll go chew on a bar of soap now. ;)

By the way guys, Tas and Sigil agreed on something back in the LOTR post.... be affraid folks :)

I'm gone

[[ Not only is 3e hardly an earth-shattering system, sadly a lot of the character of AD&D was lost in the process of 2e becoming 3e. ]]
--There's only so much that can be said about this before it's clear that an impasse has been reached.
--You constantly refer to the "loss of character" which DnD has suffered, in the same breath as the rules changes. If the relative clunkiness of the 2e mechanics were what made the game for you, then I'm not sure what more can be said. In my book, that sort of thinking is two steps away from valid. Step 1 is that the rules control the "character" of the game. Step 2 is that bad rules have more character than good ones anyway.
--I'd also point out how foolish it is to be "new" for the sake of newness. Die rolls represent a randomly generated range. So do playing cards, coin flips or whatever else. No matter how you disguise it, everything can be simulated with a roll. If you're mathematically unaware enough that rolling a handful of d6s seems more "innovative" than rolling a single d20, then there's just not gonna be much agreement between us.
--Ultimately what has happened is that WotC has added more functionality to the game, and removed much confusion. This is a logical and intelligent progression. If it's something you can't enjoy, that's fine, but that's not something you should be proud of. As I have said before, you have every right to suggest that 3e is a step down for YOUR enjoyment, but to suggest that it's not a step up in general is delusional.

[[ I could have just as easily used the analogy of an older model Ferrari vs. a newer model Ferrari. ]]
--This is a better analogy. I more or less knew where you were coming from in the first place though.
--The fundamental difference between us, is that you seem to enjoy being interfered with. When you're playing DnD, it somehow pleases you to come to yet another common game occurance that requires an arbitrary ruling or consultation of some arbitrary table. You like using the horribly counterintuitive THAC0 mechansim because you've attached some significance to it. I don't know WHY you'd enjoy all this, I just see that you do.
--For me the best analogy wouldn't be Harrier to Spitfire or Ferrari F50 to Ferrari 360, it'd be a Ferarri 360 to a Ferarri 360 with the gears arranged out of order on the stickshift, a speedometer that counts down from 200 mph, rather than up to it, and an engine that randomly requires diesel gas from time to time, with no indication as to when or why. In short, I'd say that 3e and 2e are the exact same car, but the 2e version has been saddled with all manner of shitty mistakes, and the 3e version is smooth and streamlined, allowing you to get directly to driving with minimal hassle.

[[ If that is what you consider claiming to be a 'great roleplayer', then so be it. ]]
--Semantics... All I'm saying is this: I see lots of people saying "learn to roleplay you 3e munchkins" then I see those same people saying "the rules gave 2e character." Is it the rules or the roleplaying that matter? They can't both be of primary importance.
--The fact that you fixate on the rules, to me, is nearly a proof that you're more of the "munchkin" that you admit. For me, the system is, and always has been a vehicle for telling a story. I don't care if you call it THAC0 or To Hit Bonus, or whatever. I never spent that much time obsessing over how to boost it up. You remember the things you focus on. I remember the great stories, great characters, fun times with friends. You remember the rules. Who's the munchkin?
--And BTW, don't take "some people" to mean "you." It literally meant "some people."

[[ MERP has orcs, trolls and dragons, fireballs, sleep, haste, bless and telekinesis spells (all their ACTUAL names as printed). So, is MERP D&D too? ]]
--Oh, come on... More semantic games. I could have just as easily said "the genre elements make DnD what it is, not the rules." I chose to actually list genre elements in the hope that they would remind you of what is great about the game. This is my attempt at adding a little drama and vitality to my arguments. To me, the images of orcs and fireballs evoke many great RPing memories. I suppose that sort of thing is lost on you. Perhaps if I mentioned that joyful night where you played AssQuest, a special homebrew system that replaces all numbers with letters, and makes all die rolls based on the results of a random die roll chart, you'd be more excited. "Haha! My RRTHBASSWFIAFOTSSIM (Required Roll T Hit Bipeds And Some Sheep When Fighting In A Field On The Second Sunday In March) score is PZ! That means I need to roll... Hmmm. Oh! An MR sided die, plus a LP sided die and see if it's greater..."
--Jesus christ, PLEASE don't shackle me with that sort of bullshit, man. 2e sucked. You liked it cause you're odd. REALIZE IT.

Has anyone seen or read 12 Angry men? A great play from writen by Reginald Rose in the 50's that got turned into a movie and should have earned Henry Fonda an Oscar? Anyone?

Well, if not, you should rent the movie just for the sake of watching good drama. The debate here reminds me of it. Many of us have used the same argument techniques as the "bad guys" from that story. In the sense that many assume that their opinion or taste preference are general and apply to most if not all "sensible" people. Just like jury number 3 and 10 are convinced that their world view is THE world view.

What about the creative geeky insults we use on one another, like munchkins… WTF! Come on! If some people are power players and you don't like it, don't let them play at your table. RPGing isn't a unionized thing where seniority and other rules determine how one joins a group. The players and the game master decide how they want their game, that's it.

I, for one, like my adventures/games to be comprised of varying degrees of intrigue (AKA head achy part), comedy (AKA half witted puns and jokes), diplomacy (AKA the part where the fighters are back benching) and the gratuitous violence (AKA Da Rumble).

As much as I don't like munchkins or power gamers myself, I also hate the kind of player that constantly tells the DM what his familiar is doing and how he cares for it and how it feels and… "Will you shut up about that stupid crow man!" It's a question of finding the right balance for the group you play with.

Oh and Tas, alot of people on both sides of the argument have used the "We're better role players than you" argument. So Jack's reaction is only natural. Who started this "We're better than you" cheap argument I don't know, but it's there all over the post.

Some like clunky systems (their choice), some like things to be more functionnal. It depends on the learning capacities of the players and how much time and effort they are willing to spend on this wonderful hobby.

I myself would and have taken the time to learn the worst conceived games, some wouldn't (their loss). I must admit that a more accessible system can make it so that great ROLE PLAYERS can play, even if they don't have what it takes to master a quirky or complicated system like... GURPS.

Some say the rules make the game, some say the players do and some say it's a weird blend of the two. Whatever!

It's YOUR game. Keep playing 2E or Hack Master, don't switch if you don't like 3E. If you thought 2E sucked, sell your books to those who thought it was the best and switch to 3E.

I like arguing as much as the next guy, actually more than that if you ask my girl friend, but nobody here has added anything new for a while. Maybe we should start aguing about something else?

Should halflings look like hobbits or like shrunken elves? Should Flumphs be available as a player race? Or why do they always ask the same dumb riddles in every adventure?

Cthulhu Matata

D&D should have and extra book, it can be filled with all sorts of races and classes. It would be like another Players HandBook but it will only have races and classes in it, then it will be alot funner if it had more than 12 types of classes in it. and it needs new spelles in all of the editions they all almost have the same spells in it. A class that i thought of would be a Summoners Class, or a Demon class, or a Vampire Class.

A new class should be a summoner or a Demon or a Vampire.

Frankly I think that Wizards has made a very good business move. They have bought a product from a company with very poor cash flow and they are now going to milk the cash cow. 2nd Edition did well and continued to do well but once the players bought all the books what was left to buy. Some of the players bought modules sure, and of course there was always a supplment or two but overall there was not a lot of money coming in.

Wizards offer TSR enough money to pay off their debts and doesnt let go too many of the creative staff (management say goodbye)

Now what to do. They need to come out with a new product. Wizards is a name that most (if they havent been under a rock for the last ten years) know. They decided it is a good business move to push out a new version of AD&D. For all purposes its a new game. There is a enough that is familar (modules, books etc) but it is a new game. (if you dont agree that cool. Been playing D&D since 78..I know when I see a new game)

OK now they have a name and new books. Everyone has to have it and because HASBRO bought out Wizards they have a lot of money to push this new game. Now we have a new game, new modules, new supplements etc. Lots of money coming into the company that poor TSR because of its had rep and lack of cash flow could not have pulled off.

IMHO I give the new editon 5 years. (maybe 3) It will then be Wizards idea to come out with a new edition. So lets call it 4th edition. Look now everyone can go buy new books, supplements and modules.

Dont think so....hmm..take a look at a company called Gamesworkshop. OR Wizards..does anyone remember the dozen or so sets of Magic the Gathering thats been released.

People keep comparing the two editons. Dont bother its like comparing RuneQuest to Space Opra. Play 3rd edition have fun thats what gaming is all about. Play 2nd edition for the same reason (or 1st). I am sure we will all be saying the same when 4th editon rolls around.

uh, putting money into a company allowing it to make new stuff like cool new edition handbooks, good campaign settings, and releasing a lot of cool ESDs for low costs (but unfortunately not all countries) is not exactly "milking the cash cow".

One thing that I have to say is that it is so much easier to overpower characters. My friend came to one of our weekly sessions last week, and said that he had figured out how to make a lvl. 20 gnome who did an average of three hundered damage around against a great gold wyrm and how to make a lvl 20 human samurai with 640 hp. You know you have crossed the line when...

Hey Pirate!

How fun would such characters be to play? Just wondering. If you can make 300 a round against a gold wyrm good for you (or your friend). All I say is min maxing existed even in first ed it gets inflated with every new player that puts his/her mind to it. There ain't much to it, heck you can even make killer PC's for Call of Cthulhu...

Maybe you can make killer characters for CoC, but will they be able to hold onto their sanity for any longer? :)

Wooz

Actually yes, with a high score, as long as you keep off the books... but what's the fun in that... Wich brings us back to the killer PC question... why do it? They get so tiresome after a while.

C ya all, moving tommorow so gotta catch some zzs

First, this article is a total and complete waste of space. Yes, there are issues with it... and just last night I was thinking to myself that 3rd Edition D&D has lost a lot of the 'feeling' that 2nd Edition had... but there is absolutely no denying that 3rd Edition is a much more simple and flexible system than 2nd Edition.

However, your article was so blatantly backwards that I had trouble believing you actually posted it as anything but a troll. First of all, you've demonstrated that you don't have the faintest idea WHAT Challenge Ratings and such are. They have NOTHING to do with combat... only in determining how much experience the party would get for overcoming the creatures, once cross-referenced against the party's average level on a convenient table in the DMG. That's just the tip of the iceberg. You honestly had absolutely no concept of the mechanics behind 3rd Edition D&D when you wrote this.

thac0 still exists. It's just forwards instead of backwards now. Rolling high on a to-hit roll is still what you want to do... and there's no artificial limit on AC at -10 like there was in 2nd Edition (unless the DM allowed lower ACs), making it harder to create an unstoppable munchkin Fighter. Essentially, an AC of 30 is what AC -10 *used* to be... and rather than drop your AC when you add armor and protective gear, it now raises it. Roll 1d20, add your bonuses, see if it beats the AC. Simple.

Classes are more flexible in 3rd Edition. Using psionics no longer requires comprehending a totally seperate system just for psychic powers like it did in 2nd Edition.

3rd Edition and 2nd Edition *ARE* two different games, yes... but you *CAN* compare the two. You can compare apples and oranges if you really want to... and 2E and 3E have much more in common than that.

At times, it almost seems as though part of the problem with 3rd Edition is that it's *too* simple. Everything is laid out in clear instructions of black and white. Everything is explained thoroughly... even Attacks of Opportunity (which I initially hated but now believe in quite strongly after DM'ing 3rd Ed since release). What's the problem with that? It's just nowhere near as geekish now. ^^ No longer does it seem like a 'roleplaying player's handbook', it seems like a set of instructions. But maybe that's just me.

I could go on and on. But end of story is that the poster of this article is a complete troll. Or a moron.

And Pirate Bobo, your friend is a liar. :) Plain and simple.

I've played D&D since the beginning. They have taken everything I hated about 1e and 2e (which are really more like 4e & 5e), everything Gygax vomitted from his unbalanced brain, everything that made no logical or even fantastical sense, and threw them out the window. Huzzah!

Thank God all that old Gygax crap is gone. Good riddence.

Personally, when I DM campains (I'm certainly not the greatest DM ever, but I do my best), I use my own, more realistic hybrid set of rules that is a combination of ADD 2nd ed., ADD 3rd ed., various online house rules i have found, along with some new rules I and my players have developed. I have the 2nd ed. DMG and MM and I can not seem to find a Players Guide, so a lot of my rules HAD to be house rules (although I had most memorise from reading friend's Players Guide). I think the 3rd ed. is okay, but so is 2nd ed. (I have not had the honor of playing 1st ed.) If a DM in Arkansas is looking for players, e-mail me...

P.S.
Karidal, I generally agree with your point of view...

HEY FUCK YOU Jubilex!!!!! Gygax is a GOD!! Tomb of Horrors, The 1st edition DMG, Thats what the Game is all about. Without it all you have is this wussafied 12 year old 3E Shit. Now HackMaster, thats a Game. I hope to GOD that Gygaxs writes for this system. Die hards like melive for it.

Hi all,
re: 3e sucking, I think the major flaw is the computer game feel. We all know why WotC did that, it is to dumb it down for the TV consumer type customer. Unfortunately, D&D is like a physical sport, in that there needs to be a single set of rules useable by all but demanding enough to make the activity meaningful in terms of skills of the game (for D&D, rules knowledge and implementation) and scoring the game (for D&D, legitimately earning XP for roleplaying character activities).

Third Edition has lost the essential thread of the D&D continuity in that it lacks flavour and sufficiently detailed rules. Many 3e rules are not comprehensive, and are also littered -littered- with errors of logic. THe playtesting was clearly not done. This will have huge longterm effects in that as players advance their characters the DMs out there will strike more and more problems of game balance. In the computer games 3e is an imitation of, such as Diablo and similar, the problem is solved by simply ending the game... in a live "mental sport" like D&D it will cause a serious breach of trust within a gaming group when a group has to redefine its whole campaign every few adventures to prevent more and more powerful destructive effects from spoiling the feel of what is sold as a high fantasy experience. Similar problems are emerging in the d20 rulebooks people have brought out.

In relation to the numbercrunching questions concerning surprise, etc., the person posing this deep question has skipped the stochastic modelling lesson in which the reason we use dice was explained -- we use dice so we DON'T have to calculate this. If character A surprises on 7 or less on d8 and character B negates surprise on 5 or less d12 or whatever, that is why we roll dice of the appropriate number of sides. It is redundant to attempt to port such calculations to another expression with the same or higher difficulty. Although, how difficult is it to generate a percentile out of the product of two fractions, with or without a calculator?

For those really against 3e, take comfort from this: by pandering to a lowest common denominator audience, HASBRO / WotC have guaranteed that their "D&D" brand will have a similar lifespan to all the other pap produced for the trancers.

im new so i mite be prgedst but im the dm in a grope im starting and 3e ruls look esre than 2e rules sonde. mim could be rong but i dout that sum how. if 3e brings in new blood then it cant be an all bad thing, canit

and by the way, sory for the speling mestaks but im dilexec

Come on T2 are you for real?

If you are you suffer from aphasia not dyslexia by the way, but since you made it all up to make the pro 3E people look bad, I guess you would not know that now would you?

And Gamer, except profanity can you find a good point of argument? I doubt it.

Sure the Gygax modules gave me some of my fondest teenage memories, but come on! Even you must admit that as you grew older, you started making fun at the simplistic plots, the rumour tables and the ever so stupid villages where everyone was 5th level but couldn't get the nerve to deal with the bandits and the orcs (remember Temple of Elemental Evil where for the first levels the village was more dangerous than the Temple itself?).

Even you must have found it incredibly stupid that a people worshiped gods and demons that were less powerfull than they were, or at least than their champions were. No?

Even you must have boosted Tiamat and all the dragons so that they gave a challenge to characters of a level higher than 14. No?

Tell us you didn't have a binder filled with home made rules and monsters so your game ran smoother and was more interesting.

Tell us you didn't modify all the "perfectly excellent God's gift to gaming Gygax modules" so they made more sense and were more interesting to run and play. Can you say that? Honestly?

If not, then you whole rant about "Gygax is a god" is a bit hypocritical don't you think?

If you can then I am sorry for questioning your integrity and offer my appologies.

But still...

Get this through your thick skull, "Hackmaster" is a parody of AD&D's first edition, just like "The Knights of the Dinner Table" is a parody about 3 munchkin-ruleplayers, a poor artistic roleplayer and a DM stuck with a bunch of players that refuse to do anything but hack monsters.

Oh by the way, I assume you DO master the English language enough to have seen that the title "Hackmaster" contains the word "HACK". You know like hack and slash? Well I guess at least the game's writers are honest about what they liked about first edition AD&D.

Are you?

Feel free to disagree.

Cthulhu Matata.

Oh by the way, there is a balance of play with 3E (just like there was with the previous editions) once you get past 12-15 th level. What makes it more problematic in 3E is that we don't have enough experience with the system yet to really deal with it efficiently.

"Many 3e rules are not comprehensive, and are also littered -littered- with errors of logic."

Examples? I can provide numerous examples of logical errors in 1e. Infravision. Surprise chance (I'll get to this again in a moment). Multiclassing/Dual Classing. "The silly spectacle of taking a fighter with plate and a shield (AC 2) and giving him a +3 shield instead and getting a resultant AC of -1 (yup, 2+3= -1)." (quote taken from a book written in 1974!!!). Demi-human level limits... that's why the 30-yr old human wizard can be better than the 500-yr old elf wizard. Need I go on?

Perhaps you refer to some "fiat" decisions - like Darkvision replacing Infravision. Is Darkvision realistic? No. Does a "fiat" decision like this eliminate a TON of problems? Absolutely. The rationale, "it just works because it is magic" IS acceptable in a fantasy genre. I am generally not a fan of "fiat" decisions but on a limited basis, where the alternative is fifty pages of rules, I'll take the one sentence "fiat" decision that the game designers themselves admit was done by fiat in the interest of GREATLY simplifying things.

"THe playtesting was clearly not done."

**rolls eyes** The playtesting was clearly not done? Have you examined the back of the 3e Player's Handbook? You know, the page with the names of *hundred* of playtesters? Clearly, the playtesting *was* done - far more so than with 1e or 2e, which had a playtesting cadre of maybe a couple of dozen.

"This will have huge longterm effects in that as players advance their characters the DMs out there will strike more and more problems of game balance. In the computer games 3e is an imitation of, such as Diablo and similar, the problem is solved by simply ending the game... in a live "mental sport" like D&D it will cause a serious breach of trust within a gaming group when a group has to redefine its whole campaign every few adventures to prevent more and more powerful destructive effects from spoiling the feel of what is sold as a high fantasy experience."

Not quite sure what you are getting at here. I will grant that 3e appears to have taken a good share of "modeling" its world from computer games. It seems to me that the existing set of rules is very well-suited to conversion into computer code. But please be more specific in what you mean by "powerful destructive effects." Prismatic Spray, Meteor Swarm, and other such goodies (including the ultimate game-breaker, "Wish") have been around since 1e.

"Similar problems are emerging in the d20 rulebooks people have brought out."

Huh? You mean escalation of power? "Munchkinism" or what have you? How awful! We never saw any of that in the "good ol' days" of 1e ***cough*** psionics rules ***cough*** Unearthed Arcana ***cough*** or 2e ***cough*** Complete Handbooks ***cough*** Skills & Powers ***cough***. As far as "continued escalation" goes, I agree that this is a problem in most systems, 3e/d20 included. However, when I play, I use the "Core Rulebooks." That means the PH, DMG, and MM. And IMO, the 3rd edition set of Core Rulebooks contains a superior system to the 2nd and 1st editions. Add-ons are ALWAYS optional, and therefore should not be considered when looking at the merits of the mechanics of the game.

"In relation to the numbercrunching questions concerning surprise, etc., the person posing this deep question has skipped the stochastic modelling lesson in which the reason we use dice was explained -- we use dice so we DON'T have to calculate this. If character A surprises on 7 or less on d8 and character B negates surprise on 5 or less d12 or whatever, that is why we roll dice of the appropriate number of sides."

You danced around the question very adroitly without providing the answer. The person posing this deep question has a very deep grounding in statistical mechanics and modelling the world around him... he has a physics degree. He is me. Give me the answer to my question... "how do you determine surprise in this case?" and I will leave it be. You didn't even tell me which die do to roll, a d8 or d12? As for "skipping the stochasitc modelling lesson," good grief, I know the insides and outsides of the bell curves better than I care to. Let me provide a 2-minute explanation of "stochastic modelling" (modelling a world based on probability) and pose my question yet again.

A single die has a flat probability curve with a length determined by the number of possible outcomes (i.e., sides of the die). Adding modifiers to a die simply shifts this probability curve from side to side without changing its shape. Multiple dice create a bell-shaped probability curve, with the shape approximating a bell curve better and better the more dice we use. Again, modifiers added to/subtracted from the result simply shifts the curve from side to side without changing its shape.

Some of D&D's stochastic models are simple to understand... like rolling ability scores... we understand that a "curve" exists, with most people falling toward the center of the curve ("average" people). In rolling ability scores, most people have 10 or 11 in a given score. It means that exceptionally high or exceptionally low scores are rather uncommon. In other words, if you take 216 people, you expect only one of those to have an 18 Str, but you expect 27 of them to have a 10 Str. In other words, "all outcomes are not created equal," or you expect to see some results more frequently than others. This is not at all a bad thing for modelling human population, where you expect to see far more "average" specimens than "exceptional" specimens.

Compare this to combat in D&D. Once you do all the math involved with BAB, THAC0, or whatever, in both 1e and 3e it essentially boils down to "you have to roll at least this on a d20 to hit." That is a flat probability curve. If you take 200 rolls, you expect 10 rolls of 18 and 10 rolls of 10. Thus, if I am told that I need at least a 16 to hit, I can expect to hit 25% of the time. This is a simplistic model, but certainly adequate for combat.

Here we have two relatively straightforward, if unidentical, stochastic models. The question on the surprise rule then, is quite simple... WHAT IS THE UNDERLYING STOCHASTIC MODEL FOR SURPRISE IN 1ST EDITION AD&D?!?

We are given several points of reference. A "normal" situation has a 1 in 3 chance of surprise (1-2 on a d6). Some situations are not "normal," however - an exceptionally cautious character may be surprised only 1 in 6 times (1 on a d6) while a very stealthy character may surprise 7 times in 8 (1-7 on a d8). However, we know that both of these points are in relation to "normal." We do not have an independent spectrum on which we can measure them. And as I have mentioned, I have not been able to find a first-order or second-order equation on which they can be modelled, because we are not given enough information with which to model them. This is because we are always given surprise chances relative to "normal" and never relative to another "non-normal" point. Hence, we have no idea of how the "surpriser" and "surprisee" abilities should scale relative to one another.

What it boils down to - and I cannot state this strongly enough - is that there IS no underlying stochastic model for surprise in 1st edition AD&D. What we have instead is a "by fiat" system... the farthest thing from a consistent statistic model. Rather than a nifty mathematical expression (i.e., a consistent, underlying stochastic model), we have a "because I said so" expression. Ugh!

"It is redundant to attempt to port such calculations to another expression with the same or higher difficulty."

It is redundant, but it is useful for the sake of examining the underlying statistical model, or indeed, to note if such a model can even be found. Anyone who has made a detailed study of the use of statistics in science will tell you that in order to draw meaningful conclusions, your data curve must be subjected to several different statistical analyses, some of which are somewhat redundant but which are required for gaining a meaningful interpretation of the data.

"Although, how difficult is it to generate a percentile out of the product of two fractions, with or without a calculator?"

Ah, so you believe that surprise is the product of two fractions. Wonderful. Let us see if this is consistent with what we find in the rules. If what you are saying is true, then the total surprise chance should be the probability that the surprisee is surprised times the probability that the surpriser can surprise. This also indicates that neither R(n) nor E(n) can ever be greater than unity (1) because it is statistically invalid to have a probability of an occurence greater than 1... in our example, that is to akin to saying that someone will surprise you 150% of the time that they meet you.

If we call R(n) the normal chance of the surpriser to surprise and E(n) the normal chance of the suprisee to be surprised, we can then proceed from there to get an equation of R(n)*E(n) = 1/3 (since "normal" surprise chance is 1/3). Wonderful!

What can we conclude so far? R(n) and E(n) are both between 0 and 1 and their product is 1/3. Let us assume, for sake of simplicity, that R(n) is equal to 1. Then E(n) must be 1/3. Okay. Let us now take the case of the "hard to surprise" character (call his surprisee chance E(h) for the case of this example) against a "normal surpriser" (who will again be represented by R(n)). We then have E(h)*R(n)=1/6. But since we assumed R(n)=1 in the example above, we have to stay with that assumption. Thus, E(h)=1/6. Well, that's kind of what we expected... E(h) is half of E(n). Okay. We're still doing fine.

But now we have to go the other way... what happens when a monster's probability of surprising is better than normal (say, 7 in 8). Well, our guess above that R(n) is 1 must be wrong, since we already said R(n) is 1 and R cannot be greater than 1. Let's ignore that for the time being, though, and do the math anyway. We can always apply a scalar at the end to make our results more palatable, right? We'll just bump up E(n) by a factor and bump R(n) down the same factor at the end of this exercise. Well, going back to our original question, we find that R(g)*E(n)=7/8. Since E(n) is 1/3 (from above), E(g)=21/8. In order to bring this down below 1, let us apply a scalar constant... let's pick 1/3. That means that we must adjust our figures above... divide E's by three and multiply R's by three. We end up with R(g)=7/8, E(n)=1, E(h)=1/2, and R(n)=1/3.

This suggests to us that our surprise equation is 3*R*E where R and E are the given die rolls, expressed as fractions, of the surpriser and the surprisee. In normal conditions, R=1/3, E=1/3, so the total is 3*(1/3)*(1/3) = 1/3. In the case of an alert character, we get 3*(1/3)*(1/6)=1/6. In the case of a stealthy monster and a normal character, we get 3*(7/8)*(1/3)=7/8. And in the case of a stealthy monster and an alert character, we get 3*(7/8)*(1/2)=7/16. While 7/16 is not very palatable for die-rolling, it can still be done fairly easily.

Looks good so far. BUT what about a character who is surprised more easily (perhaps he is rip-roaring drunk)... say, on a 1-3 on a d6? And let's assume he is being stalked by our patented stealthy monster? No problem! Let's just apply the formula... 3*(1/2)*(7/8)=21/16. Hmm.... 21/16 is greater than 1. That means that a simple formula such as multiplying surprise chances does not work. "Well, why can't we just change the 3 to something else?" you ask. Okay, let's change it to 2. Well now if we use it to determine "normal surprise" we get... oh, darn... 2*(1/3)*(1/3) 2/9. That's not right. We have to scrap this approach entirely.

Thus, we see that the surprise rule is NOT a simple multiplication of fractions!

The only other possibility that might save us would be to use a product of (1-surprise chances). This is also a valid physical concept. Maybe it should be: Surprise Chance = (1-E)*(1-R)*constant. We can check this quickly enough... under normal circumstances, the surprisee is NOT surprised 2/3 of the time and the surpriser does NOT surprise 2/3 of the time. The product of the inverses is 4/9. If it's simply multiplying fractions, we have to have a constant. Since we know that in this case we are looking for 1/3, it quickly becomes clear that the necessary constant would be 3/4. Okay, let's check with our stealthy monster... he does NOT surprise 1/8 so we have the following: 1/8*2/3*3/4 = 1/16. Hmm. That didn't work either.

Our last resort is (1-Surprise Chance) = (1-E)*(1-R)*constant. In the normal case, we know (1-Surprise Chance) is 1-(1/3) or 2/3. So we have 2/3=4/9*constant, telling us the constant should be 3/2. Let's again check this with our stealthy monster. we have 2/3*1/8*3/2 = 1/8. Okay, 1-(1/8) is 7/8... hey, we may be on to something. How about a character who is thoroughly sloshed (1/2)? When we crank that through we get 1/2*1/8*3/2 or 3/32 that he is not surprised or 29/32 that he is. Still okay, that's less than 1.

The acid test is to do something that pushes the bounds. How about a super-stealthy creature that surprises on a 99 in 100 and a super-uncautious character who is surprised on 99 in 100. Okay, let's run it... 1/100*1/100*3/2 is 3/20,000. Then we wind up with a surprise chance of 19,997/20,000. Still not greater than 1, so we're okay. But we have to do the other extreme too... a super-loud creature that surprises on a 1 in 100 and a super-alert character surprised only on a 1 in 100. We now have 99/100*99/100*3/2 or 29,403/20,000 ... and that's greater than 1. So close, yet so far. (1-Chance) isn't going work either.

Are you convinced that the surprise rule is NOT a simple multiplication of fractions yet? Suffice to say I spent three days trying to "reverse-engineer" the statistical probability model behind the surprise rule. And I COULD NOT DO IT. Not with addition, subtraction, multiplication, division, or exponents (I didn't try logarithims but I doubt they will work either).

Simply put, the surprise rule is mathematically inconsistent. We can "hand-wave" logical inconsistencies by saying, "we're abstracting stuff" or "we're intentionally dumbing things down to make it easier" (e.g., hit points or rounding all creature speeds to 5 or 10 feet per round rather than 9.4 feet per round). Nobody minds if you call gravity 10 m/s/s - it's close enough to 9.8 m/s/s that it will work for a simplified view of the world. But if you tell me that gravity goes on a 1/r^5 law, I'll get upset with you. :-)

I guess the point of all of this is simple... 3e is a more fundamentally sound game than its precursors. It takes a certain set of assumptions about the way the world works (the 30' rule is a good one to look at - "you can't target super-accurately beyond 30', hence no sneak attack bonuses") and, within those assumptions, creates a self-consistent and unified framework (I've already griped about and pointed out that 1e is essentially a collection of tables derived from a number of wargames with various world models, not all of which are consistent with one another).

You can question the validity of the assumptions, certainly ("well, *I* have pinpoint accuracy at 60 feet, so 30 feet is not a good rule"). But when creating an RPG, some abstraction MUST take place, and so there are always going to be assumptions you can challenge ("IRL, abilities of the general population don't curve like a 3d6 curve - it's more like a 6d6 curve"). But to properly adjudicate the balance and worth of a set of game rules, it is absolutely necessary to treat them within the context of themselves. The question should not be, "are these rules exactly right" because the answer is ALWAYS going to be "no." The question should rather be, "do these rules form a self-consistent way of expressing a universe to a reasonable degree of accuracy" with the companion question, "what degree of accuracy is reasonable given the expectations of the game." A game that tries to be very accurate modeling the real world (like GURPS) should be held to a higher standard than one that admittedly makes a number of abstractions (like D&D). Hit points are abstract. AC is abstract. These are NOT perfect representations of the real world, but the authors note that up front and say, "this is as granular as our system gets." IOW, (for those who will remember what I'm talking about), don't be surprised if you can see the pixels on a CGA monitor but also don't complain that your VGA version of the picture is much more complex and bigger than the CGA version. Game designers have to balance "ease of use" with "accuracy" with "consistency" with "universal applicability" with "page count." You must sacrifice one to get better at another (i.e., the greater degree of accuracy you desire, the worse will be the ease of use).

I feel 3e does the best job of any system to date of creating a "good model," by which I mean, "doing a good job of modeling the universe to the desired degree of accuracy." There are far fewer rules contradictions in 3e than previous versions. They have made an effort to do most of the modeling on the same "scale" even if that sacrifices a little accuracy in the name of ease of use (e.g., Skills replacing Thief's Abilities). That I prefer 3e's model does not mean 2e or 1e did not also have good models - it merely means that I think 3e's model suits my tastes better (by which I mean "less attention to statistical detail" - though obviously I can do that - so that "ease of use" is improved and I can concentrate on role-playing as a player or creating memorable adventures/scenes/villains as a DM instead of worrying about arbitrary details and charts).

3e, to me, is more "free-flowing" than 2e because its streamlined mechanics rely less on "lookup on charts" than its precursors. That is NOT for everyone. Some people like THAC0. Some people like five saving throws. That's wonderful. But don't tell me that 2e is a more consistent model or that 3e "falls down" logically in its rules application. It's simply not true.

I'm done now. Flame away, but you STILL haven't answered my very first question... what is the underlying statistical (or if you prefer "stochastic") model for surprise in 1e and 2e? I have just ripped to shreds the common fallacious assumption that is the product of two fractions.

Come on, 1e and 2e lovers! You've had what, over 15 months now? *winks*

--The Sigil

P.S. - Seriously, I am just teasing a bit with surprise - I still love 1e and 2e and bD&D... and those who play it. I just like 3e more.

Sigil,

Your last post was excellent until you wrote:

"Suffice to say I spent three days trying to "reverse-engineer" the statistical probability model behind the surprise rule. And I COULD NOT DO IT."

I gather you wrote that for dramatic effect right? If not, you should seek counselling, I mean this is clearly obsessive compulsive behaviour, not that it's a bad thing for someone who does physics for a living.

Surprise check and 2E, man do people actually use that system?
Of course Gamer you do, you hard core Gygaxian you!

Seriously were people still using this clunky and problematic system? I once had a two hour debate over it with an engeneering major and a math major over a question similar to Sigil's. Let's just say that my background in statistical research was not enough to win the other two and my vilain ended up being backstabbed by the party's thief and died without a fight and I cursed the players and had them pay for the pizza.

This useless debate prompted us to come up with a score called perception. It replaced wisdom on many proficiencies and modified find traps checks and detect illusion checks and saves vs illusions. It also determined the range of your infravision (according to race) 5' per point for average infravision (dwarves, orcs and elves) 10' per point for greater (drow and duergar infravision) and 2.5' for lesser infravision (stout halflings). We called for perception checks (just like spot checks are done now) those who failed them were surprised, we had made up a table of situational and racial modifiers and the system suited us fine. It became complicated when you had to pit perception vs. hide or move silently.

3E solved that for us, not perfectly but better than were doing.

Still you spent 3 days on this? You need help Sigil.

:-b

Hi, more on the fascinating statistical discussion (I am not being sarcastic, I am finding it very stimulating).

By way of preamble, I referred to the product of two fractions to illustrate the specific not the general case. The general case is what I want to begin consideration of below, or rather to continue the exposition of, since the worthy efforts of The Sigil come before.

To make this as accessible as possible to general readership, I will attempt to translate any 'numbercrunching' into slightly longhand form.

Thinking over the modelling issue, I believe the peculiarity in 2e AD&D is a result of two things.

Firstly, there are clear errors of logic in some of the chances given. Allied to this is the occasional historical comment from EGG and others that although various dice were recommended for surprise what they had started with was a percentile chance, that they then rounded to the nearest whole polyhedron dice - making it very difficult to see what the original chance was perceived as being after the game designer on the spot swapped out the % for a chosen die to roll.

Secondly, I believe that surprise enshrined not one but two rules calls. The first rule call was what we are talking about, the innate surprise rating the character is carrying around with them. The second rules call was the evaluation of the environmental factors that dictated enhancements or penalties to surprising and being surprised.

Surprise was described as being formed from

1. a chance of surprising someone else, and
2. a separate chance some characters had of negating surprise better than a typical surprised person could.

So given an x-sided dice, and a PRESUMED successful surprise condition if y or less is rolled on that x-sided dice, other than if a victim could negate that surprise, the person surprising has surprised the target.

Now, the question is not a uniform consideration of a presumed die rolled for ALL people surprised to see if they can negate the surprise they are assumed to be under.
The better way to see it is that IF the first die rolled for the creature surprising indicates success, the target IS surprised IFF (if and only if) there is no other factor that may negate surprise for that target.

So surprise is calculated as
____________________________________________
CHANCE OF SURPRISING multilpied by CHANCE THAT TARGET HAS A MEANS OF NEGATING SURPRISE

Now, if the target -can- negate surprise, -has- the target negated surprise?

At that point, we must ascertain what the target is in terms of what category of surprise negators it is in.

__________________________________________
How do we ascertain which category each target of surprise is in?

We refer back to the population breakdowns. Percentages for all characters from Level 0 clod to umpteenth level god are given in increasingly explicit detail in each iteration of D&D with respect to occurrence per 1000 of population*.
Assuming also that there is a default chance of not being surprised even for a Level 0 schmuck, this still does not harm the suggested model as we plug that in for the case where the target is NOT in any other identified class.

______________________________________________
Now for each of the slices of the population there is a different (sometimes crazy) surprise negation chance - for example a certain nutty class or kit might only be surprised on a 1 or 2 on d20 or whatever. This doesn't matter for any given campaign world, as the DM knows whether or not he or she is going to allow that class or not and can then put them into the population breakdown or not. Using only the default PHB classes for convenience, the calculation of surprise negation is then

___________________________________________
CHANCE THAT THE TARGET IS OF THAT CLASS (call it CLASS%) multiplied by CHANCE THAT THE TARGET'S CLASS NEGATES SURPRISE (call it SURPRISED%)
______________________________________________
If you use a version of D&D that gives everyone a chance to negate surprise, then CLASS% = 100% ie it is a certainty that the person is of a class that can negate surprise. IF you DON'T use such a version of D&D then the CLASS% is equal to the sum of all the chances that a person can be of a class that can negate surprise.
______________________________________________
SURPRISE% is going to be different for all the classes whose chance of occurrence is part of CLASS%, based as it is on all those weird dice regimens.
However, crunching them out for your version of D&D will give the absolute chance for the given D&D world that surprise is negated, and when this is added to the expression we arrive at a final formula which is based solely on the D&D rules and can form a simple (at least once it is all worked through) map of the range of surprise chances. From that one can hopefully plot the variation by class of surprise and theorise as to missing classes or abilities that might explain otherwise aberrant surprise modifiers within the classes.

To this has to be added the external factors listed in the rules that modify the chances of surprise. These include environmental factors like shadows, being underwater, being blind drunk and so on as referred to by The Sigil. Each of these factors is applicable to all characters in theory but in practice is not universally applied. I agree with The Sigil that the arbitrary nature of the surprise modifiers, particularly as they accreted to the system over many years, made working with them intellectually uncomfortable. However, it would be possible to at least list them as other axes of the same graph under my percentile approach, and identify exactly where the modifiers ARE inconsistent for no logical reason. At that point we could productively suggest smoothing of such aberrations by introductions of different modifiers, or else see if there really is some other reason for such spikes or troughs in probability as the dice modifiers would require.

-J

*In older D&D, by reference to statistics required to be a class versus dice roll method to produce same, and encounter chart frequency of class; in 2e by reference to explicit mention in Players' Option entries and elsewhere; in 3e explicit mention is made of occurrence of class by % of population

"Still you spent 3 days on this? You need help Sigil."

Probably true. And you are right that I am somewhat obsessive-compulsive when it comes to playing with numbers... I used to spend hours in high school prime factoring ten-digit numbers just because "there was nothing better to do..." probably why I did pretty well in physics, but not that great of a conversation starter on dates. :-)

And J, I'll cede the point that certainly one could come up with an underlying probability system in 1e. But, given the number of points that have accreted over the years, I am afraid that we will not see a very consistent model (I could be wrong).

Could we smooth it out? Certainly. But the very fact that it *needs* smoothing out tells me that the model is inferior to the 3e model, where no "smoothing" is required. :-)

--The Sigil

Jonathan, You did not answer The Sigil's question. What the frell is the chance of surprise?

And Sigil, tell me you did not start your dates with statistical analysis banter, that's even worst than talking about RPG's, comic books or stamps. (unless you happen to meet someone that shares your obsession).

Anyone noticed that the Gamer hasn't answered my questions regarding his fanatism... Hey Gamer are you saying I'm right?

D&D 3rd Edition is awsome. If you actually tried it, you would like it. I thought it was a ploy to get money but I was wrong! You have judged a book by its cover which is something you shouldn't do! The class system is better, combat is fixed and xp is resolved better. Thaco is not gone, it has been relaced and made much easier. Just try it.

Hey Max! 3E is a money making ploy! But that does't keep me from liking the game. A company that puts out a product and doesn't expect to make money from it is doomed to go the dino's way.

No, thankfully I did *not* start dates talking about statistical analysis of various game systems and their shortcomings in modeling the actual physical world.

I can turn that "on and off" when needed (thank goodness) and am very happily married with a young son... and my wife neither understands nor cares about nor has to endure me talking about statistical models of the world. I save all that for you folks. ;-)

--The Sigil

Good for you, and them : )

Hi. I know this isnt quite the right place to post this, but, after looking around the site i THINK its the next best thing, so please, bear with me.

I remeber years ago, Ssi made these great dnd games with tsr (but my favorite was actually some weird buck rogers game). Anyway, years later, im trying to find the online again, but im not having any luck. I dont know much about computer though, so maybe someone else has found them, any luck? Id really like to take a crack of the pools of raidance again...

i would like to with draw my above coment. when i did this i was rushed for time (i dont have the internet at home but surf the web from an iternet cafe) i had only read aoupel of comets and, hveing lost a thred like this befor, i dested to put my post in then. i am very sorry if this has coulsd any afen.

just so you know, sam, it is dilxey, and my speling is shit becous of it and sows my hand riting. if i suffer from alpsa (whatever the hell that is) then its in conjecon with dilexea. some time i will send you one of my school books. o.k

T2 then I am truly sorry for my comment. It's just that you should see the level of anger some anti 3E people have out there.

I don't need to add insult to injury by asking you to prove you have dyslexia.

Back to the topic at hand.

So what you're saying T2 is that the 3E rule have made the game more accessible to you then?

Because they are clearer, which in turns makes them easier to read and so allows you to play a great game and join the gaming community without having to bust your head reading rules that make less logical sense than an IKEA assembly manual.

How can that be a bad thing "Gamer" and other anti 3E advocates?

More people to play with gives us more choice as to who we play with… oh but then we might not have to be stuck with Gamer and his bunch of grumpy old gamers. : - b

Sam, it is obvious to me that you havn't even bothered to lookat the Hackmaster Game Have you? It is FAR more than just a crappy knockoff. The Game has taken ALL that was good from 1st and 2nd edition, from all the "complete" guides and from players options and put it into the main rules.It cleared up all sorts for rule conflictions and added many more rules toadd realism such as Armor Damage, building points and charcter flaws. All without totaly changing every single bit of the game mechanics. Hackmaster is all that remains of the Dungeons and Dragons that I once played. That 3E has almost nothing in common with the original. A new edition is supposed to clerify and fix what was wrong with the original, not change the damn thing so much that I can't which way is up.

"A new edition is supposed to clerify and fix what was wrong with the original, not change the damn thing so much that I can't which way is up."

You mean like Windows XP (compare to Win 3.1)? That hasn't fixed the problems that were wrong with the original...

Oh, wait, sorry, wrong rant...

It comes to this... where are your "gaming values?" If you want a game that is more easily accessible to "new blood", 3e is a better choice than 1e/2e/HM. If you want a game that has a lot of complexity and many options, 1e/2e/HM is the choice. If you want a game where the mechanics "stay out of the way" during gameplay and you can improvise with just a single die, 3e is a better choice. If you want a game where the mechanics are important (and you don't mind constantly referencing rulebooks and tables), 1e/2e/HM is for you. If you're looking for a consistent rules system that feels homogeneous in combat, checking for traps, casting spells, haggling with merchants, with very few inconsistencies, 3e is for you. If you're looking for a system where combat has a different feel than checking for traps, which both have a different feel than casting spells, which all have a different feel than haggling with merchants, and you're willing to live with a few inconsistencies, 1e/2e/HM is for you.

As has been stated many times, it's not the system that produces the role-playing... you can role-play regardless of the system (heck, you can role-play Monopoly). However, the way the game "feels" has a lot to do with the rules (like it or not).

I personally prefer 3e because it is much more free-flowing, IMO, thanks to the d20 mechanic. I am not constantly referencing charts (in fact, one of the things I like about 3e is that I don't need a DM screen) and can concentrate more on ambience, atmosphere, and interaction of characters (PC and NPC). Players can quickly pick up on the system, so I am able to add new people to my campaign frequently. While the hue and cry goes up from the old-school, "it is conducive to munchkinism" (I personally disagree, but that's not the point), I would point out that "because it makes the game mechanics more transparent, it is conducive to role-playing."

This is not to say that there is no place for the DM's screen with all of its tables and characters moving through an area in a dungeoncrawl, with bags full of dice and constant rulebook-referencing 1e-style. Obviously, I did that for a good number of years, too. :-) The cry goes up from the 3e crowd, "but 1e is so complicated and confusing," to which I respond, "yes, but it is trying to present a slightly more realistic model than 3e" (I happen to think that while it is a slightly more realistic model in some places, some of the underlying assumptions in other places are quite odd - like surprise - or just flat out wrong - like "the problem with infravision", but I appreciate that it in general is slightly more realistic with things like weapon speeds and so forth).

I also think that while 3e does seem to have a slight focus towards "use miniatures on graph paper when enacting battles," 1e shows its "miniatures/wargaming" roots much more by its choice of movement scales (you DO know that this is why 10 feet was abbreviated as 1", right? Because the scale of the miniatures was 10 feet to 1 inch). IOW, 3e tends to explicitly call for miniatures but they are not necessary to understand the nomenclature, while 1e almost requires an understanding of miniatures in order to understand the system of nomenclature. Either way, miniatures clearly enhance the experience but are not necessary... but it serves to illustrate the similarities of the systems... both ultimately hearken back to miniature wargaming roots and are not as different as either the 3e or 1e/2e/HM pundits would have us believe.

All that said, I happen to prefer the 3e style of play. This does not automatically make me munchkin, elitist, stupid, smart, inclusive or anything else. It simply makes me "one who prefers 3e." It does not make those who prefer the 1e style of play munchkin, elitist, stupid, smart, inclusive or anything else.

Are we all clear on this? Whether or not you want to admit it, once you strip away all the rule trappings and probability curves, 3e and 1e are, at their hearts, fundamentally the same... much more similar, actually, than Palladium and 3e (despite Palladium's longtime use of the d20 mechanic). We all like different manifestations of the same fundamental system and let's quit bickering about which is better... depending on your specific use for the mechanics, one will be better for that particular situation than the other, but across the board, well, that's a different story entirely.

I'm done for now.

--The Sigil

Well, put sigil. I agreed with everything you wrote. I like game with lots of chart. I take a lot of the guess work out of running the game. This is the 9th year that my group has been together. One time I tried to run TSR's Oriental adventures and one of my players was all excited because he knew love oriental adventures. I found out later that he liked it because the rules are very loose. Discriptions on abilities are very short giving him loads if free space to do very cheesy things because "it dosn't SAY he cant do that action.". This leaves it up to me to say his ctappy abity won't let him jump over a pit that is 500ft to the other side. Now if I had more information on the subject (like Hackmaster has lots of) of a chart that lets me roll for it, then they don't get all pissed off at me for having there character fall to there bloody death because I as a person felt his character couldn't have made it. I prefer hackmaster because it has lots more of the options and information I look for. 3E seemed to have just changed existing game mechanics around to make thing even more vague. Now maybe if I had a group of newbees that didn't know broad sword from a bastard sword I would have a much diffrent view on the subject. Newbees take the DM's word as law (like it's supposed to be played). But when I have a group of 6 WELL played players, who have all ran games themselves, this little Power cleave, sneek attak stuff ain't going to cut it. I need a game with MUCH more conetent. Some hard copy I can show to defend my views. So far from what I have seen 3E is not the system that will do that. I know that I deffended the Gygax's adventures in previos quotes and that they are vague as hell, but man those adventures are just too damn cool. I would have loved if they would have re-written those with more meat in them. I wold like to say I'm sorry to whoever I wrote profanity to a few posts ago, but It sounded like he was saying whoever liked those was an idiot. Well, I know that whatever I write will not change your minds about 3E, and you'll probably never change mine. All I ask is that you view Hackmaster not as a paroty but a real game.

PS: At least LOOK through the damn thing SAM before you bad mouth it. I actually OWNED the 3E PH before I started to really bitch about it. I sold it a few days afterword but at least I gave it a try

Blimey Gamer! You seem to be vaguely reasonable now. Whatever happened?

:)

Do you really need the books to "back you up". If the players wont agree with your decisions and play along with them, surely that is due to the interpersonal skills of the group not the rules of the game.

If you're not screwing players over, I've found that most groups of players (experienced and newbees) will go along with your decisions as long as they are consistant. Yes, rules spelled out in minute detail can make that easier as a GM to maintain that consitancy, but often slow the game down and result in lots of dice being rolled. They can never cater for every eventuality either, so to some extent you can never rely on the rules to back you up 100% of the time.

3e seems more consistant throughout the system, be it twating someone over the head with an axe or climbing the wall in the first place the reach the afore mentioned twating situation.

If you handle similar situations in a similar way each time, then even if your style of GMing is completely different to someone elses most players I find are quite happy, they know the score and know what to expect from you. This can be irrespective of system. The way I GM is similar in CP2020 and SLA to the way I DM in D&D. The rules are different, but my adjudication of situations will be the same. If people don't like the way I play, it will tend to be because they don't get on with my style, rather than they don't like the rules.

That isn't to say that shit rules are not going to cause friction, they will. But in the whole, getting people not listening to your rulings boils down to their relationship with you.

You may not think 3e rules are the best, but there is no way they are shit (for any of the tossers that will just say they are, explain reasonably or fuck off). They are still on the whole giving a very similar feeling game (my players didn't really notice the difference after about a fortnight). Yeah, they are not perfect, but no system is, even 2e. They are better than most. Whether they are better than Hackmaster, I cannot say. I've never played it, but they seem to work fairly easily and as a GM using them, I have fewer gripes about the system than any other. Just because most decisions can be made by rolling one die, therefore speeding my game up so that we can roleplay and not worry about the rules.

Baron

I've read through a lot of the posts (not all). I started playing in 1979. I played with the basic rules and then advance rules when they came out until about 1995. I started playing again this year and I started with 3E. I was a good learning curve ( I'm obviously not young any more). I like the 3E rules, most things it simplified. As a DM I can get involved with the characters more and spend less time making sure I am following all the little rules. As for the THAC0 – That always seemed stupid to me. You had to have a chart to see if you hit and when you leveled up you had to change that chart. Now they roll and give me their to hit – I say hit or miss. I seldom tell them what armor class they’re attacking, if they’re not familiar with the monster they would not know anyway. Some of the new rules take time to get use to but over all I like them. I am playing with a mixed group – some new players some I have played with for years.

I too started playing in 1979. Old school:

Judge's Guild:
Citadel of Fire
Caverns of Thracia
The Temple of Set
City State of the Invincible Overload

The G series
T1: pillaging the village of Hommlet

It was never in the rules. These are like a cloak.
As long as the DM appears consistent, the game flows.

Does anyone remember the cover of the first Player's Handbook or the Efrete (sp) Lord on the first Dungeon's Master Guide. Shocking; transforming. I remember getting the D&D basic set and knowing I had found my home. There was no place else I would rather be than campaigning. Do you remember the thrill of your first campaign. The uncertainty, the edge. That's the heart of the game. (Re)Capturing that is the job of the skilled DM.

Looking back, the rules and the fights over interpretation that they beget are part of the core memory but not the essential factor.

Of course, I'm lying about the rule: I spent weeks memorizing the books,
precisely to prevent arguments from hindering the game's flavor.

Back when I was young we spent every Saturday, all day, playing. The rules were more of guidelines than etched in stone. They gave you the freedom to play the game. Those that want everything spelled out for them need to play monopoly where the rules are rigid. We did not have a lot of time wasted on arguing on someone trying to do impossible things because they were, well, impossible. The rules gave us these guidelines on what could be possible and what should not be. The rules did this not be restricting the game but by opening it up to us with guidelines. 3E carries this on by being ‘vague’ at times and specific at others when needed.

I never played under 2E (Have about 30 2E books sitting in a box) nor have I played under ‘Hackmaster’. Nor will WOC ever get rich of me (my group tends to write our own modules after we get the fill for the rules). We rotate DMs as new people get the experience and want to give it a try. Our game stays the same, as we are consistent in our interpretation of the rules. No fights, no serious augments, just good gaming.

Thanxs for the soap box.

I have found differences in the systems but don't get me wrong is change good. Now adays kids are the new gamers and WotC is targeting them with there simplified rules. As to the feat system it lets you make you charecter different from the norm. The only way you could do that is with skills and powers for 2nd edition. Now about 3rd Edition being not D&D only a bunch of book with the title (not exact quote from earlier But that is what i undestood from what i read) the only true edition of D&D was the fisrt game they ever created everything else was a copy or mimic of it in some way but not the real thing

As to my last post i have not played anything lower than 2nd edition Ad&d so if there is a way to alter the char. so it is not a sterotype like in sec a fighter was just that a fighter he couldn't change to much about the style of fighting he did it was just hack and slash. Not a unquie version of fighting like get a longsword and running up to a crowd of mobs and killing several of them before they get a chance but then another fighter runs up there and only kills one but his strength lies in the next round when he pulls out a whirldwind attack. Then you have you mages who can just throw out some ultimate spells that get nasty and just decimate but to do that you have to get high lv so it becomes evened out for that aspect. now i am not trying to say your opions are wrong. but that is my opion. and gamer i agree with what you said about older gamer and newbies it was right on to a point i have play only for a few years and i was reluctant to play 3e until i tried it but i like it for it versitilty of the char's. In my own opion about it as i said before Wotc made a smart move in simplifying the game so the younger kids will understand it because face guys and girls they are the new audeince not us companies look at who is gonna by the product and it is the kids i mean the put out pokemon cards.... no offense to those who accutally play that game...

I'm new to this post, so this may seem totally out of place and not going with the flow but ive noticed something about most off the previous posts. You are all agreeing and thinking you are disagreeing.

--3rd Edition D&D is not 2nd edition AD&D. this is a fact in both the technical and the metaphorical ways.

Here is why:
--the system is 65% or more different...thats because it was designed that way, but dammit its a working system and one that works well. I know some of you are so attatched to the 2nd edition green char sheets, i was and it took mea while to realize that some things are better in 3rd edition.

--some rules and therefore some detail has been removed from the game. This is true, but once again there is a reason. The reason is thus, too many rules slow the game down...the golden rule as a DM was if you couldn't remember the specifics of a rule make it up. I ask you why do you need to know the percentage chance of a character finding edible/poisoned or no food in a temperate mountainous region with the foraging proficiency? you don't if he can forage give him food, once in a blue moon make him sick from eating the wrong berry, and lose the rule. 3rd edition focuses on ROLE-playing, not ROLL-playing. less rolls means more game time=more fun.

Before you knock the system buy the three core rulebooks Players Handbook, Dungeon Master's guide, and Monster Manual(i know its a hurt on the pocket book, but borrow them if you have to) and read them, theres at least some great artwork, and they give ability scores to the monsters. WOTC may have simplified it, but its not because they think were simpletons, its to improve and increase gameplay.

1e is great it has all kindes of tables that are always used in play thay give extre detail druges/alcahal, magical effects of jewls,effects of plants,chance of rolling a high or low nomber on a 3d6,cartoon strips,art,and alot more.2e is clearer and easear to use but the format/art is tireing. the remake of 2e is great i use it. and i run a campain that uses alot of the extra books.which sort of brings me to 3e i'm sorry but it just isent their. the books may look cool but i think a good DM keeps to 1,2e PS:please DO NOT wast your money on 3e

Why?

Qualify your statement.

Why does a good DM stick to 1,2e?

Surely if 3e has not got all the tables etc that you mention, the DM has to be better, to live without them...

Or has 3e got rid of loads of tables, because you don't need them? Stopped the need to constantly cross-reference between the books and allowed the game to flow better. No "Hang on a sec........ Ah here it is..." statements from the DM.

I’d disagree with your statement that 3e lack detail. I personally think things are laid out better with enough detail that the majority of things are easily understood. If YOU feel there isn’t enough detail for various things, then maybe you’re not as good a DM as I, who manages quite happily without them…

Don’t just generically call me (as a 3e DM) crap, unless you can justify your view.

Baron

PS Please find a decent spell/grammar checker

Hey Baron!

Ever consider that for "3esuckes" English could be a second language and that he/she writes by ear? Read a few posts back and you can find a person (T2) who suffers from a form of dyslexia-like writing problem, I sure put my foot in my mouth that time...

Still 3ES, you'd need to devellop your point a bit more than that. Even if it is to repeat the same stuff we've seen ad-nauseam on this post for the last... 18 months I think?

WILL YOU ALL SHUTUP!
My God you people have to complain about a lot of nothing, or maybe I'm wrong. I think you should just use the whatever rules you prefer. I started playing the game on the 2nd Edition, and have hooked ever since. I myself found some things such as saving throws unable to encompass certain things, so if a player needed to make a reflex check, as 3rd Edition calls it, I would just use the players dexterity, after all isn't dexterity reflexes?

Anyway, I stopped using all the rules and now just use my own, modeled after all the rules. I create my own classes, races, monsters, spells, worlds, cities, etc. I don't rely on charts unless I feel there is a need, I've only used a chart once. I don't buy all those modules out there unless my players want to play that bad. Those who say 2nd Edition is all hack-and-slash COULD be right, I wouldn't be sure. I reward people on good roleplaying, making good decisions, of course defeating monsters, using their abilities in a smart way. I've done many other things that all are based on 2nd edition rules, and now rarely use the 2nd edition books or 3rd edition for that matter.

As for all of your arguing, well I just have to say that there isn't much of a difference between the two editions. I had always thought the game was based on roleplaying, IT DOESN'T MATTER WHAT RULES YOU USE. 3rd Edition is for those who don't excel in math, and I respect that, I don't even think all the changes are bad, but if I didn't make all my own rules, which many players might prefer anyway(it would make all DM's more diverse if they tried to make their own rules, instead of arguing over which rules are better).

So whether or not I've proved my point doesn't matter to me, I'm not so limited that I HAVE to stick with pre-determined rules, after all if I didn't make my own rules and changes my players could play with any of the other 3 DM's in my neighborhood. So now I leave you people, not that I made any sense, goodbye and have a bad, or good if you prefer, life.

OK. I feel I have to do this now, after 2 years. I'm the original write of this "rant", article or whatever you want to call it. It's amazing to see that it is still receiving repsonses after all this time. I feel honored that so many have responded to this, no matter what their opinions are. After all, they are just that: opinions. I was asked to write this article by a very good friend with whom I played Asheron's Call with. I did as much research as I could at the time, as 3rd ed. wasn't out just yet. I gave my opinion as to what WotC was doing to the D&D universe. Granted, some of what I've heard since it's release do sound appealing. However, for me the majority of what 3rd ed. encompasses is just plain useless to me. As others have stated, and the books state themselves, the rules are not set in stone. DM's, for years now, have been adjusting, or even changing completely of doing away with, the core rules, since almost day one. That's what makes this game genre one of, if not THE, best in the entire world. We have the ability to change what we don't like or tweak it to make it more suitable to our style or even a universe we've made up. As Asmadeus said, I've made up entire worlds, complete with cities and their own unique rulers, my own creatures, villains and quests, magic items, etc. Some say WotC made 3rd ed. what it is because so many gamers needed different rules or changes or whatever. All that means to me is WotC found a way to get people to spend a lot of money on a whole new set of books which, essentially, take care of changing around or getting rid of anything some people thought was necessary. Fine, let WotC sell the books, let whoever wants or needs to buy the books...I'll sit here, in my own little world and do what I've been doing for years. Taking 2nd edition rules and almost making it my very own rpg system. Thanks to everyone for your responses and opinions. You guys are the greatest.

I AM 18 AND LOVE D&D I HAVE 102 CHARACTERS

Good for you corey. You have demonstrated a complete lack of a life by sitting down and making more characters than any gamer would ever need for a system. Cheers to you for perpetuating that loser stereotype gamers have fought against.

This part of the thread is a lot like an epitaph. It's nice to see the denoument of the original concerns.

Throughout these discussions there does seem to be a common thread. Recognizing that any game system is an abstraction of "reality," both sides don't like inconsistencies within the game system or within rulings of the DM.

I agree with several earlier posters, who said that the game system does not affect one's ability to role play - whether the system is consistent, sleek, and sensible, or ponderously detailed, whimsical, and random.

For the truly ambitious, the skills and mechanics of role-playing and storytelling can be learned from a writing course or a screenwriting text. The game rules - the structure and mechanics - are there for a different reason: To ensure that nothing interferes with game and story flow.

Our own group broke up after irreconsilable differences developed over the need for rules altogether. A player, and later DM (alternating roles), believed that consistent game mechanics constrained "his" story too much. That player began to dominate the game, constantly arguing that it would make a better story if events happened the way he imagined them, rather than the way the rules allowed. Players grumbled every time he got his way, and every concession became the minimum he'd ask for in the next game.

Ultimately, as the group of players finally broke up, and some arguments that became very personal, I think my points were vindicated, at least in our group.

1. Rules are there, not to simulate a reality, but rather to ensure every player gets a fair turn, and a chance to contribute to the outcome.

2. The Magna Carta. Rules apply consistently and evenly to the DM. The more the DM cheats the roll or the rule, either in favor of PCs or against them, the more the DM exceeds his mandate as moderator and referee. He either robs players of their contribution to the story, or he deprives them of any real sense of challenge and accomplishment. The players' presence at the table becomes arbitrary. They become passive witnesses to the DM's construction.

3. Regardless of whose rules one uses, if they are consistent, ALL players and DMs at the table must agree to the same rules. They exist in the books owned by each and ALL players (I strongly recommend never using the Complete whatever supplements), so that each player takes an active role in enforcing them.

4. Every exception to a rule successfully argued in game becomes a brand new rule to learn. Every exception to a rule stops the game flow as its nuances are negotiated between player and DM. Over time, the interesting conflict in the story scenario is abandoned in favour of a constant personal conflict between DM and player (and other players).

5. In a game in which several imaginations are being employed, those imaginations will not always be compatible with each other. Anyone who's ever had a disagreement over a shooting when playing Cops and Robbers will understand. Clear, detailed, consistent rules, and a fair arbitor of them are needed to help players get passed these log jams and move on to the next action.

For example:
It is not important is not that Darkvision works by seeing heat or not. That is irrelevant to the game, to role-playing, and to the story. It is important, however, that players get an accurate description of what Darkvision allows them to see (black and white, and range) and that this is consistent. By having it spelled out clearly and agreed beforehand, players can then move to the role-playing and story aspects of the game, deciding how they will use Darkvision as it is to win the day. (and deciding what they will say to the enemy they see hiding in darkness).

You got that right Rabitman. You might want to check out Hackmaster though. They have all the great stuff you loved about 2nd edition and added all the stuff you always wished they had put in it.

Ah, Hackmaster. The parody that is so good and playable it wins the Origin 2002 "Game of the Year" Award.

Additional comment: The GM makes the game. A good GM can do wonders with a flawed system. A bad GM is bad no matter what.

you got that right elflord. But, even a great GM may have problems with a half ass system like 3E. You got all those lame ass skills and crap, bent on making the PC as chessy as possable. I've met many a player in my day and None of the ones that I know that have actually checked out Hackmaster and read through it have ever said it sucked. Only about half the gamers I know have liked 3E after reading through it.

Hackmaster looks fun. It makes me think of my old days of gaming with a nostalgic smile on my face. Will I play it? Probably, and I expect to have a good time while playing. However, that doesn't change the fact that Hackmaster is a beer and pretzel game. It's only really meant for one-off games. The game is a cobbled mess of charts from older, and poorer versions of Dungeons and Dragons. Get with the times Gamer. Better yet, get your head out of yer a%% and give 3E another look.

OK Gamer, I've read through Hackmaster.

Other than making me nostalgic for my 1st edition high school basement campaign of the late 80's. I didn't find it all that good. It's basically the same thing 1st ed AD&D was (give or take). Not having played it though, I don't know what difference the few changes I spotted make on the enjoyment of the game, so I really can't comment credibly even if it didn't seem all that different to me.

I've read and played 3E (for over 2 years now) of course there are lame ass skills and feats, just as there were lame ass things in 1st and especially 2nd ed.

As for having problems with the system per say... I've had a whole lot less arguments with 3E than with the previous editions. Although me and my friends have years of experience more now than when 1st and 2nd ed came out, I remember the puzzled looks of those who didn't get it back then.

1st and 2nd ed, turned people off because they were too quirky. The puzzled looks I now get with 3e is from people who don't get RPGs, not the mechanics of them but why we like them as a hobby.

It boils down to personnality and freedom of choice. While we probably wouldn't like gaming together Gamer I'm certain both our respective groups like RPing because it is THE BEST PAST TIME EVER, for us.

Tell you what, you stop treating people that like 3E like retards and I'll stop writing you're narrow minded? Truce?

Enjoy your game folks!

Okay Sam, Its a truce. I used to be the banner boy for second edition until I played Hackmaster. Now, I know 2E had LOTS wrong with it. I know know the pleasure of running a game where all the EXTRA crap (kits, players option ect.) dosn't tip the scails to the players corner. In a hackmaster dungeon I can make a game challanging without having to put a dragon in every room. I fear that 3E will go the same wayas 2E though. It's only been like 2 years and every time I go to the gaming store there is like 5 new books for 3E that came out that month. I'm glad hackmaster books come out kind of slowly. Sorry Sam if I sounded like an A-hole or a raving loon, but I assure you it's only when I'm typing and only on this site. It's just I have a real jerk that tries to push 3E on me every time I go in the store. They get all offended when I say nicely (unlike my Mr. Hyde like net self) "I don't care for 3E". It's been fun though. Sorry you didn't like the book Sam. I (as my personal opinion) could not have asked for a more perfect game. It has everything I've always wanted, and there website kicks ass. You can get help on line from other players and GM's and ask there opinion on problems you have in the game. If your lucky the owner of the company or the author of the game your running will even respond. They seem to care alot about the players and the game itself. They don't seem to have there agenda being only monitary based. Thats the feeling I got from 2E and 3E.

Gamer.

Cool about their "Help line" I didn't know that.

Well more points for them then. Not only have they produced something that made me laugh (well I thought alot of the stuff in their book was funny su me) But like you said Gamer they seem to show genuine concern for their customer... cool.

How to cross words with you again fellow RPGer.

May Cthulhu NOT watch over you.

I just finished the daunting task of reading through the whole argument, and I feel I have to defend 3E. As I see it, there are three main arguing points for the anti-3Eers. Keep in mind I have no experience with 2E besides what I've seen in various threads and rants, and an old "Complete Theif's Handbook" that was found in my basement.

1.)"3E isn't really D&D."
2.)"3E's a munchkin's paradise."
3.)"3e sucks cuck."

As for the first argument, I find it hard to see this. The first basis is that 65% of the rules have changed. Yes, but I honestly can't see what's so bad about the new rules. First of all, on THAC0 and BAB. They're two sides of the same coin people! Just because Wizards decided on a more intuitive system, it dosen't mean that the mechanic's different! I hear a lot of you complaining about how THACO used to be a 'coming of age' thing for D&D. So basically you're saying that roleplaying should be restricted to the mathematically elite. A predictable counterargument would be "They can go play something else!" But, put yourself in the newbie's shoes.

You think RPGs are kind of cool, so you go over to your local hobby shop and look at some of the books. Of course, the RPG name you most remember is "Dungeons & Dragons", even if it is from riots about it being a satanic influence. So, you pick it up, read the first couple pages. You shell out some money for it, thinking it looks cool(not to imply that it dosen't look cool.) You read the rules, either giving up halfway through or skimming through and barely understanding central concepts. In the first case, you give up and tell your freinds about the arcane complexity of D&D. They are scared off of roleplaying for good. In the second circumstance, you call up your freinds and decide to run a game. Not ten minutes in rules questions pop up and it turns out that THAC0 wasn't that simple after all and you can't find table X-32. You and all your players are scared off of the game, and role-playing in general. In both cases, a PHB may have been bought(but possibly returned), but you and your freinds will most likely never pick up a D&D book again. Or a Whitewolf book. Or a GURPS book. Or any other roleplaying book. The whole industry is denied customers because of TSR's needless complication, and you and your freinds could be denied fun by it as well. Of course, you don't deserve to roleplay because you're not among the mathematically elite. Excuse 3E for being 'newbie freindly.' Because there are going to be more 'pimply-faced 12-year olds raised on Magic' than old, crusty and inflexible 2E fans.

Back to 3E not being D&D, though...another thing people mention is saving throws. The old saving throws made no sense. So somehow resisting a Hypnotize spell cast by a first level wizard is identical to dodging a Fireball spell cast by a 47th level wizard, but different than resisting the effects of a Wand of Hypnotize used by a 1rst-level Wizard? I don't think a particular list of Saves can 'make' a game. Plus, the new saving throws are easier to assign saving throw types to something that isn't dragonbreath, wand, spell, poison or whatever? If you're hit by a spear trap, do you make a save against wands or dragonbreath? That shouldn't be a question, since a spear trap is not a wand nor a dragon's breath(although if it was a spear dragon...) On the other hand, a Reflex save would easily be case in point:reflex saves are basically checks to get the hell out of the way. Sure, dragon breath also uses these checks...but they really are 'getting the hell out of the way' checks than 'resisting the dragon's breath' checks.

When people are cornered by these two rules changes, the basic thing they resort to is that '2nd edition had more character!' I don't see this as very valid, are you saying that the 'character' of 2nd edition came from it's rules? When I read through the "Complete Theif's Handbook", the only 'character' I noticed was 'old.' When I read through my 3E rulebooks, I actually felt like they were exciting, and all the races, classes, skills, feats, items, monsters and spells were exciting. Which seems more like the right 'character' of a high fantasy game:'old' or 'exciting'? I thought so. If 'old' was all the character that 2E has is 'old' then that can't be a perk of the system. Of course, maybe I'm missing this altogether and D&D rulebooks were meant to feel old, and make you keep feeling that the next chapter would always be more interesting. If that's the case, then you may be right. But 3E feels like 'High Fantasy' while 2E feels like 'Rules.'

Now, onto the second argument "3E is a munchkin's paradise." How any game system can force players to be 'munchkinny' is a good question, but let's look at the common reasons for this fact. First off is multiclassing. Now, I'm sure you guys all decided to immediately burn your books halfway through reading the 'Multiclassed characters' section. Basically, if I can remember correctly, it says that you get 20% less experience for each extra class you have levels in, ignoring your favoured class. So, a hypothetical Fighter1/Wizard1/Theif1/Cleric1/Ranger1/Paladin1 would only get 20% normal expereince(and that only because elves have Wizard as a favoured class), and have a character substandard for 6th level. And, if they forget the rules like you do, and take a seventh class, then they won't get any experience whatsoever! Thus, even when the rest of the party is at 37th level, this munchkin will still be at 7th(and probably dead.) Real munchkin system there.

About feats and skills:they only help you enhance your character. Non-weapon proficiencies were a pathetic representation of your skills. So, a 20th level fighter who put all their NWPs into Blacksmithing would still have a single-digit smithing bonus. On the other hand, I have a 1rst-level fighter in my campaign who has a +9 in Smithing(+4 ranks, +2 Skill Focus:Smith, +3 Intelligence.) Munchkin, you say? Not at all, he simply plays a good blacksmith with little world experience(levels.) In 2E, he could probably only have a +1 or +2 bonus to Smithing(plus maybe his Int Modifier). Now, the same could apply to a blacksmith's son who was trained in smithing, but decided on a career as a gladiator instead. And they would have the exact same stats in 2E. In 3E, the second case would probably have 2 ranks in Smithing, and some combat feat, and maybe he's smart and has a +3 Int bonus. So, there's now a +4 bonus from our two characters. I actually remembered the player saying that the skill distribution was used to help design his character's past. So, the skills system can either make your characer's skills and experiences have more effect on gameplay(which is not a munchkin thing) or help a new player think up their backstory(not a munchkin thing either.)

Feats are just a category for all the things that, as mentioned above, got tossed into random categories like NWPs or class abilities before, and unbalanced the game. It also personalizes your characters as mentioned above. Skill Focus represents devotion to a particular skill, and results in a character who may be extremely good at something for their level(as seen in the +9 Smithing example above.) Improved Trip/Disarm/Whataever means that the character has a tendancy to use those maneuvers in battle a lot and has discovered little tricks on how to use them. And the list goes on. Feats are a way of customizing your character, and representing backstory in game mechanics.

By the way, what I've seen of kits are more 'munchkinny' than PrCs. For example, in my Complete Theif's Handbook, there is a kit for 'catpurses.' Is this implying that you can't play a catpurse using hte normal theif? There's even a kit for the 'adventuring theif', as if the normal theif wasn't tilted towards adventuring enough! You could definately play these types of characters using the basic theif(and if you can't, then there's no point in having a basic theif because I can't imagine a theif that dosen't fit under one of those kit descriptions.) So, these kits have nothing to add to roleplaying and bonuses to add to skills-strictly munchkin! On the other hand, take one of the least flavourful Prestige Classes:the Assassin. Now, most assassins are going to be former rogues. But, you could be a wizard-based assassin, or a fighter-based assassin, or even a monk-based assassin. They would have atougher time meeting the requirements than a rogue-based assassin, but it certainly would not be impossible. By the same token, not all high-level rogues will become assassins. So, it would be wrong to give rogue the assassin's Death Attack and other abilities to high-level rogues under the assumption that they'd become assassins(or at least master assassin skills), and not wizards or fighters or monks. Hence the PrCs. True, it does allow some room for munchkinism, but most are generally balanced when you consider the requirements.

And that brings me too the third argument:'3e sucks cuck.' To this I cannot argue, because it has infinate logic and no chance of incorrectness. In fact, I suddenly understand the secret of the universe:3e sucks cuck!

[/sarcasm]

Really people, if you're building a road that leads off a cliff; don't leave potholes in it.

-Imerak

By the way, how do they get away wtih calling the PHB a 'handbook'?

Imerak,

I salute your enthusiasm on behalf of you chosen system. Your a brave man for reading through this entire post. I think you can't see the view point of many of the "Old School Gamers" becasue you really havn't played through the second edition of the game. I have tried hard to like 3rd edition. I read throgh most of the 3rd edition PH. But, what it came right down to is that it wan't the game I loved to play. In fact, it was totaly diffrent. The changes to the system were so dramatic that it could bearly be called dungeons and dragons any more. Now, you on the other hand have fallen in love with the 3rd edition. Lets say they overhalled it againg next year. You wouldn't be to happy then. I don't care for the gay skills and feats that I gain with going up levels. Sure the saving throws don't make sence, but saving throws NEVER made sence. If you get hit with a poison dagger at any level in real life...your going to die!! I feel that 3rd edition is a poor excuse for 1st and 2nd edition. I know many others that feel quite the opposite. If you feel that 3rd edition is too complicated for newbees, that my be so, but ony about less that 5% of players were self learned. Usually your buddies show you how to play. I don't care if its 1st, 2nd, or 3rd edition, if you had to teach yourself we would probably all throw in the towel.

looking for campin builders that might like to help build a forgotten realm/newhon settings on a mud, just starting with an empty area list and need builders
the addy is
www.gypsystar.com port 4000
(you must know your DM's guide and player guide, the game is free to all who want to play it once it is finished.)

Gamer,

Wow...I have to admit that your argument is fairly baseless. I played 2E for nearly a decade. I loved it. I thought it was a great system. I had this notebook of houserules. Wasn't it great to make up your own rules all the time to cover cracks in the system?

Nuts. 3E is a BETTER system. Instead of having a dozen hourserules to make my campaign run smoothly, I rely on the 3E rule set. This gives me a ton of time to focus on the world and story. This is a far improvement over 2E. Now I actually get to have a life outside of being a GM.

Instead of bashing something because your so stuck in the rules, maybe you should play through a 3E campaign. You defeated the previous argument by stating, "Well you obviously have not played 2E enough, so you do not get to have an opinion."

That elitist talk is one reason that potential gamers are pushed away. Yes, my buddies had to teach me how to play 2E. How did I learn 3E? I went through the book and made a character using every class and race. In a matter of hours, I had learned the system.

Ok, no more houserules, better game play, easier rule system....these must be bad! New is bad! Thank god someone decided that the wheel or fire was good rather than bad, or you'd be eating bugs and living in a cave. Here is the greatest argument I have heard against 3E. This kid looked at me and said...the rules for 2E kept the "stupid" people from playing.

Grow up, man. You don't shove a coherent logical argument in the dirt because "He hasn't played 2E enough." That's bull. Every point Imerak made was valid.

Dave

Imerak.

I mostly agree with you... except I have to point out:

In 3E, the XP penalty doesn't work that way. You get 20% penalty period and only if one of your character classes (except you favoured class) is more than one level away from all your other non-favoured classes.

So your hypothetical Wizard1/ Thief1/ Cleric1/ Ranger1/ Paladin1 woul get there around the same time as the rest of the party gets to be level 5.
This character would still lag behind the rest of the party in terms of his/her abilities except for her/his fortitude and will saves which would be much better than those of the rest of the party.

Also multi-classing in 3E no longer allows you to use the best of both worlds. So your hypothetical Fighter1/ Wizard1/ Theif1/ Cleric1/ Ranger1/ Paladin1 would be stuck with arcane spell failure and lose ambidexterity and other cool abilities if he/she ever wore any decend suit of armour.

Just thought I'd make a geek of my self and point out this trivial piece of information.

Soon to come out: The Complete book of pots and pans.

Have any of you noticed how many more or less usefull manuals have come out for 3E recently? Do you feel you've had to spend too much time reading and evaluating them?

Well I have personnaly stopped leafing through all the new stuff that keeps poping up, there is just too much of it and not enough free time to go through all of it.
Also some of these books are of such poor quality that I feel robbed for the time I spent reading them, not to mention the cash I had to dish out to purchase them.

Some companies seem to be constant in their product quality AEG for example others… yeesh.

Is there a way to insure the quality of the material you incorporate into your game without cuting yourself off from some exquisite pieces of work?

Sure under the open gaming lisence Wizards will integrate what IT feels is the best from all that gets published out there. But still… should one integrate all the expansion products into one's game?

AD&D 2E died from an over abundance of useless products. Is 3E on the same path? I mean there is the Quintesential Fighter, Quintesential Dwarf, Path of the Sword, Rings of power (LOTR rip off), Slayer's guide to "any monster", Books of Eldritch might and I've lost track of how many books on magic have come out since last X-mas.

So my question is two fold

1- Is there a simple way to choose what to put in your campaign?

2 - How long till we see the Complete book of pots and pans? The Quintesential Jester? Path of the Smithee? Slayer's guide to Flumphs?

Cthulhu Matata.

In responce to that last comment. I agree with some of what you say there but becareful. I think you are mistaken about the open gamin license. It doesn't mean that Wizards can just grab anyone's stuff that they put out and stuff it into one of their books just because they like it. Simply put what the OGL does is allows other companies to make d20 products and products for D&D as well so long as they put up a part of the products they are making as open gaming content. In other words if you use any part of some one elses work that they say is Open gaming content then you have to put some of your own work out there as open gaming content. It doesn't give wizards contol of it at all. Sure they can reprint something BUT ONLY if its open gaming content (which is only parts of what some one else worked on)
And so far Wizards hasn't used ANYONE elses open gaming content.

Of course there is going to be an explosion of d20 products out there and many of them are total crap. Thats what happens when any new way to make cash comes along. The intenet becomes the way to make a buck and everyone and their brother become web designers. But then what happens, all the bad stuff dies off and goes away and your left with the good things and the ones with lots of $$$ to back them up. Thats what Wizards has going for it. Lots of $$ with hasbros. But since D&D isn't making the money they had hoped things are already changing and may change even more.
Oh and AD&D 2e didn't really die from over abundance...TSR was working on third edition when it was bought by Wizards. Wizards just continued it. I'm pretty sure AD&D died because TSR and then Wizards killed it in order to make this fancy new product to make more $$$$$ (although I really like 3e myself)
As far as your questions go....
1) Yes don't buy every thing that comes along. Find a company that you think is dependable and stick with what they put out. Another thing is to read the product reviews that are all over the place. Granted some of the reviews are crap themselves but the good ones are pretty self evident.

2) Those books won't make it to the shelves. The companies that are putting out the junk that is useless will die out (some already have) long before they get down to those titles.

The business of RPG publishing.

Hasbro makes more money by mass producing a few books and selling them to more people. When Wizards revamped D&D, they streamlined and consolidated all those millions of rules into one cohesive system that made sense. The base game WORKS. DMG, PHB, MM is all you need to run a slick game.

Now, once the base game is sold, Wizards still needs to keep people buying to stay in business. If it was the videogame world, they would take a loss on the console, but make more money on mark-ups from the video games they sell. It might be logical to develop adventure modules for their base game - except that only DMs buy them - players can't, so they can't make much money on them.

Instead, Wizards turns to publishing further rules add-ons and source books - big, expensive, and everybody tends to buy them. The problem is, the more they do this, the more unwieldy and diffuse the game material becomes, essentially replicating the same problems that occurred in the latter days of TSR.

Personally, I do not allow character supplements or add-ons into the base game. Everybody uses the same rules. The fewer rules we need to know, the better. Keep it simple and stupid. It is unfortunate that this means that we will not support the endless add-ons that Wizards will continue to publish, but we have enough to play the base game. If they instead classed themself as a "gaming" company rather than a "publishing" company, then they might focus their energies on creating accessories that make the basic game more convienent to play rather than expanding the world(s) and rules, thus making it more complicated to play.

Personally, I would gladly spend more money on buying quality adventure sets for my core game books, if I could be assured of a quality product. The Sunless Citadel, for instance, would benefit from a sound effects CD, a beautifully rendered photo-realistic picture book (remember how cool the line drawings were in Tomb of Horrors?), miniature sized room maps (so we don't have to pause to draw them on our grid paper), tokens or plastic figures, and a cohesive campaign setting that took into account where the story was going - what the big picture is. Call me a lazy DM, or a DM with a busy life, I like to keep my preparation simple, and I like my games to be paced quickly, with room for drama and emotional investment - not the ritual of charting and drawing.

I'd buy that before I'd buy a Guide to the Ales of Shadowdale, or the Big Book of Gully Dwarves, complete with grovelling charts and tables (no joke).

I just sometimes get the sense that the game producers sat down and said "What can we publish next" rather than, "How can we make the game better to play."

Our group ended up building an initiative tracker out of velcro tabs, a stand-up card, and erasable marker. Another enterprising DM spent ages carefully selecting sound effects from a large database to cue at appropriate moments. I've seen a 3rd party publisher that supplies miniature sized room maps with their dungeons so people don't have to draw. These are great ideas, all built around making the game flow faster.

Another thing I'd like to see is a shift away from these giant campaign settings 99% of which will never be used, turning instead to something much tighter, richer, and deeper. In my campaigns, I like to think small. Forgotten Realms and Greyhawk are so vast and so ecclectic that I don't really get a sense of how everyday life is for them, of why there are so many dungeons filled with gold etc. I like to give my players a real sense of place, an emotional sense of home, grounded in the familiar before I treat them to the extraordinary. The players should matter. Greyhawk and the Realms are still too big and busy. The game I'd want to buy, is a campaign setting with an integrated set of modules, all feeding toward a single epic ending. The current adventure series published by Wizards doesn't offer that.

furst of all i would like to make one thing clear. i have not plaed any d&d ever cos i have yet to get a group together. but what i am about to say has been said time and agane on the page. play what u like. if u r a fan of 2nd edishen ad&d then play it, dont talk about it how good the old days were. if u like hackmaster then play hackmaster. dont complane about 3e. i got 3e coz it was there. if it had been called ad&d then i probolbly whod have pased it over. live with it wther u r for 3e or 2e or whatever. to tell u the truth i dont cear what u play. just play it rather than moning about it. just an intresting litel fact for u. i used to look at this at my office and prited it out one day, just befor my furst coment. it came to 130, and it has incresed a lot since then. so the lesone of this is, play, dont mone. (wish that rimed)

Wow t2, could you possibly work in any more spelling errors into your post? "Hooked on Phonics" obviously didn't do you any good.

up the page some were sam from qubeq talks about me. but the big qusten is. could u read it.

Quollen don't go there man, save your self the embarassement of looking like a complete idiot.

And T2 what do you mean could you read it? Am I that hard to fathom?

play don't moan... that is catchy T2, can I borrow it?

Cthulha Matata

I'm sorry T2. I had forgotten.

sorry sam. i ment my post, not urs. and u can borry play dont moan. but coz u showed interst i think ill have to copy rite it. :)

Wow. Just... wow. I have to admit, good points were made by both sides, so now I've got my own to share. Probably nobody reads this, but...
Before I ever started playing Dnd3e, I would read through the 1st and 2nd stuff down at the bookstore downtown. Then, I met my current DM (and Spanish teacher) at school. She had started playing 2nd (I think) back when she was in 4th grade. Then, before I met her, the current group she played with (her included) switched to 3e. So, I got started on 3e and mastered it fairly quickly. Every once and a while, when we play through the old adventures that we update to 3e, I'd see something and ask her about how it worked in 1st/2nd. Usually, her answer was "(Insert Rule Here) is much less confusing than it used to be." Saves, skills, feats, BAB, she prefers all their 3e forms. And once again, I am not just a mindless 3e drone, I can do THAC0 and know vaguely how saving throws work. Most of that is from when I picked up a copy of Icewind Dale, though. :) Even though someone listed it as a bad feature, I like the modular setup of 3e, as I can introduce my own spells/weapons/feats/magic items into the world (with DM permission of course) easily. I have played some of the better old adventures, too. I think Keep on the Borderlands is my favorite so far.

The correct attitude here, of course, is "play what you want".

I will say, however, that 3e reflects a more modern approach to RPG design, with streamlined rules and mechanics and - most notably - a more flexible ability-oriented approach to character design. True, character classes remain, but with the increased focus on skills and feats, the existing classes become less monolithic, inflexible archetypes and more like general-purpose ability packages.

I will also say that all the arguments I've heard in favor of 2e boil down essentially to stubbornness; its adherents here seem to be people who feel the need to defend their personal choice against the changing ideology that 3e represents, whether they make that choice out of the unwillingness to accept significant change or pure perverse obstinate idiocy. (I've seen no arguments here that suggest that someone has chosen 2e over 3e based on an unbiased value judgement of the flexibility, utility, or playability of the two rulesets, or I would add that as a reason to stay with 2e.) Honestly, if you guys can't come up with better reasons why 3e is NOT an improvement, stop trying.

like i said in my erly post play dont mone

I have not tried 3rd edition yet. I have heard good and bad things about it. I am a 15 year gamer still playing 2nd. I think change is sometimes good but I do not know if it worth leaving 2nd for 3rd. it looks complicated

3rd is light years easier than 2nd. I started back in 1st, so I do know the older rules as well. I had more trouble in my initial conversion from 1st to 2nd than I had going from 2nd to 3rd.

I've DMed second edition for 3 years, and I recently switched to 3e. I don't prefer either's rule system, but I did notice that any newbie players understood third edition mush easier. I did all the calculations, and all they had to do was roll a d20, add a modifier, and compare to the DC or AC.

Ok I've only been playing D&D for 2 years, however prior to that I've been looking through my uncle's collection of 2e stuff as reading material. Currently I play in 3e and I find I like it significantly better. Sure it has its downsides however 3e is not really that bad. Personally I like it. The author of the first post is really muddling things up with AC. If anything, AC is easier than ThAC0. AC, add numbers up and subtract any negatives from being slow, frail, or really big or something like that. THAC0 is actually more complicated. Sure 2e had more stuff out like optional rules and the like, 3e is new but its getting there. I myself was a hack and slasher when I started because I didn't know any better, now I'm an ardent roleplayer, all in 3e. Yes 3e is different from 2e, that doesn't make it bad. Most of all I like how now monsters have stats, where as in 2e they didn't, this is a big improvement. Give 3e a chance its not a stupid over simplified D&D like many claim it is.

To Xplo Eristotle

Interesting use of 'ideology':
ideology:noun
a theory, or set of beliefs or principles, esp. one on which a political system, party or organization is based
Funny, I thought it was a game system. If DnD ever gets to be an 'ology' of any kind, I will give up as being a terminally sad case.
But let us suppose it is an ideology. Most of the bad ones are ones which are imposed from above. In this case, by WOTC dropping 1/2E completely for what is, essentially, a different game. (I don't remember them running a vote on the direction the game should go.)
The comments about obstinacy and idiocy are pretty crass. Couldn't it just be possible that a lot of people genuinely see 1/2E as better game? Or that 3Ed is not the changed game that they wanted to see?
Yep, there are lots of good points to 3Ed - but I can't see that it codifies or enhances any of the 'broken' bits of the old versions better than having house rules and flavour ever did. There are also lots of broken bits in 3Ed. How else would there be a 4Ed? (The old Microsoft ploy - sell 'em something which nearly works, then promise the next version fixes the last versions bugs.)

The worst point about 3Ed is actually the d20 system. Not because it is a 'bad' system. But because it's massive popularity threatens to swamp a lot of other game styles.
Often when gaming groups tire of a particular campaign, you find they go to a completely different rule-set which gives a completely different flavour. From the massively complicated Ice-Crown affairs to the sweet to run Feng Shui, it is the rule set which adds value and gives flavour.
Sadly, WOTC seems determined to give every one vanilla

My advice to all gamers, play 3Ed sure, but try all the others too. It will show you how to fix your game (in both directions).

By the way, why do most of the postings seem to equate Easier to mean Better?
Its easier to sit on the couch, eat chocolate and watch TV than go out and do a 3 mile run - but is it better?

Cheers,
Greyshirakwa

"a theory, or set of beliefs or principles"

Such as the beliefs and principles that guide game system design?

For a long time now there has been a trend for RPGs to focus less on generic hack and slash combat and more on roleplaying, as encouraged by the system through increased flexibility in character design. This is a changing ideology, and it is the direction that 3e has taken.

"I don't remember them running a vote on the direction the game should go."

I don't either.. but then, I am a GURPS gamer, and have spent years out of the loop, at that. Nevertheless, WotC claims that the changes have largely been made in response to player feedback.

"Couldn't it just be possible that a lot of people genuinely see 1/2E as better game?"

It is, but none of the pro 1/2e posts I've seen reflect that, IMO. Read my post again and pay attention this time.

"There are also lots of broken bits in 3Ed. How else would there be a 4Ed? (The old Microsoft ploy - sell 'em something which nearly works, then promise the next version fixes the last versions bugs.)"

You're suggesting that WotC had the ability to produce a "perfect" D&D, but deliberately broke the system and/or skimped on playtesting for the sake of future sales? Um, yeah, okay. I've heard worse; some people think the earth is flat...

"Its easier to sit on the couch, eat chocolate and watch TV than go out and do a 3 mile run - but is it better?"

If you feel like hanging around the house being lazy, running three miles is about the worst way I can think of to do this. So yes, sitting on the couch watching TV is better.

If you feel like playing an RPG, an easier ruleset is probably better, all else being equal.

To Xplo Eristotle

No, you are still trying to substitute insults for dialectic debate. Really, really not getting it are you.....

To clarify (since the Cambridge definition of ideology was completely ignored by you), what WOTC are doing is called product development, it's not an ideology. It is a practical matter of system evolution and marketing.(Otherwise, for instance, all software development would be an ideology.)

"Nevertheless, WotC claims that the changes have largely been made in response to player feedback."
So were you expecting them to herald the launch of a new product with comments like "Our Brand New Game Which We Did All By Ourselves And Boll**ks To Gamers Everywhere Who Thought They Could Influence Us".
In fairness, there are a lot of playtesters in the credits to the manuals. I just wonder - for instance - how many were *not* based in the U.S.A. My old DM has played extensively both in the UK and USA. He seems to think that the main influence is that in the U.S. there is a big movement towards making 3Ed more MageKnight like. i.e. essentially a miniatures combat game, not a RPG.
IMO: That's actually what most 1/2E players resent.

"It is, but none of the pro 1/2e posts I've seen reflect that, IMO. Read my post again and pay attention this time."
And you think that I am a flat earther? Wow. Suggest that ** you ** read the posts again.

As an example:
"whether they make that choice out of the unwillingness to accept significant change or pure perverse obstinate idiocy" (your previous posting)
Strange, but a significant number of the posts I read suggested that people either had to (or liked to) create all sorts of house rules. Isn't that changing things. Isn't that what most groups did most of the time. I never went to a group yet where there were not a couple of house rules.

"You're suggesting that WotC had the ability to produce a "perfect" D&D, " - interesting re-interpretation of what I said.
Can't remember mentioning the word perfect at all. In fact, if you look at the Microsoft analogy, it's apparent that I think exactly the opposite. The main point is that I do think they could have produced rather fewer broken bits. And also made the other bits a lot better. I do think they didn't so that they could a) sell add-ons like 'Masters of the Wild' and b) are already planning for the next version.

"If you feel like hanging around the house being lazy, running three miles is about the worst way I can think of to do this. So yes, sitting on the couch watching TV is better."

True. But in one case, you would end up as a fat, lazy, tv-stupified couch potato. In the other case, you would be a trim athelete who had some sort of chance of meeting members of the opposite sex.
We all make choices, but I know which I prefer.

"If you feel like playing an RPG, an easier ruleset is probably better, all else being equal."
Why? All you have done is stated this, not justified it. Black and White TV is easier to produce than colour, can't see a lot of people either producing or watching it these days.... And the reason - tastes change and become more sophisticated as the audience becomes more knowledgeable. So, actually an easier game would not produce a better system for that audience. I agree it is probably better for new players. But will they still want to play the same game 5 years down the line.

Bye.

Yawn.

Your analogy comparing WotC to Microsoft is absurd and wrong; one is not like the other. (Well, maybe a little.) Your analogy comparing game systems to exercise is absurd and wrong; one is not like the other. Your analogy comparing game system complexity to TV technology is absurd and wrong; do you even know what "equal" means? The fact that you can't see how a philosophy of RPG design (more rules vs. less rules, more combat vs. more roleplaying, etc) can be an ideology suggests to me that this is no mere miscommunication, but rather, you really have no idea what you're talking about, and are too stupid to realize even this.

What's more, it's clear that either you can't be bothered to read my posts and respond to what I've *actually* written, or else you have the reading comprehension of a small child, since you keep twisting or ignoring what I say. I don't see any point in even bothering to continue with you, since you produce more noise than signal, except to say this for the benefit of anyone else reading:

D&D began its life as a miniatures combat game.. and judging from the small number of monolithic character classes, the fact that advancement comes primarily through defeating monsters, and any number of other mechanics typical to the system (spell memorization, anyone?), I would say that it has never really ceased to be a miniatures combat game. I honestly can't say that I've seen too many D&D players complaining about this at all (without switching to a different game, as I did).. but *if* 1e/2e players are complaining that 3e is more like what they already play - despite the fact that the only place where this is apparent is in the new combat system (and here I thought 3e was supposed to be "too simple"?) - then that does indeed strike me as perverse, obstinate idiocy.

Upset much? Ready to take your marbles away....
Look up what analogy means too - you really are just making yourself look exceptionally unintelligent and under informed.
Actually, I did try reading the postings. You are in every way and virtually without exception obviously only reading the bits which support your point of view. [What colour is the sky in your world?]

Look up 'dialectic' too. Then you will see why your position is absurd.
As far as comprehension goes, read back and see if the couch potato was about RPG's or about 'better' vs 'easier'.
You very noticeably fail to back up or support any of your own opinions in any meaningful manner. you also fail to oppose or deconstruct any of the arguments put to you.
Sadly, it drags this particualr rant back to the infants playground which some of the very much better contributions (Nephandus, Sam of Quebec, Rabbitman etc) took it away from.
Since the meaningful authors have obviously left the buliding, I will pack up and go to.
I leave you to your pre-school game.

Oh, and look up the history of D&D sometime. Yep, started from wargames. The point was to substitute something better, not the same thing. Oh dear, your were wrong again....

Bye, won't be seeing you....

You must be a college student, and a fairly advanced one, at that. Only academia can produce people who are so literate, so articulate, so *arrogant*.. yet so incredibly clueless as to be unable to tell the difference between being called a Flat Earther and being judged less foolish than one (a position which your idiocy has forced me to abandon). And for all your whining about being insulted, failing to address arguments, and yanking the discussion off track, I see you've done nothing yourself to correct this.. so it's my fervent hope that everyone here can see that you're full of horseshit.

In any case, since you've promised to shut your piehole, I'll restate my previous position: I've seen no arguments here that suggest that someone has chosen 2e over 3e based on an unbiased value judgement of the flexibility, utility, or playability of the two rulesets. Instead, it seems that people's complaints are based on an unwillingness to change to a new system regardless of its merits.

It's amazing to see that, after all this time, this topic is still ruffling feathers like a dragon screaming in the night. What's most amazing to me is how gamers, both champions of D&D and those who don't care for it much in any incarnation, have resorted to name calling and other petty, child-like activities. Not all of you who have responded to my original article have acted this way, by far. There are, however, a few lovely examples of why I sometimes regret writing this article in the first place. D&D, no matter what edition your preference is, is still the most creative, involving and enjoyable rpg made to date, in my humble opinion. It's fans, contributors, developers and admirers are among the best, craziest (in a good way lol) and most imaginative people in the entire world. We, as players and/or DM's have created whole worlds, even universes, out of one set of rules which are, as the DMG stated, merely a guideline. There are going to be house rules, even if D&D reaches 12th ed. and becomes the "perfect" rpg. (which I doubt would ever happen...that's why we stay interested) There are going to be people who view everything about the game in a different light. Me...I'm 32 y/o now, I have a degree in Applied Sciences, I have other published literary work and have spent many, many late nights delving into the world D&D brought into our homes and our hearts. I see some of the rules, from any edition, one way. All my friends and co-players/DM's see some rules in other ways. That's what makes us the human race and that's what has made D&D the success has become over the years. Yeah, everyone is entitled to their opinion, which was the basis for my article. Let's try to keep it at different opinions and not a weak case for defamation of character. :o) Thank you for your time, your participation and your opinions. You guys are the greatest.

Nice to see you pop back in Rabbitman!

Grey and Xplo - As far as I can tell you are arguing with each other while facing in opposite directions. Both have made good points but neither of you will deign to admit it. Either your necks are too stiff or the polearms need to be surgically removed from your rectums.

The title of this thread is appropriate for own group’s campaign, which explosively and quite spectacularly failed, largely due to fundamental disagreements of the type we see here, which also became very personal. And this among 20 year gaming veterans.

A lone pivotal player/DM preferred the 2nd edition material, it was later revealed, because he enjoyed the house rules. While he often spoke of imagination and interaction in them, the rest of us were unsatisfied with his stance on these things.

You see, from our standpoint, he wasn't actually DMing a story. In constantly creating house rules to spackle over the errors, ommissions, redundancies, and grey areas in the game aspect of 2nd ed D&D, he was creating a new game with each session, as opposed to a new story, within the existing game. The game was different each time, changing according to the DMs whim, not affording players the ability to anticipate the actions of their characters or the qualities of the environment they were in. I’d liken it to playing Myst, but having your older brother take over the keyboard each time your choices differed from his. “No, play it THIS way.”

Under 2nd ed, this constant house ruling was a necessary evil just to make the ‘software work’, if I can continue to use a computer game analogy. As a side-effect, it allowed the DM to go meta, and influence the story from outside the narrative, to achieve whatever outcome he desired. It was easy.

But after a taste of 3e, the players simply would not stand for it. The system, by and large, worked as is. His persistence in adding rules and changing them arbitrarily to suit what he perceived as his story needs (ie to prevent a character success, or to make it easier) was revealed to be unnecessary and just basically lazy DMing. He was using his arbitrary rules to force a story point, rather than allowing character participation to decide the outcome. He had relied on it so long in 2nd ed under the ‘fix it as you go’ guise, that he’d mistaken his skill in doing this as the main thrust of gaming.

His stance was that the 3e rules were ‘unimaginative,’ because their conciseness curtailed his ability, and preference, to over-rule the ‘game’ and force his version of the ‘story’. The group blew up because they wanted to play the game, while he wanted to basically ‘create a new game’ in each session. We’d never know how disease worked in a session, or whether the sacrifices we’d made to make our characters more knowledgeable, or more agile, would have a difference in play, because he’d change the parameters constantly, in ways that affected all sorts of other points in the gaming structure.

He was even worse as a player, attempting to use old 2nd ed technobabble (ie infravision is infra-red vision, heat sensing) to garner outrageous extra abilities, rather than simply focusing on the outcomes (ie low light vision = 60 feet, b/w vision in low light), as they do in 3e. Again, the fixes and clarifications in the rules curtailed his ability to exploit 2nd edition omissions and whimsicalities to turn his character, on the fly, into a juggernaut. He pointed the finger at 3e, calling it unimaginative because it anticipated most of his munchkin power-gamer technobabble lawyering.

With all other things being equal in an RPG, my stance is that I’d rather have a mechanics system that works better, rather than one that requires more attention to mechanics to make them work.

Time and time again, I’ve asked the 2nd and 1st edition purists WHY they feel the way they do and I’ve only come back to a few points:

1. They have fetishized the papers, the images, the gully dwarf groveling tables, the perytons with the human shaped shadows, and everything about the gaming materials themselves, rather than the actual gaming experience. It’s like reading an original signed Hemmingway, rather than a new copy from Barnes and Noble.

2. They have fetishized the rituals - the way they roll, the way they calculate AC, the process by which they arrive at calculations. These are like novelists who only write on 1920’s typewriters. For them, key to the experience of writing the novel is the tangible feel of using the original artifacts, of pressing a key and having the hammer snap into place, of penciling and liquid papering their errors, and of scrunching paper into a basket and rewriting entirely. What other people see as a bother, is part of the whole aesthetic experience for them, as irreplaceable as a ball player’s moth-eaten lucky cap.

3. They view the 3rd edition as unimaginative, which, judging by their actual played examples, seems to mean that they use their house rule corrections to arbitrary mechanics and loose or broken rules structure as an excuse to strong-arm the story into an outcome or path that they find more pleasing, personally. They like the vaguaries of the 2nd system, in the same way that a fortune teller loves tea leaves and tarot cards – a loose framework, abandoned or changed at will, to tell whatever story comes to mind, while appearing to an audience to be coming from an objective, impartial source.

While I don’t subscribe to the first 2 views, I at least can understand how others value them. But for the third group, I have little mercy. Their protests amount to saying ‘pay no attention to the man behind the curtain.” They’re angry because 3e exposes their laziness in playing and in DMing, especially in railroading the plot. They’d rather change the whole game, rather than work within the existing game to find a solution to the problem their character faces. In other words, they are metagamers through and through. And when they call 3e ‘munchkin’ or ‘unimaginative’ I suppose they are being somewhat hypocritical as well, IMO. I’ve always thought the mark of a good DM was their ability to manage all aspects of a game and story, and to bring it to a satisfying conclusion without resorting to introducing elements that alien to the game and story, just to solve a problem.

I should say that there is another group who prefers 2nd E for the same reasons as point 3. But they do more of a free-form storytelling session, from the sound of it. Dmhoward does this with his group, in fact mixing and using all systems, whatever each player sees fit. Far from being hypocrites, I’d say that these people really aren’t playing a game at all. They are doing something more like improvisational acting or storytelling, where rules really don’t matter. I’m sure that can be fun, but I’d probably not call it a game. Note, that is not a criticism of their activity. It is simply an observation of it.

I've played a lot of different rpg's over the years. My brother was friends with Dave Arneson back in the 70's and he introduced me to rpg's when I was young. Maybe the early introduction I had into the game skews my opinions about D&D and 1st edition AD&D, but I thought it was a good system, and I was a serious gamer for about ten years until my group broke up to go to college and jobs and so forth.
I've hooked up with a few other old timers to put a new group together, playing D&D for the first time in several years. I considered getting the new stuff, but I stayed with the game I knew because the other players and I were intimitely familiar with the older version and still had much of the materials needed to play packed away in storage somewhere.
I don't see what the fuss is about...I've always played rpg's to my own tastes, and I could care less what others did.
I suppose if my role playing group had a disagreement about what system to use there would be a problem, but arguing over systems with someone you're not involved in playing with is pointless.
Though I am not interested in the latest version of it at this point, I am glad that D&D is still being produced in some form

I'm not really sure what you are saying in the debate over the merits of the 3rd and prior editions Dave. Did you expect to know what the fuss was about if you never played the new game?

Well, I'm officially distancing myself from this article, even though it's my creation. I was asked to write this article originally just to give my point of view. That's one single person's point of view. Everyone is acting like one point of view is supposed to represent all. In no way did I ever intend for that to come across and I believe I did a good job. When someone reads a movie review, or hears one on TV, do they automatically decide, from that on person's opinion, that they will or won't go see the movie? Maybe some people do, but none that I know personally. Yes, 3rd ed. has some good points. Yes, 3rd ed. has some bad points. So do the previous editions, as I'm sure 4th ed. will have the same. Each and ever edition thus far has offered welcome changes for some as well as headaches and nightmares for others. If you don't like 3rd ed, don't play it. If you don't like 2nd ed, don't play it. If all you want to play is 3rd ed, go for it. It doesn't seem that the majority of responses to my article view this in the same way as I, and a few others, do. This is why I will no longer read responses nor will I respond anymore myself. This has gotten way out of hand and I no longer want to be a part of it. I hope everyone gets this straightened out, where no straightening should be needed, and can enjoy whatever edition of our beloved D&D they wish. As was said earlier by Dave, I'm just glad that D&D is still being produced and other generations are given the opportunity to enjoy the game as I have over the years. Thank you and good night.

Thanks for your opinion Rabbitman. You should realize though, that any opinion posted on a BBS is fodder for debate, so I'm not so sure why you should be dismayed that it has done so here. The 'just play your own game and shut up' approach I often read on these things is a somewhat cynical approach. Surely some games are better than others, and surely people are able to debate the merits of one system vs another.

From my standpoint, there's nothing really 'beloved' about either version. They both use largely the same story material, so, all other things being equal, the differences come down to how well the mechanics and numbers work with each other and support the story. From my standpoint, there's simply no contest.

I apologize for how that last message may have sounded, though I won't apologize for what I said. What I meant by that post was that people are reverting to name calling and insulting each other over trivial matters. That was all. If you like a certain game, great. If you don't like a certain game, great. It's up to the individuals and yes, they have every right to argue the merits or flaws of any game. If we didn't have that right, this would be a very bitter and cold world. But, as I said, I'm gone...I know I said that already lol. I may, from time to time, peek in and see how this is going. Either way, everyone enjoy yourselves.

Dude, I appreciate your genuine sentiments on this, but I'm sensing that you must be new to BBS's in general, if you are letting the hostility get to you personally. I don't think anyone here needs an apoligy.

It's just a game, and these are just discussions of a game, and a bit of name-calling here and there. As BBS boards go, this is probably one of the cleanest on the web, with a surprisingly high level of in-depth discussion and content on it, instead of the usual "1st edition sucks Rhino's" mantra, you are hearing more well-reasoned and carefully supported arguments than I would usually expect on any BBS. You need to thicken that skin a bit. It's not all cuddles and hugs out here, and the people you could be getting upset over some 12 years old's name-calling. Not to say that 12 year olds are incapable of reasoned argument, but I'm sure you get what I'm saying. In general, there's two BBS points I always see on these things that are almost never true.

1. 'Nuff said
2. That's it, I'm leaving.

And nobody really needs anyone to point out that it is up to the individuals to weigh the arguments and the games. They have done that already and will continue to do so.

In my experience, which is quite thorough, I have found, without exception, that all people who prefer the 1st and 2nd ed to over the 3rd, do so for reasons other than gameplay (outlined above). It takes a lot of listening, questioning, and observing of these people to know this, but if you do the work, it always ends up like that.

That doesn't mean that they SHOULDN'T enjoy the prior editions, or that there is anything wrong with their preference. It's just that they are mistaken if they believe they enjoy it because it is a better game. Their sense of enjoyment is coming from a much more complicated set of values and associations that have little to do with the mechanics or story material, the latter being largely the same in all editions. For the most part, game mechanics, no matter what edition you use, are mathematical patterns, checks and balances. As such, it is reasonable to evaluate them and to compare their cohesiveness, intuitiveness, and logic, and come to some kind of conclusion about them.

I agree with the statement, "Just play it how you want". Isn't that the basis of RPG anyway. If you don't like a rule then don't use it, or make one up. Haveing fun and keeping the game going is the point, not how the game works internally. However, If I was to give my opinion at all, after reading the new 3rd edition of DnD when I borrwed a copy of the book from a frind of mine I will have to say Give me 2nd edition anyday!

Man, I'm surprised that people are still talking about this. I was writing in this page before 3E came out and it's still going. I have tried time and again to play that system and I still hate the damn thing. I was begining to think that I was just a fatbeard and was going to give up and just play my old system forever. I have looked at some books made for 3E (like trap books and such). But then something happened that got me buying new books agaim. Hackmaster. Insted of taking 10 million years and a hundered thousand books to change around my books, I only needed two. I could still use my old 2E books with my new system. The have a kick ass honor system, that allows a charcter with with high honor to get benifits and dishonorable players are screwed. The GM has way more control over what goes on. The nonweapon proficancies are total kick ass. This is hands down the most kick ass game I have ever played. Lots of people thought that it was a Joke game, ment not to be played because to was based on the knights of the dinner table. Give it a look guys. I have converted a whole 3E group over to hackmaster. It's what 3E was supposed to be. or look on their website www.kenzerco.com they even have a dissccusion board to ask the author of the books and fellow players from around the country if you need any help.

To play 3e, you don't need all that other plague of books. 3 books will do it for the GM, 1 for the players. Just like the old days.

In my own group, I outlawed the other books to prevent an arms race among players, and to maintain tthe sleek structure. I've never needed them, and won't buy adventures that use them.

ok people. i belve i said

"play dont mone"

and gess what...play, dont mone. i come in the name of peace. if more players new play E3 becous its easy then fine. i have a felling rp'ing is on its legs. but gess what...i have found the 3rd way.

i have 3 rull books sting here. i have never used them. never had a chanse. thay are 3rd edtion. i will not pretend to know about E3 or E2 or anything, but i will say this

for true role playing, i recomend play by e-mail. yep. thats right. play by e-mail. it rox. i my self am enged in an eva pbem. becous it hase very fue rulls there is often no problems with all this.

however, haveing said this, this aculy being a plug. i say play what you like. i personly prefer pbem rpgs. you like e2, fine. you like e3, fine. you like misc rpg sistome, fine. but you could be playing will you mone and so on.

and why am i saying this when it makes my post hipctcal. becous i am wating for a re-play in my pbem rpg. ah...

i shall once agine leave you for a bit. when i retern i hope to see less name calling then i have seen in the new posts...

oh, and this has almost sertly reached over 150 pages now.

I really haven't seen much, if any, namecalling in the new posts.

granted...however, i had just read from my last post...so it was a bit over in the way of me posting all my observtions in one post...

UM..... I used to do a lot of name callinng back in the day. Look like midway through all he post and you'll know what I mean. I was a lot angerier back then, when 3E was the ONLY option (and I think that was the way they wanted it.).

They... Who are They?

They...

Well it's Them of course.

Oh...
Oh the infamous T.H.E.M.

Technocratic Hegemonistic Evil Manipulators...

ti doo ti doo ti doo ti doo (Twillight zone's music)

Yep, they're the ones.

They don't half cause mischief you know.

Oh my 3e campaign's going swimmingly by the way. They're just in the middle of a seige involving a walled city, ethnic cleansing and a few undead running/shuffling around. THAC0 has all but been forgotten about. The players are still up to their old tricks, causing as much havoc as ever, being done over with regularity in a most unmunchkin type manner and generally having fun.

All with nothing more than really the 3 core books and a couple of things like the greyhawk boxed set from 1e and character sheets being invloved.

Well apart from a note book I write things down in and a bit of imagination...

Got a game tonight as a matter of fact.

Baron

this is the pont at which i wish i could ge tto gether a group of poeple to play with...dame. i have all the books but no one who wants to play. this is anying...

still, its good to see that a lot of the old "E3 sux" poeple (as i rember them...i could have the ronger people) have called down the name calling. dame...need to find a pleace to ask about geting a group to gether...

oh, and

*runs away from t.h.e.m.*

and sorry for subverting the topic slighly. well, a lot aculy.

I'm looking to form a group T2. Anyone here from New York City?

Sorry Neph, the Quebec City - NYC commute is a killer so I can't even refer people to you.
Good luck

Try EnWorld. They have a section where you can post messages and find gamers.

Quebec to NYC. Pah! That's nothing. At least you're on the same continent. :~) There's some big Pond I'd have to cross to get there...

were you from baron...coz londons a hell of a lot cheaper to get to then the big apple if you are were i think you are (erupe).

yes...i may be subverting the topic...but at this pont in time i can say that, 3 (i think) years on from the artcel, lots of flame wars, and all sorts of things later, we have exsted all aguments and run out of ideas

*upon finshing the sentes ww3 erupt around this*

on the other hand...

t2,

Yep London is a lot easier to get to for me, I live about 40 miles to the north of it, up the A1. I was merely having a dig at Sam 'complaining' that Quebec to NYC was a bit of a trek.

Back to the topic (ish), I've never really changed my arguement. I have always said, play what you want to. I was mainly taking issue with the people that were dimissing 3e out of hand as rubbish and then offering no justification for their view.

The arguments regarding which system people prefer and in cases like The Gamer disappointment that there is a lack of support for previous editions are probably still valid.

As for resolution of these arguements, I don't think we are any nearer to that when we started, primarily because they are so subjective.

At least the out right abuse of people seems to have stopped.

Baron

Everybody knows about D&D 3.5 coming out in July right?
I guess this debate will start all over again, sigh...

Oh and Baron, I am sooooo insulted by your misplaced pond crosser sarcastic witt

; )

Which surprises me, because I thought you lot over there weren't supposed to understand sarcasm...

;~)

Cue transatlantic slanging match, whilst I duck for cover and quietly disappear....

3.5. No didn't know about that. What are the differences?

Baron

As to the differences in 3.5, I don't think many people really know. I've heard some say they're revamping core classes, re-doing combat, and re-writing 40% of the book. And then others say they're just changing typos, erratta, and layout.

Baron: I fart in your general direction you English Pig Dog! (Said with an outrrrraageous accent)

3.5... they will probably do a blend of the two scenarios described by Tai'Soran. I hear it's mainly due to the feedbacks and questions recieved on their site and through Dragon Magazine...

Some things I think they will change or clarify:
Attacks of Opportunity (what causes them or not, what you can do or not)
Combat maneuvers (tumbling, feints, disarm and trip)
Sneak Attacks (when they work or not)
Synergy (more flexibility, like in Star Wars?)
Some feats will probably get dumped while others toned down and others tuned up.
Challenge ratings will hopefully be recalculated, because hell are some creatures over or under rated... Ex: Ogres and Tanuruks are the same CR yet I'd rather face twice as many ogres if you asked me (Tannuruks should be CR 3).

Well, we'll see won't we...

some one likes monty python...

and, in my defnse barron, it was a long time ago i read all of this. when i had to print it out it came to 120 pages long.

and as for the resltioln of the agument i thoug that we had finnly come down to play what you want...oh well.

hopeful we can all resovle ower differense on this isusse and get on with things...

i rember when a lod of people were compling it was much like magic...ah...the memroys...

and the idea of it being 3.5 makes me think of paches. so maby it is just typos...

T2: It will be more than Typos, otherwise they wouldn't have changed the name (or so they say on their site)

oh well...good pont. still sounds like a pach thoug...

Yes yes, I know. You've already got one... ;~)

T2 no need to defend yourself mate. Certainly not from me, I wasn't attacking. (I'm currently laying seige to Sam in his castle...)

I think sorting out attacks of opportunity would be good. I have to admit I have completely ignored them ala Starwars. I essence good idea, but I found they slowed down combat too much for my liking.

Do you use CR much? I've only ever used it as a bit of a guide but not much more? The reason is I have my game set at a certain difficulty anyway. If my 1st level PC's decide to pick on the Red Dragon then they may, but they'll probably die. Just because the PC's are 1st level doesn't mean there are no red dragons around. CR's seem to me to tailor the world to the PC's. I try to set my world up and then let the PC's loose into it. They don't get put up against 8 Orcs because thats the correct CR for them, they get put up against 8 orcs because that's how they opperate in squads of 8... and they've4 put themselves in a position to meet a squad of orcs bacause they happen to have stuck around for the war that's just kicked off around them.

Baron

Here's an example of a change that was made. An exclusive tidbit straight from the sage says that a full round attack action will be necessary in order to get the extra attack from a weapon of speed.

CR was a godsend - a terrible omission from the 2nd edition. It's a role-playing GAME, not an attempted simulation of some real world. If the goal is to have fun, then CR should be tailored roughly to the groups skill level. Too little, it's too boring, to high, and it's hopeless. Who wants to play a game where everyone has to run away all the time?

We had some challenges with AoO at the beginning, but once we figured out how to use them and how to incorporate them into strategies, they became a quick and valuable tactical factor. Much appreciated over the previous attritional slugfest.

FWIW, I've *never* liked AoO.. even back in the really old days of D&D when you got a free swing at someone who ran away. Why should the actions of the opponents magically make you faster?

Well, I suppose one could argue that in a long combat round, where a character is assumed to make a number of feints and strikes and only a certain number actually count, making yourself an easier target might give the opponent extra chances to hit you.. but once we get into this sort of reasoning, you have to admit that you don't really have any idea what's happening in a round. For instance, if I'm squaring off with some guy one-on-one, and then my friend runs in and allows my opponent an AoO, and he takes that opportunity.. then shouldn't *I* get an AoO while my opponent is busy hacking away at my friend and not feinting and parrying my attacks? Stuff like this gets messy and confusing really fast.

I'm willing to forego a little bit of "tactical richness" in combat if, in exchange, I'm able to tell what's going on without making a lot of vague guesses and arbitrary decisions.

RE: CR
Actually I was refering to XP alotments based on CR. Which makes absolutely no sense in some cases (Tanuruks and Ogres).
I too place monsters too tough for the PC's in my game. I mean I once let my PC find the sleeping Tarasque (back in 2nd Edition) Had they been stupid enough to attack and wake it, I'd have killed all the PC's.
Also CR is a good start to throw judge what you can throw or not at your PC's but you shouldn't rely only on that to evaluate apropriate challenges for them.
For example, a bunch of skeletons isn't such a tough challenge normally, but for a bunch of archers rogues illusionists and enchanters they might be very troublesome, much more than their 1/4 CR would indicate.

RE: AoO
I won't start the debate again on AoO and why I find them interesting (although in need of some fine tuning). Still it never made sense to me that my PC could chug down a potion while fighting. Run the following experiment if you please. Have a friendly brawl with some buddies (it's nice and snowy outside in eastern north-america at the moment falling won't hurt). While you're wrestling take out a small bottle of pop open it and try to drink it all up. See what happens. My guess is, either you get more pop on you than in you or, you've lost the wrestling match. Do it again but try climbing a tree or tying your shoes or going through a back pack for something or reciting a complex poem (sound like spellcasting). You'll find the result similar, either you get in a bad spot or you fail miserably at what you were doing.

RE: The siege of my castle by the English Pig Dogs.

"A blow ma noz at you, you and all yourrr silly kneegitz! Fetchey la vache! Fetchey la vache!"

Gotta buy it on DVD… I haven't seen this silly movie in 7 years I think. And god forbid you ever watch it in French, it just doesn't work at all.

Agreed Sam. CR is not carved in stone, and even the designers make allowances for 'situational' adjustments that make an encounter more or less difficult. There is a hobbled troll in the Sunless Citadel, an interesting but challenging victory for low level players, who'd normally never square off against such an opponent.

But all things considered, it's a much better approximation of an appropriate challenge level, and it has served our group very well, keeping the pace and intensity of the game right in the 'sweet spot' that rests somewhere around 'challenging' to 'desperate', just shy of 'futile'.

I love to debate AoO. Xplo and Sam are right (except that the AoO doesn't make you faster). It is merely a game approximation of the tactical consideration that some moves open you to attack and should be punished (rather than forbidden outright), while simultaneously rewarding the opponent.

AoO is no less 'realistic' than having characters take turns to swipe with their swords, in order, while standing still otherwise (and facing in one direction for 7 seconds when they know an opponent is behind them), and ditto on Sam's potion example. Perhaps for some it feels less familiar, but we got over it pretty quickly. I like the spice it adds to combat. The former 'broadsides at 20 paces' approach could get a little boring after a while, in comparison. When we started though, we were invoking AoO every turn, just about, because we were so tactically clumsy with it. Later, we got the hang of it but our DM didn't, sending his goons blundering headlong into our bristling weapons, our characters juiced on agility and feats. We sliced his goons to ribbons every time, and it got so bad that we had to take time out after a combat to show him how to use AoO to his advantage, or at least to lessen his handicap with them.

Where before, DMs could dismiss the tactical portion of the game by interpreting loosey goosey rules to favour their desired outcome, it's a lot more 'out of their hands' now. Some DMs hate that. The new game demands a lot of tactical proficiency from the DM, as well as good story smarts.

One of the things that allowed us to get the AoO rules fast around here is the fact that most of the players I've known have played Blood Bowl.

Threat zones work like Tackle Zones, AoO work a little like Diving Tackle use to work in BB 3rd Edition.

But still, some of the rules NEED to be changed on AoO. We've made some little adjustments ourselves for the past... 3 years now? Already?

But, AoO almost got me killed last night's game. I got this swashbuckler "en devenir" who likes to move around alot around the battle field, having combat reflex and hold the line insures me that it is hard to get swarmed by lesser foes who get AoO "en masse".

Well I forgot that the bad guys also have feats and man did I get pounded by this huge Uruk bodyguard to a dark elf... But it was a cool fight, too bad we lost and are now naked prisonners in a dungeon, Nobanion help us!

I agree that having fun is the prime aim of playing and that trying to completely simulate the real world is impossible, but I give it a go. My players seem to enjoy that I create a world and let them interact with it. CR for design of encounters doesn't provide me with what I want. I don't like assigning x number of x monster, because that's the right number to have for a party of x lvl PC's. I like to assign x number of x monster because that's what is likely to be there due to the situation. The players don't have to run away all the time, but if they are low lvl they need to avoid more things that high lvl PC's. The world the players are in shouldn't increase in level of difficulty as the players do. Not overall anyway. The PC's will just come into contact with more dangerous bits of it, because they say decide to finally raid that Red dragon that's been plaguing the area for the past 5 years. The Kobolds etc don't suddenly dissappear because the PC's are 10th lvl...

In theory the world they are in can carry on quite happily without 3 PC's doing anything at all. Why shouldn't it? It doesn't revolve around just them...

As Sam does I can see a use for CR retrospectively to assign XP and depending on what has happened in the session I do just that.

RE: AoO The problem I had with it was a lot of the combat we do is described. To consistantly rule for AoO I felt that I needed to map things out more. Otherwise it was hard to work out exactly where the threat zones were and when they crossed. It turned combat into more of a board game, that we wanted to try to avoid. I can see they're use and if possible I would include them in my game, but as they are, I'm not happy to at the moment. Suggestions?

As a DM I have no problem with everything being consistant and less loosey goosey, in fact I prefer it, but when it slows the game down so the players are getting bored with the 30 second fight game time because it's taken an hour to do real time, I sometimes find that it's better to be a bit more "dramatic" with things. As long as there is a clear logic behind decisions, die rolls to decide where luck is a factor and people are still having fun then being looser with the rules can aid the situation.

Baron

P.S. RE: Me being your King... "Old Woman!!"

My problem with AoO isn't the concept, it's the implementation. D&D has long, abstract rounds during which any number of relatively time-consuming things are assumed to happen.. and completely ignored for the sake of simplicity and playing speed. Adding a bunch of AoO rules (not to mention all the other tactical stuff they added.. facing and threat zones and what have you) runs against the strengths of an abstract system.

Granted, it's playable, especially if you regard it as some kind of tactical combat board game. Chess isn't particularly realistic either. But it still rubs me the wrong way.

I concur.

Though, are the rounds long? They were in 2e at a minute, but at 6 secs/round it's similar to most RPG now and a bit less abstract.

Baron

Baron said:
I agree that having fun is the prime aim of playing and that trying to completely simulate the real world is impossible, but I give it a go. […] I don't like assigning x number of x monster, because that's the right number to have for a party of x lvl PC's. I like to assign x number of x monster because that's what is likely to be there due to the situation

Neph says:
Well, in this case, it’s a choice. Which is it? If your players have fun with a ‘simulated world’ then so be it. In my games though, I adjust the scenario so that it is appropriate to the story for the players to meet the right-sized challenge array, as defined by the DMG (some slightly higher, some lower, some easy if you know the trick, some lower CR with an evironmental advantage, most dead-on). How is it MORE appropriate to the story to have your beginning players stumble across an old red dragon, for example? Why not just tell a different story?

Our play time is finite. All things being equal, I’d rather spend it on challenges they have a hope of interacting with, rather than making them into passive witnesses to my construction. Just as in real life, the challenges we seek are commensurate with our readiness level. Unlike in real life, the challenges that seek us will likely be closely tied to our ability level. That’s why it’s a game at my table, and why it’s fun.

Baron:
My players seem to enjoy that I create a world and let them interact with it.

Neph:
They may enjoy the world, but if their choices are to run away or die, they are not interacting with it, at least in that one respect, though it may give the illusion that they are. Kind of like having a joystick which points only to the right. You press it that way and make you man move right. But are you playing, or touring?

Baron:
The Kobolds etc don't suddenly dissappear because the PC's are 10th lvl...

Neph:
Who says they should? It is a simple enough matter though, to make it clear that the kobalds are no longer their concern though, especially if the party has already dealt with them at a lower level.

Baron:

It turned combat into more of a board game, that we wanted to try to avoid.
[…]
As a DM I have no problem with everything being consistant and less loosey goosey, in fact I prefer it.

Neph:
First, you must choose which way you want it - loosey goosey or consistent. I don’t get a clear answer here. For the tactical portion of the game, turning it into a boardgame makes it much more consistent, without excluding role-playing.

Baron:
AoO The problem I had with it was a lot of the combat we do is described. To consistantly rule for AoO I felt that I needed to map things out more. Otherwise it was hard to work out exactly where the threat zones were and when they crossed. […]

As a DM I have no problem with everything being consistant and less loosey goosey, in fact I prefer it, but when it slows the game down so the players are getting bored with the 30 second fight game time because it's taken an hour to do real time, I sometimes find that it's better to be a bit more "dramatic" with things. As long as there is a clear logic behind decisions, die rolls to decide where luck is a factor and people are still having fun then being looser with the rules can aid the situation. I can see they're use and if possible I would include them in my game, but as they are, I'm not happy to at the moment. Suggestions?

Neph:
Some people view tight tactical rules as unimaginative and restrictive. I tend to think those people use house rule corrections, arbitrary mechanics, and loose rules structure as an excuse to strong-arm the story into an outcome or path that they find more pleasing, personally. They like the vaguaries of the 2nd system, in the same way that a fortune teller loves tea leaves and tarot cards – a loose framework, abandoned or changed at will, to tell whatever story comes to mind, while appearing to an audience to be coming from an objective, impartial source. But the side effect of this, is that with more story, you get less interaction. I can read a novel anytime – in a game, I want to affect the outcome. In D&D, a significant portion of the activity always was a tactical combat game – it’s deficiencies made people mistake on-the-fly house rules for imagination.

In the same way, you aspire to have a world that exists apart from the players because you like the element of danger. Yet using tight and consistent tactical rules is a far more prominent and interactive way to be ‘hands off’. You aren’t any less meddling if you pencil in a red dragon on their lawn, than you would be penciling in kobalds. You do control the environment and story, after all.

If your 3e combats are taking longer than 2nd , then you are doing something wrong. As a rule 3e combats tend to move at a brisk pace, with far fewer arguments of who was standing where and the like.

My suggestion is to go to office depot and buy a boardroom size 1 inch graph paper stack. Pre-map the rooms for the players in marker (don’t you hate stopping an encounter to map a room), and include furnishings. Make it lush. Don’t use dry erase boards, because they mean you constantly have to stop and map, and remap. Get tokens or figures, and embrace the tactical game along with your role-playing.

Honestly, it’s a gift to the players. Consistent rules for you and for them means that they have more control over their character and the way it operates in the environment you provide, rather than entrusting the interpretation of character actions to the DMs whims. And it really ratchets up the tension level when players realize you are playing at a strategic level that is appropriate for the NPC’s you throw at them. Quite thrilling when you realize that while the DM isn’t fudging to hurt you (ie plonking a red dragon next door), he isn’t fudging to help you either. It takes a lot of the personal equation out of character deaths. Players are less likely to hold a grudge when their PC dies, because they know it’s just the way the dice landed, especially if the encounter was designed to be appropriate from the beginning.

Xplo:
My problem with AoO isn't the concept, it's the implementation. D&D has long, abstract rounds during which any number of relatively time-consuming things are assumed to happen.. and completely ignored for the sake of simplicity and playing speed.

Adding a bunch of AoO rules (not to mention all the other tactical stuff they added.. facing and threat zones and what have you) runs against the strengths of an abstract system.

Granted, it's playable, especially if you regard it as some kind of tactical combat board game. Chess isn't particularly realistic either. But it still rubs me the wrong way.

Neph:
Have you read the 3e rules?

“Facing” was deleted from the 3e - not added, because it didn’t make sense that someone would stand facing in one direction for any length of time when fighting two opponents. It was treating the figure on the table too literally. The disadvantage of fighting more than one opponent was accounted for in other ways, such as in AoO.

Rounds are now a few seconds in length, not a full minute. Abstract as it is, time makes much more sense now than it did.

AoO could also be a solution for intercepting, which was never clear in the old rules, where combatants moved one at a time. There was no way to account for the difficulty of running past someone who is actively trying to block your way.

It also served as a solution for accounting for risky or time consuming tasks accomplished within combat. Like drinking a potion or casting a spell, for instance. In the old game, these were prevented outright, or they were subject to the DMs whim, which made the game less interactive because it offered players less choice in what they could do.

It also added an interesting tactical element to big critters in the game, which formerly had just a lot of hit dice, now actually were able to use their size to a tactical advantage.

All these game events had to be accounted for in the 2nd edition. There just was no formal system in place to do so, being ruled and argued willy nilly, constantly. Now, one sleek solution accounts for them all.

Once you understand how to use AoO tactically, you’ll find that they happen less often, and can be resolved very quickly. Inexperienced players (us included) blundered into them all the time. Now they are another choice the players have in the game.

A whole bunch of reactions to Neph's last post:

Neph wrote: "How is it MORE appropriate to the story to have your beginning players stumble across an old red dragon, for example? Why not just tell a different story?" You later went on to write: " make it clear that the kobalds are no longer their concern though, especially if the party has already dealt with them at a lower level."

I just don't agree with you on that.

Well it all comes down to campaign design styles Neph. I myself have seen my players like to build up their power and skills to eventually decide to take out the big baddies they've known since they started the game but couldn't face before.

Also, the Country Terrorising dragon doesn't need to be met or faced for the players to know it exists. Have them meet grieving families and friend who've lost people to it, have the players come accross a ruined farm or better yet have an NPC get eaten by it. Let me tell you they will get motivated to get to the point when they can try to take out the big baddy.

Lastly, the kobolds can still be the PC's concern event at tenth level. It's just no longer the players' concern.
This ties in to another thing Neph wrote: "Our play time is finite. All things being equal, I’d rather spend it on challenges they have a hope of interacting with, rather than making them into passive witnesses to my construction."

Just as a MOST TV series or movies don't bother to show us the character taking a crap, brushing their teeth or waiting on the highway, the game should stay focused on the important moments because most people don't want to bother with the haggling and bargaining that takes place every time their character buys a loaf of bread or have their horses groomed and fed.
With third edition, when monsters stop giving XP's I no longer bother to play the combats and encounters, unless the players specifically mention they would like to. I just say something like: "So after five days ride through the forest you reach your destination. The few wild animals and goblins that tried to attack you were all easily dispatched and so your journey ends without any incident worthy of note."

Regarding battlemats Neph wrote: "Honestly, it’s a gift to the players. Consistent rules for you and for them means that they have more control over their character and the way it operates in the environment you provide, rather than entrusting the interpretation of character actions to the DMs whims. And it really ratchets up the tension level when players realize you are playing at a strategic level that is appropriate for the NPC’s you throw at them."

There I totally agree Neph.
Also, I honestly find it more impressive (as a player) to actually see fourty counters or figs arayed in front of my party than hearing "You now face more than three dozen orcs". Last night's game had us facing a bunch of vampires in the sewers, the sheer amount of them made my heart skip a beat. It was very hard for me to bring myself to believe we could dispatch them all with such ease (well I didn't know they were just thralls and half-vampires at the time).
Remember the final fight in Fellowship of the Ring? Well on a battlemat, a fight like it is really cool, tactically challenging and entertaining. Without a battlemat… you can't use the trees as cover, create botllenecks where Boromis and the hobbits have a chance to resist the Uruks for a while, etc.

Neph wrote: "Once you understand how to use AoO tactically, you’ll find that they happen less often, and can be resolved very quickly."

AU CONTRAIRE mon ami. They happen much more often because you make them happen when they fit your design. Combattants array themselves so no more than one opponent can charge them without getting an AoO from someone else on the opposite side. Some people with mobility feats and skills, or high AC distract the opponents so other less skilled allies no longer have to worry about AoO (unless combat reflex is involved as I found out monday, ouch!)
But even if they are more numerous, they get resolved quickly.
I've found that the biggest effect of AoO on combat is to make it more cinematic and accrobatic, which suits my fancy just fine.

In general I like 3E combat much more than 2E. It's harder (because the monsters are now much more lethal) but much more enjoyable as the challenges don't get any easier as you go up levels while the "legal" ways in which to meet them have multiplied ten fold.

And Baron "You can't claim supreme executive power because some watery tart trew a scimitar at you! Supreme executive power derives from a madate of the masses!"

I just don't agree with you on that.

Neph: Sorry - I was exagerrating to make a point. I've begun several campaigns with monsters and calamities which the players were never intended to fight. They were just attempts to introduce the Big Bad early in the story, and set the stakes. I introduced them for story reasons only, and made fairly sure the players were incapacitated or so vastly overmatched that they would not hurt themselves in the encounter with a foolish move, while the plot impetus was delivered (you can't have players interfering with that anway). Then I switched back to regular encounters.

All I'm saying is, I don't make my adventures into a minefield where they can be food for the Tarrasque if they open the wrong door.

I also see why you AoO could be more numerous if you have a lot of feats that exploit it. I just found that when we played at low level (without choosing most of those feats), that the players got very crafty about avoiding being the brunt of AoO. Heh, the DM never figured it out though - too steeped in the slugfest of old.

But in all cases, AoO or not, the combats moved much faster.

Neph:

Yes, I have read the rules, THANK YOU. The book is sitting on my shelf.

Threat zones aren't 360 degrees. There are bonuses for flanking opponents. Hence, there is facing, regardless of whether or not the rules require "movement points" or some such mechanics to turn your character. If you don't believe me, try having your PC run and fight facing backward in your next 3e combat. Tell your GM that your character's butt can make AoOs when the enemy charges. See what he says.

Blimey this is getting a bit intense. Excellent! Sorry for the length of this and if it gets a bit confusing who I'm quoting...

I think Neph that the way our campaigns operate slightly different. I may be reading this wrongly (apologies if I am), but I think the campaign I’m running is more open than the one you are running (I’m assuming you’re the DM). Don’t take that to mean I’m saying yours is closed though…

Neph said

“…In my games though, I adjust the scenario so that it is appropriate to the story for the players to meet the right-sized challenge array, as defined by the DMG … How is it MORE appropriate to the story to have your beginning players stumble across an old red dragon, for example? Why not just tell a different story?…”

I am not saying particularly that it is appropriate. Just possible. Having said that I haven’t done that. But I still give the players the choice to take one on if they want to. I don’t try to steer the players at all when it comes to “the story” in fact I do the exact opposite. Apart from the beginning of the current section of the campaign to get the ball rolling I have given no specific directions to the players. Currently the players are defining their own objectives based on what has happened previously and where THEY want to go next.

So rather than being a DM who is one of those people that:

“…use house rule corrections, arbitrary mechanics, and loose rules structure as an excuse to strong-arm the story into an outcome or path that they find more pleasing, personally…”

I would hope I actually let the players drive the story. Now I’ll admit that I am not holier that holy. On occasion a gentle nudge is sometimes given in the hope that the players will go towards a direction I have loads of ideas about and hope I can make a bit more enjoyable, but I try as much as possible not to. If they ignore my steer then fair play, I’ll do my best to cope and carry on. So far, so good.

“…Our play time is finite. All things being equal, I’d rather spend it on challenges they have a hope of interacting with, rather than making them into passive witnesses to my construction. Just as in real life, the challenges we seek are commensurate with our readiness level. Unlike in real life, the challenges that seek us will likely be closely tied to our ability level. That’s why it’s a game at my table, and why it’s fun…”

Is this not the DM controlling the story? You are deciding what the PC’s can face and what they can’t. You are only letting them meet “what they can handle”. My players know that there are going to be certain situations that will be nigh on impossible to win. Retreat is sometimes an option they need to take. That is a valid strategy available to them. Where is the fun in knowing that all things being fair you should succeed in all the encounters? My players know that if they are stupid and unlucky there is a real risk they will die. When they succeed however, the victory is that much sweeter because it was never certain. Stupid equals, running at the red dragon at 1st level waving a short sword. Clever and successful equals, convincing the local high level mage to help them. Or waiting a while until one of them is good enough…

Rather than being impassive observers to my world the PC’s are major players. Just because the world COULD carry on regardless, doesn’t mean it does. Far from it, the PC’s currently involved in quite major politics in the world and steering a large portion of one side in a major war. That is because the PC’s have got involved and are steering the world themselves. I take it as my role to play the reaction of that world to them.

Neph:
“…They may enjoy the world, but if their choices are to run away or die, they are not interacting with it, at least in that one respect, though it may give the illusion that they are. Kind of like having a joystick which points only to the right. You press it that way and make you man move right. But are you playing, or touring?…”

Not all the encounters are out of their league! Most of them aren’t, all of them can be solved in some way, shape or form (as per the example above).

“…Baron:
The Kobolds etc don't suddenly disappear because the PC's are 10th lvl...

Neph:
Who says they should? It is a simple enough matter though, to make it clear that the kobalds are no longer their concern though, especially if the party has already dealt with them at a lower level….”

Why do I have to make it clear they are no longer their concern? It is up to the players to decide that.

Neph:
“…First, you must choose which way you want it - loosey goosey or consistent. I don’t get a clear answer here. For the tactical portion of the game, turning it into a boardgame makes it much more consistent, without excluding role-playing…”

I chose consistent. For a start it makes my life easier. And yes turning it into a board game makes it more consistent, but while it may not exclude it can reduce roleplaying.

We do map out some of the combats. Certainly if I feel that tactical disadvantages will arise. This is mainly for complicated or large battles. Yes, the main drive for consistency is so the players aren’t led around by the nose, they know what the outcomes are going to be so can make their tactical choices as they want, I completely agree with you there Neph. Yes, I control the environment and can arbitrarily decide what happens next, but control the story?!?! No, influence maybe, control no. I could but I don’t.

Even with AoO there is still room for inconsistency. You may argue that it may be reduced but eliminated, no. There will always be loosey-goosey decisions. If not then you would not need a DM to referee. The players can get the plot from a book and decide whether they succeed at the adventure all on their own. Was 2e vague? It seemed to have a rule for everything going, there were certainly enough books! I do try to eliminate any vagueness that arise but still maintain the flow of the game. The stopping to draw a map and then place everyone, all the time just to fit in AoO wasn’t worth it to me. It slowed combat down combat too much IMO when I did. Add the fact that AoO is hard to do if combat is not drawn out precisely, I felt that to maintain consistency I would omit AoO.

Neph:
“…My suggestion is to go to office depot and buy a boardroom size 1 inch graph paper stack. Pre-map the rooms for the players in marker (don’t you hate stopping an encounter to map a room), and include furnishings. Make it lush. Don’t use dry erase boards, because they mean you constantly have to stop and map, and remap. Get tokens or figures, and embrace the tactical game along with your role-playing…”

I would love to be able to map out everywhere! Places I know the player will go to I do, but they frequently go off somewhere I have not planned for. I do tend to use 5mm square paper for sketch maps, with 1mm to a ft. See, I do map some of the time!

Xplo:
“…My problem with AoO isn't the concept, it's the implementation... Granted, it's playable, especially if you regard it as some kind of tactical combat board game. Chess isn't particularly realistic either. But it still rubs me the wrong way…”

I agree with Xplo here w/regards to what I’ve quoted. Having to map in finite detail turns it into a war game for me. I don’t play much warhammer… I don’t enjoy it as much. It’s not what I roleplay for.

Neph:
“…AoO could also be a solution for intercepting, which was never clear in the old rules, where combatants moved one at a time. There was no way to account for the difficulty of running past someone who is actively trying to block your way.

It also served as a solution for accounting for risky or time consuming tasks accomplished within combat. Like drinking a potion or casting a spell, for instance. In the old game, these were prevented outright, or they were subject to the DMs whim, which made the game less interactive because it offered players less choice in what they could do…”

Which is why I would like to include it in my game. I feel however that these problems can be solved in easier ways. It’s a matter of weighing up the advantages and disadvantages. On balance for the reasons above I felt including AoO wasn’t worth it.

Re: Sam’s posting:

On the whole I agree with you, we seem to be singing from the same songsheet at least!

“…With third edition, when monsters stop giving XP's I no longer bother to play the combats and encounters, unless the players specifically mention they would like to. I just say something like: "So after five days ride through the forest you reach your destination. The few wild animals and goblins that tried to attack you were all easily dispatched and so your journey ends without any incident worthy of note."…”

Very similar to the way I handle things.

“…Also, I honestly find it more impressive (as a player) to actually see fourty counters or figs arayed in front of my party than hearing "You now face more than three dozen orcs". Last night's game had us facing a bunch of vampires in the sewers, the sheer amount of them made my heart skip a beat. It was very hard for me to bring myself to believe we could dispatch them all with such ease (well I didn't know they were just thralls and half-vampires at the time). …”

It can be impressive though. It just takes a bit more description. That’s half the fun as a DM. A good description can go a long way to this. Drawing those orcs will give you their positions, but not the fact that the players have just rounded the corner, to be confronted with the grunting, snarling beasts. “The large number of them turns them into a faceless sea of green and brown, before as you look harder you can start pick out individuals, scuffling amongst themselves for position or over a bit of food one has been eating while he’s been waiting. Yes they’ve been waiting for someone, and that someone is you. The banging of shields started as you came into view. Standing at the front in the middle the largest of them stands, dripping with blood and glaring a challenge.” (sorry if I went off a bit there)

Yes I’d probably draw a map then to show the positions, but it might only be of the landscape and the rough lines of the shield walls that have been set up. Not each of the individual orcs. The players can still use trees for cover, channel the orcs through a gully formed by two hills etc etc

Do you map out all your battles in exquisite detail, to the nearest 5ft? How do you do it without slowing everything down? Combat takes far to long as it is IMO. Should 5 mins of game time take an evening to sort out. That’s just working on 5 mins to sort out each round (4+ hours)

“…In general I like 3E combat much more than 2E. It's harder (because the monsters are now much more lethal) but much more enjoyable as the challenges don't get any easier as you go up levels while the "legal" ways in which to meet them have multiplied ten fold….”

I agree here Sam. Just the rationalising of the stats makes it so much better.

Oh *cough*

The Lady of the Lake, her arm clad in the purest shimmering samite, held aloft Excalibur from the bosom of the water signifying by Divine Providence that I, Arthur, was to carry Excalibur. That is why I am your king!

I look forward to loads of retorts, but I might not reply for a bit as I am off on holdiay for a week. Play nicely kids!

Baron

RE: Baron.

Well I dont think most of us take very long to draw maps. But over the sessions I've started to cut cardboard tables, chairs, benches (squares, circles and rectangles of various size) which help my descriptions. Also, I know a few players who's imagination needs visual support, like a picture or counters once in a while. While I myself wouldn't have needed anything more than your description, some of my friends need something else.

Re: fuzy rules and other gritty stuff

3E still has grey areas, which I find necessary, otherwise you have to go GURPS or ROLEMASTER which leaves nothing for you to make judgement calls.

As far as AoO are concerned, you still need to make calls.

Ex: Me and the party are following this guy in an alley. I'm in front of the party stealthily shadowing the guy. The other PC's are behind clanking in armour. The guy turns around and charges the resrest of the party. He hasn't seen me, as he passes me by, I trip him (my own AoO) but he would be entitled to an AoO himself since I don't have improved trip. I asked the GM if, since he wasn't aware of me would he still get an AoO, DM ruled that no (logical). We work out the trip, but I fail, still the DM decides that this is enough to break the charge and as the bad guy stumbles towards his foe, he doesn't get his +2 to hit and causes an AoO.

Nothing in the rules says that, but it sure makes sense doesn't it?

Neph:
“…use house rule corrections, arbitrary mechanics, and loose rules structure as an excuse to strong-arm the story into an outcome or path that they find more pleasing, personally…”

Baron:
I would hope I actually let the players drive the story. Now I’ll admit that I am not holier that holy. On occasion a gentle nudge is sometimes given in the hope that the players will go towards a direction […]. If they ignore my steer then fair play, I’ll do my best to cope and carry on.

Neph:
I should clarify, I’m against using loosey-goosey rules to strong-arm the RESULT of the encounter – AFTER the players have chosen their path. My criticism applies mainly to DMs who fiddle too much during the tactical game, rather than focusing on the role-playing and story aspects. I have no problem at all with leaving plenty of clues in a story to give enterprising players a clue about what’s going on around them so they can make the best choices. But I have a big problem with DMs who start unnecessarily adding or changing the tactical rules to suit their whim in the middle of combat because it would be kewl. The DM’s job is to set the table, not to shovel it into the player’s mouth.

Baron:
Is this not the DM controlling the story? You are deciding what the PC’s can face and what they can’t. You are only letting them meet “what they can handle”. My players know that there are going to be certain situations that will be nigh on impossible to win.

Neph:
If you follow the DMG recommendations, you’ll find that they recommend a certain amount of encounters be slightly higher than the CR of the party. Ones that are significantly higher should not be integral to the adventure. This was the case with the ‘troll’ in The Sunless Citadel, which lurks at the end of an isolated tunnel.

Of course the DM controls the SETTING, he places the buffet. The story arises from the player choices, and from their successes or failures. If the DM has made an appropriate setting, designed appropriate encounters, he shouldn’t need to intercede ‘rules-wise’ to save or hurt characters to make the story ‘more interesting’. I’ve seen DMs try to do it, clumsily introducing new mechanics for kewl story ideas or combat moments, and in each time, they failed.

Baron:
Retreat is sometimes an option they need to take. That is a valid strategy available to them. Where is the fun in knowing that all things being fair you should succeed in all the encounters? My players know that if they are stupid and unlucky there is a real risk they will die. When they succeed however, the victory is that much sweeter because it was never certain. Stupid equals, running at the red dragon at 1st level waving a short sword. Clever and successful equals, convincing the local high level mage to help them. Or waiting a while until one of them is good enough…

Neph:
At no point have I argued that players should win every challenge, so we’re very much in agreement. The DMG guidelines, if followed (and in the Sunless Citadel, for example) will push characters to the edge, and maybe a little over. In fact, several encounters in my games have killed characters when they were being smart or heroic, rather than just when they are dumb. There weren’t any bad feelings though, because nobody was outrageously overmatched.

Baron:
Even with AoO there is still room for inconsistency. You may argue that it may be reduced but eliminated, no. […] The stopping to draw a map and then place everyone, all the time just to fit in AoO wasn’t worth it to me. It slowed combat down combat too much IMO when I did. Add the fact that AoO is hard to do if combat is not drawn out precisely, I felt that to maintain consistency I would omit AoO.

Neph:
I argue that they have been reduced, but not eliminated.

On mapping, as I said, map it out on the big paper the night before. It isn’t hard. Map the whole friggin dungeon on the big paper with a 1 inch scale grid.

What REALLY slows down combat is the constant bickering and confusion of who was standing where, doing what. To maintain consistency – you must draw your combats precisely, not omit AoO. It isn’t hard at all. Your problem isn’t AoO; it’s that you don’t use a proper game mat for the tactical portion of D&D.

Photoshop or photocopy the module map itself to hand to players if they want to see the big picture. Just erase the secret parts.

---------
Sam:
“…Also, I honestly find it more impressive (as a player) to actually see fourty counters or figs arayed in front of my

Baron:
It can be impressive though. It just takes a bit more description. That’s half the fun as a DM. A good description can go a long way to this. Drawing those orcs will give you their positions, but not the fact that the players have just rounded the corner, to be confronted with the grunting, snarling beasts.

Neph:
A lavish description is woefully inadequate for tracking action and for giving players the information they need to perform in combat. A set of counters doesn’t give players the flavor of the particular encounter. A good DM will use both.

Baron:
Do you map out all your battles in exquisite detail, to the nearest 5ft? How do you do it without slowing everything down? Combat takes far to long as it is IMO. Should 5 mins of game time take an evening to sort out. That’s just working on 5 mins to sort out each round (4+ hours)

Neph:
As I said, I map the room, to scale, the night before, including trees, tables, chests, cover. I do it while I’m watching TV. Any likely encounter area. I keep a sheaf of these room maps in a stack. When someone says “I look into the room,” I lay the paper on the table, or uncover the hidden room (I sometimes lay paper or books over it) and begin my verbal description, pointing to the various things I’m describing.

It’s MUCH faster than stopping to map the room, even on small paper.

“…I should clarify, I’m against using loosey-goosey rules to strong-arm the RESULT of the encounter – AFTER the players have chosen their path…”

No disagreement here.

“..But I have a big problem with DMs who start unnecessarily adding or changing the tactical rules to suit their whim in the middle of combat because it would be kewl. The DM’s job is to set the table, not to shovel it into the player’s mouth…”

Or here, in essence, occasionally though the rules need to be taken as advice. Especially for situations not specifically covered.

“…Of course the DM controls the SETTING, he places the buffet. The story arises from the player choices, and from their successes or failures. If the DM has made an appropriate setting, designed appropriate encounters, he shouldn’t need to intercede ‘rules-wise’ to save or hurt characters to make the story ‘more interesting’. I’ve seen DMs try to do it, clumsily introducing new mechanics for kewl story ideas or combat moments, and in each time, they failed…”

This is where we differ somewhat. Your are setting out a buffet and letting them pick from it. I am trying to let them decide what gets put on the table in the first place (to keep your analogy going). You appear to play a series of adventures with a specific goal in mind which are finished and then the next adventure is started (I might be wrong here). I operate with totally open ended goals or rather the players do. At the moment their prime objective is stop an aggressor country invading its neighbours. They set the specific missions regarding how exactly to do this and these tend to run alongside each other, with one taking precedence over the other at the appropriate time.

“…At no point have I argued that players should win every challenge, so we’re very much in agreement…”

That was merely me interpreting. I was pretty sure you weren’t but, it is more likely if you follow CR religiously.

“… The DMG guidelines, if followed (and in the Sunless Citadel, for example) will push characters to the edge, and maybe a little over. In fact, several encounters in my games have killed characters when they were being smart or heroic, rather than just when they are dumb. There weren’t any bad feelings though, because nobody was outrageously overmatched…”

Touch wood, my decisions are taken in a similar fashion. The players may be outrageously outmatched though in my game. The players I have know this and act with a touch of caution, as they should, it’s a dangerous world they’re playing in. They do tend to get clues that they will be outmatched, it’s up to them to decide whether to avoid the situation or overcome it some other way

Baron:
Even with AoO there is still room for inconsistency. You may argue that it may be reduced but eliminated, no. […] The stopping to draw a map and then place everyone, all the time just to fit in AoO wasn’t worth it to me. It slowed combat down combat too much IMO when I did. Add the fact that AoO is hard to do if combat is not drawn out precisely, I felt that to maintain consistency I would omit AoO.

“…I argue that they have been reduced, but not eliminated…”

Excellent! :~)

“…On mapping, as I said, map it out on the big paper the night before. It isn’t hard. Map the whole friggin dungeon on the big paper with a 1 inch scale grid…” “…Photoshop or photocopy the module map itself to hand to players if they want to see the big picture. Just erase the secret parts…”

I completely disagree with you here I am afraid. You are using modules I don’t. You have a fair idea where the players may go. I have much less of an idea. I can’t draw every room they may go into. I rarely play in dungeons. There is a whole city they can go in.

“…What REALLY slows down combat is the constant bickering and confusion of who was standing where, doing what. To maintain consistency – you must draw your combats precisely, not omit AoO…”

Not if you are describing everything well, people are listening and know what’s going on. I do use sketch maps where required, to stop confusion. They can be quite precise, but to maintain consistency with combat we don’t want to draw out, I omitted AoO.

“…A lavish description is woefully inadequate for tracking action and for giving players the information they need to perform in combat. A set of counters doesn’t give players the flavor of the particular encounter. A good DM will use both…”

For a big battle I will use simple maps showing where groups of creatures are. Fighting on an individual basis will be more described. I disagree that it is woefully inadequate. It does work. In fact it appears to be enjoyed far more by my players than turning combat it into an utterly precise gods eye view of what is going on. Battle is chaotic, it is very difficult to know what is going on. Have you tried LRP? We have an event over here that about 3000 people attend. Fighting is at best disorientating…

“…As I said, I map the room, to scale, the night before, including trees, tables, chests, cover. I do it while I’m watching TV. Any likely encounter area. I keep a sheaf of these room maps in a stack. When someone says “I look into the room,” I lay the paper on the table, or uncover the hidden room (I sometimes lay paper or books over it) and begin my verbal description, pointing to the various things I’m describing.
It’s MUCH faster than stopping to map the room, even on small paper…”

I agree it is much faster, but as I give the players more of a free reign it is harder to pre plan every room they are going to go to. I have to make up the details of rooms on the fly. I also don’t have time to do loads of work the night before. Plus my players take enormous delight in avoiding any area I have spent time working on! But that’s just them trying to wind me up. :~)

If you are playing mainly from modules then you have that luxury over me. I personally feel that I have the luxury of being able to let my players do, as they want, when they want, how they want. I am merely the person that tells them whether it’s work and how people react to them.

Now I really am off for a week!

Baron

Baron and Sam, I think we mostly agree on the way we play. The places where we differ stem mainly from the way we structure our campaigns.

I do play from set pre-made adventures rather than going on the fly. I customize the story elements somewhat in each adventure to ensure they feed to the next one, and simultaneously to an overall theme in the story – a big bad of some kind.

I also spend my time developing the characters and scenes within each module, since the mechanics are taken care of. As a DM and as a writer with limited time, that’s where I can get the most bang for my buck, leaving the math to others.

So, I’m looking at the 12th level adventure to figure out what I need to tweak in the first one, to ensure the story fits and builds. It’s a very rough guide, and is subject to change and inspiration as we play, but after discussing it, my players unanimously agreed that they really enjoy a sense of ‘closure’ and accomplishment after each ‘chapter’ much more than ongoing adventures – it takes much more effort to do that in open ended games. They found that open ended games, while fun, never really gave them the sense of accomplishment that specific missions and adventures gave them. This way, they get the best of both worlds.

We do ‘blue booking’ between games, where they have much more free reign. Essentially, this is email/web page story from each character and the DM about what those characters and setting do during the ‘tween adventures time. It really satisfies an aspect of RP and adds a sense of existence to the world and characters, apart from what they do in the dungeon. This is where I propel the story and character encounters along until it comes to a point where the party needs to suit up and achieve some specific objective – to do the adventure. We’ve found that the ‘character work’ is more effective online, and the ‘adventure work’ is more satisfying around the table. And it is quite rewarding to see the material from the online stuff flavor the game. Doing the character stuff live – with non-improv people – always ended up sounding like the Summoner Geeks. Writing it as a brief story allows people the time to come up with witticisms and language that supports the setting.

I also often make real-time game pauses during rest stops to allow players to talk in character. One of the best times we did this was during preparation and battle planning to take out the dragon in The Forge of Fury (which overmatches the party). Knowing that not all of us would survive the encounter, we paused after planning to say our goodbyes (and one character did die).

The kinds of adventures I use for the ‘live sessions’ tend to be dungeons or areas that are slightly isolated, to avoid the problems of characters wandering ‘out of bounds’. For the most part, the players are cooperative with this, and realize that this is preferable to making me scramble, or to being pulled by the nose (ie Speaker in Dreams) along a specific plot track. The one player that constantly attempted to flee the adventure, deliberately trying to challenge every DM to entertain him with improv material, does not play with us anymore. :^) I believe this was discussed in another thread, the point that players also have a responsibility, and that is to play in good faith, understanding that this is a game, and to not try to throw unwarranted monkeywrenches to impede the development of the story (as opposed to attempting to accomplish their missions). For instance, I have a DM friend whose players refused a reasonable mission that he’d spent considerable time preparing. He ended the campaign right then and there, with those players washing dishes, rather than being adventurers. Why come to the game if you aren’t actually going to play?

Neph:
“…What REALLY slows down combat is the constant bickering and confusion of who was standing where, doing what. To maintain consistency – you must draw your combats precisely, not omit AoO…”

Baron:
"Not if you are describing everything well, people are listening and know what’s going on. I do use sketch maps where required, to stop confusion. They can be quite precise, but to maintain consistency with combat we don’t want to draw out, I omitted AoO."

Neph:
AoO, and the vast host of game implications that they have, from sneak attacks to game actions, to feats, are simply unworkable without a precise tactical map. The whole structure of 3e was designed with a battlegrid in mind. I can’t imagine trying to make all that work without it.

Even the most skilled detailed orators still depend on the attention, memory, and interpretation of your audience. In over 15 years of D&D gaming, I have never seen an orally described tactical scenario that wasn’t SNAFU’d for at least one player because they were unclear on what was happening, and many times I was that player.

How do you account for movement, spell and missile ranges, reach, and sneak attacks – especially for those big encounters with lots of goons? Honestly, 2nd we, we mostly used to skip all that stuff because it was too unwieldy, depriving ourselves of some interesting options and considerations in tactical scenarios. Even so, in 2nd e, an encounter with 20-30 kobolds could literally take a day of second guessing and oral clarifications. In 3e, it’s under an hour – moving tokens, clickety click. Everybody sees the same thing.

Man was "Speaker in Dreams" a bad module and Waaaaaay too hard. All in all we went through a total of 5 characters in this crappy piece of sh...

Nuf said

Speaker, yeah. I deemed it unplayable, or at least unenjoyable, and skipped it. My review is up on Amazon.com

On a somewhat different subject.. I don't understand why some of you people are having gigantic, all-night combats. Maybe you have huge groups of players or something?

Back when I was still GMing, most of my combats were greasy fast.. say, maybe 10 minutes for a minor skirmish, and up to an hour or so for a major battle.. and this was in GURPS, using the full combat rules (hit location, explicit wargame-like maneuvering on a map, a rolled defense for every attack, you name it). The only things that slowed us down were soda breaks or having to look obscure, rarely-used rules. I don't mean to brag here, but honestly, what are you guys doing wrong?

As far as mapping, it's really no big deal. Get a lot of cheap 8 x 11 graph/hex paper and pull some out every time you need a new map. For D&D, 1" graph paper at 5' per square will let you map fairly large rooms or even entire small buildings on one sheet. If you know where the players are fighting, drawing up a servicible map in pencil and populating it with a few doors/tables/whatever takes maybe a minute or two.

There's no need to map everything in advance either (this goes out to Nephandus). Most shops look sorta the same. Most houses look sorta the same. Most inns look sorta the same, and so forth. In most architecture, form follows function. If you must, work out a few generic designs for each common building type and keep them wherever you keep all your campaign stuff (presumably in a folder or something). Then, whenever you need a map, copy one of them off, making minor changes or mirror-imaging things as the whim takes you, or even use the originals if you won't have to mark them up too much. Honestly, your players aren't going to mind if a lot of the buildings look similar.. if you're whipping out a combat map, it's time to kick some ass, not admire the tapestries!

Mapping advice appreciated Xplo, but not necessary in our case, since most of our time spent between specific 'module-styled' adventures is just blue-booked.
I improv character interaction, not the setting. For that, I prepare ahead of time, and take the time to do so. For live sessions, our party doesn't just hang out and wander, they go to specific locales, for specific missions.

As for the all night, and in one case -all summer- combats, I can assure you, as a player since 1981 or so, that we were familiar with everything. As I said, much of the time was spent arguing about who was standing where, facing which direction, repeating room descriptions, taking back moves and re-doing them because someone didn't recall some verbal instruction etc etc. The vaguaries of 2nd e made every move a new argument of how to play the game, rather than simply playing.

I suspect that if your combats were shorter, then you either had very few combatants, or the DM was shortcuttng every move on the fly, rather than actually letting them play out.

8x11 graph paper functioned inadequately when I was 11, back in 1981, though we didn't realize it then. We use it for the big picture map, but it doesn't work as a battleboard - where we want precise, to scale, positioning.

"Mapping advice appreciated Xplo, but not necessary in our case..."

Oh? I seem to remember you saying something about not being able to map all the buildings and such, due to the fact that you ran a player-driven campaign and you had no way of knowing where they were going to go ahead of time. Maybe that was someone else.

"As I said, much of the time was spent arguing about who was standing where, facing which direction, repeating room descriptions, taking back moves and re-doing them because someone didn't recall some verbal instruction etc etc."

Aha, that's what you were doing wrong. ;)

2e wasn't really designed for tactical combat, and shouldn't be played as such, IMO.

"I suspect that if your combats were shorter, then you either had very few combatants, or the DM was shortcuttng every move on the fly, rather than actually letting them play out."

Since I was the GM, I can assure you that all the moves were played out by the rules. It's true that I rarely had more than three or four players, though.. were you GMing a dozen or something? (Bad idea.)

"8x11 graph paper functioned inadequately when I was 11, back in 1981, though we didn't realize it then. We use it for the big picture map, but it doesn't work as a battleboard - where we want precise, to scale, positioning."

The standard quarter-inch grid is useless for battle, yes.. but I meant to use something with an inch grid. Allowing for margins or chopped-off edges, that gives you about a 35' x 55' area.. enough for a pretty large room, or a small building, as I said before. If for some reason you need more than that, you can always tape two sheets together.

Alternately, if you're fighting in a huge open area or something, just use a small ruler or tape measure to move people, wargame-style. I've played in games like this before and it works quite well.

Xplo: seem to remember you saying something about not being able to map all the buildings and such, due to the fact that you ran a player-driven campaign and you had no way of knowing where they were going to go ahead of time. Maybe that was someone else."

Yes, it was Baron. That conversation is still available for you to read in this very thread which you responded to, should you be interested.

As for mapping and the tactical portion of my game, it has never been better, and this is largely due to 3e, and to the giant 1 inch grid paper I use. We tried rulers as well, and found them not to be a good enough substitute for the big grid paper, which is easily accessible.

Was it Baron? Doh, my mistake.

The advice was really for him then. :)

Right where do I begin. There are so many points to reply to!

Neph,

I can see the attraction of finishing things off before moving on to the next and to some extent with my group that does happen but only due to the players setting a series of things they want to do and then concentrating on just one thing at a time. Overall though that's not really how they want things set out for them. As long as we're both having fun it matters not!

I don't use pre-made adventures at all. Why? Well I don't want to spend money buying them they just don't work with an open campaign like mine, just for the fact they are so much more linear. I did try earlier in my GM career, I found myself spending loads of time trying to shoehorn them in. If I get hold of one I'll tend to just use it for inspiration and rip a couple of ideas of.

Xplo, Neph, Sam, anybody else who feels like chipping in...

Now the issue of mapping, AoO, length to play out combat, etc. As I've said I do map combat out. Sometimes, but not all the time. When I do, depending on the scale of the fighting, the map will have varying levels of detail drawn in. A fair chunk of the time I will draw out a rough map of the room. Even I can draw a rectangle, slap a couple of lines and a loads of circles down in it and hey presto instant inn. The benefit for predrawing generic rooms is not good enough, I can do that in front of the players.

I don't deny that maps have a use for conveying the description over to the players (1000 words and all that)(on 5mm sqr paper). But I didn't want to be required to draw an map out each time anything vaguely combat related kicked off. For AoO I think you need to. I don't think you need to for other aspects unless it relates to AoO. For things that are likely to turn complicated and people will get confused I'll draw a map out and ask for positions of people and then carry on. The game would be inconstant if I used AoO for one fight and not for another five minutes later. I don't think judging range on a bow requires anywhere near the accuracy required for AoO. We seem to manage with my sketches, but then rather than saying "I'm moving 25 ft this round", my players tend to say "I'm moving just far enough forward that I can get a shot off past the wall." A subtle difference I know, but rather than the tactics being primarily on how many squares they can move this round, whether they'll get a +2 for xyz and so on, the tactics are more about trying to establish a pincer attack on the bad guys or something similar.

They know the rules and yes there are times when tactics focus on the system, but in the main they'll delare they've had enough of the orcs that just taken the piss out of them and are going to run at them swinging wildly and screaming (charge bonus and penalty are applied without further ado). It's not perfect but prefered. In theory an ab initio can play just as well as a seasoned gamer, as the mods are applied in the background. My players aren't beginners though, so will tend to add their own modifiers, but most of the time they are not the ruling influence on how the fight goes.

I'd still prefer combat to take less time to sort out. My above example 5 mins taking GT 4+ hours. I have three players, so a minute per PC, a minute for Enemy, a minute for allies = 5 mins a round. 5 mins GT = 50 rounds, 50 round takes 250mins RT. That's not a big group and a minute isn't an unreasonable time to ask what they PC's doing, clarify on some point, quibble over a rule maybe and then roll the dice to see if they hit and how much damage they do. Yes, I am only averaging though. Anything that adds to this time though will slow things down. It's already slow, so this is something to be avoided IMO. It's a problem with just about all rpg though, the more accurate you want to be the more time it takes to take everything into account...

If you're going to spend a fair chunk of the evening doing it, surely it's better to do it with a more roleplay description method than to play a wargame. There are better systems for wargaming around. All my own opinion mind...

Baron

A minute per PC? Yikes.

I know your figures are just estimates, but if you can move several allies and/or enemies in a couple of minutes, your experienced players should be able to act with the same speed most of the time. Most combats - *especially* large combats, by virtue of having lots of comparatively weak enemies - tend to boil down to "okay, I attack that one", and by the time your first player's done, your second and third players should already know more or less what they want to do next.

I don't mean to lecture. "You suck! You're doing it wrong!" It just seems to me that if a fight is taking all evening, then something's taking way too long.

Well yes I'll agree that I am using estimates and averaging out. One round may take hardly any time at all, but then others take longer as the player pauses briefly to consider what the last persons just done. 30secs/round is still 2 hours for 5mins GT. It takes my lot that long to stop chewing the mouthful of crisps they're scoffing!

Larger battles do tend to go quicker by virtue they tend to have simpler opponents, but they take longer to resolve due to the numebrs involved. But a battle against a few harder, more complicated opponents can take time. Especially if the tactics are a bit more complex than, "I'll hit that one". It's probably only more of an issue with me at the mo, because they are doing a lot of fighting, but that phase should end soonish allowing "roleplaying" to resume.

Baron - you and I obviously run very different campaigns. In addition to the RPG and story elements, my games are often praised for their fairness and tactical element. The adventures I choose tend to support this style of play.

I leave the "game" in RPG. You are still doing it the way we used to do it with 2nd e, and IMO, it simply doesn't work with the 3rd. There's no reason not to have an accurate battleboard for every single combat - specific positioning counts for a great deal more than AoO in 3rd ed. If your combats are taking too long, it's because you are attempting to introduce some of the extra elements of 3e, without introducing the mechanism that supports it. If it was me, I'd be very frustrated playing that way, but if you believe the alternative is not an improvement, then carry on!

Nephandus,
I like your style of DMing. The whole game is about having fun and overcoming challenges that match your characters level of experience. As a 1st level character you should never have the opportunity of meeting a Red Dragon! You wouldn't happen to live in Oregon would you?

All very interesting reading. Although I don't run AD&D (pointedly), I feel that the discussion here is more about Gamesmaster techniques and can thus comment. For bias, I run my own game, Icar (http://www.icar.co.uk) which is a free Science Fiction RPG. I run a game with University graduates within the 22-30 age bracket. I run a Narrativist - Gamist game [1]. I have split up my opinions into headings, not retorts to anyone in particular. I shall refer to the person who runs the game (Ref, DM) as the GM. I have referenced [] where possible and they are included at the end.

1. Campaign Technique
Traditional campaigning uses a tree-like structure where the GM has a starting point and then the possibilities fan out. At each branch, the players take a choice and move on. However, there are a limited number of branches and the players are likely to see very similar events regardless of what they do. Also, the choices are often quite obvious. This is a semi-linear, closed method. Players are unlikely to play the same 'adventure' more than once so the lack of branches does not appear a problem. Another sort of Campaign style is more freeform where a world is presented with vague goals (often provided by the character's background) and this is used to provide the character's with something to do. I run the Icarian model [2], where the world is provided and several plotlines provide event filled timelines that the characters may or may not witness. Sub goals are often given through jobs and contacts, but the characters must seek an agenda for themselves, rather than following the plot. A structure is given so that recurring characters can reappear without any loss of consistency. If the characters were not in the game world at all, then it would continue unhindered but if they alter things then future events change.

Why do it this way? If my players got they idea that they were on a linear, they would do everything in their power to revolt. They do not roleplay to be forced down a certain route - they want freedom. They want to choose who the bad-guys are. You could try to argue that the players would never know that they are being 'railroaded' down a single route, but this is to underestimate the players as they will soon get wind of the groomed manner in which the presentation and choices are given. Also, encounters become either 'Kill it', 'Talk to it'. Thus, it can be very predictable.
I will never return to the adventure-based linearity as, frankly, it bores me to know what will be happening later in the campaign. I like to know what I might throw at the players, but I don't want to know how tough they are going to be or what they might do when faced with it.

2. Maps
Figures have their place, but not on my Roleplaying Game table. Too much is relied upon maps and figures, a good description will do enough. It is unlikely that you have a figurine for 'Crouched on the floor crying', one for 'Back against the wall, heart pounding'. A few marks on a map to show simple locations of objects. The players should be describing, not rolling dice. I want to hear about 'dives through doorways', 'rolling under tables' and 'barging the bad guy'. This may all be backed up by a swift dice roll and a quick rule mechanic but is essentially quick and much more interesting than just rolling dice. I am sure your players do this to some extent, but it should be encouraged. I find figures detract away from the drama of the scene, a fallback for those too lazy to describe their actions and a haven for power gamers.

3. Balance and Fairness
What is fair? Should a game be fair? So much more tension can be built if the players honestly don't know if the next thing they do will lead to their untimely demise. Balance is important, but breadth is also. The characters need a range of foes to appreciate their strengths and weaknesses.

4. Conclusion
You are there to have fun. There is no right or wrong way of GMing, there are different GMs for different groups of players. I have tried other methods of GMing, using Campaign diagrams [3] and the such and have found every technique interesting. It is unwise not to try other methods, no matter how bizarre they seem.
I gave up running linear plots long ago as my players would tear them to shreds. I've seem them do it to very good GMs who could not handle the free spirited nature of players who don't like anything on offer so will build their own agenda.

5. References
1. see the Forge GNS model http://www.indie-rpgs.com/articles/1/
2. Icar GM Manual - The Strings. Go to http://www.icar.co.uk/ Click on the menu Game->Strings and download the 2MB pdf
3. Roleplaying Tips - http://www.roleplayingtips.com/

"Too much is relied upon maps and figures, a good description will do enough."

I played a game like this once when I was little. It was called "cops and robbers"; one of us was the cop and the other one was the robber. We'd chase each other around for a while, then "shoot" at each other, and then argue over whether we we'd been hit or not. A fair amount of the arguing, as I recall, was done while rolling in the dirt.

The entire purpose of having game mechanics is to resolve stuff like this and give GMs and players a concrete idea of what their characters are capable of. If you're not going to use them, then you might as well have no system at all, and then you're left with nothing except interactive storytelling or improv theater. These are perfectly valid activities, but I would stop short of calling them "games".

When I say 'figures', I mean 'diagrams' not 'numbers'.
And thus, we agree.

In fact, what I really mean is little metal models that you stand on the map. I normally mean diagrams, when working.

On March 6, 2003 10:36 AM, Brainwipe said:

Brainwipe:

“Campaign Technique
Why do it this way? If my players got they idea that they were on a linear, they would do everything in their power to revolt. “

Neph:
Even a dungeon has choices. And your ‘tree structure’ seems to use a flowchart of choices and encounters – which is essentially – a dungeon. Unless the players stray too far off the path and leave you scrambling or playing improv games.

Brainwipe:
“Also, encounters become either 'Kill it', 'Talk to it'. Thus, it can be very predictable.”

Neph:
While this has certainly been a part of my games (and I’ll bet it’s a big part of yours), it needn’t be. My players found a shrewd villain in Yusdrayal in the Sunless Citadel, essentially using her 13 kobald guards to threaten to turn a single character into a pincushion, effectively preventing the entire part from attacking. They negotiated with one party to attack another, and then found that they’d been used as an assault force by the first group. Not Shakespeare, but the players did enjoy a smart villain.

Brainwipe:
“ I like to know what I might throw at the players, but I don't want to know how tough they are going to be or what they might do when faced with it.”

Neph:
Of course you know what they MIGHT do. But nobody knows what they WILL do.

Brainwipe
“It is unlikely that you have a figurine for 'Crouched on the floor crying', one for 'Back against the wall, heart pounding'. A few marks on a map to show simple locations of objects. The players should be describing, not rolling dice. I want to hear about 'dives through doorways', 'rolling under tables' and 'barging the bad guy'. This may all be backed up by a swift dice roll and a quick rule mechanic but is essentially quick and much more interesting than just rolling dice. I am sure your players do this to some extent, but it should be encouraged. I find figures detract away from the drama of the scene, a fallback for those too lazy to describe their actions and a haven for power gamers.”

Neph:
I do not understand the unlikely claim that if you use a map and a figure, that you will lose the capacity for speech and imagination, preventing you from also describing a scene adequately. Does something in the ink cause a stroke? Am I just that much of a genius that I alone am able to talk and draw (admittedly, I do much of my drawing the night before), or talk, and move a figure? Sorry for the sarcasm – it just seems to be a silly claim. As for “power gamers” the negative connotations of this term were born from the easily exploitable loopholes in the 2nd edition D&D game system, and a host of other systems that do not have a cohesive mechanical structure. A good system should balance out everything, preventing players from overpowering the game.

Brainwipe:

“3. Balance and Fairness
What is fair? Should a game be fair? So much more tension can be built if the players honestly don't know if the next thing they do will lead to their untimely demise. Balance is important, but breadth is also. The characters need a range of foes to appreciate their strengths and weaknesses.”

Neph:
And that is provided within the parameters of what I discussed. Some on target, some easy, some easy if you know the trick (perhaps some environmental advantage), some harder for the same reason, and some that are significantly more difficult – though still reasonable for the party to deal with – with maybe one or two casualties. But nothing so easy that it is wasted time, or so hard that players question the game itself.

Tension is not built from facing a red dragon at first level. Players give up – because you aren’t playing fair. There’s no shame in losing your character in such a game, and no reason to get attached to it. There is nothing “random” about the challenges they face. You put them there for them to find.

Brainwipe:
“4. Conclusion
You are there to have fun. There is no right or wrong way of GMing, there are different GMs for different groups of players.”

Of course there is a right way to GM, depending on the type of game that you are playing. Some methods are far more effective than others, depending on your system and on your goals. For instance, playing 3e D&D without a 1 inch battlemap and markers, for instance, is an exercise in frustration. Virtually all of the tactical rules (not just AoO) require precise positioning to work.

Brainwipe:
“I have tried other methods of GMing, using Campaign diagrams [3] and the such and have found every technique interesting. It is unwise not to try other methods, no matter how bizarre they seem.”

Neph:
I use different methods for different games. My Mage games, for instance were much more free form, and used more improv, but the preparation in story and character work was back-breaking (and I actually received a round of enthusiastic applause once). It was too much, so we switched to something more bite-sized.

So, use the methods that are appropriate to the game.

Brainwipe:
“I gave up running linear plots long ago as my players would tear them to shreds. I've seem them do it to very good GMs who could not handle the free spirited nature of players who don't like anything on offer so will build their own agenda.”

I’ve played with two GMs who used the technique of following player cues to see where the story would go next – sort of like the Chretien government. They worked for a while and then quickly crashed and burned from player apathy. The problem was that the players didn’t actually feel like they were engaging a scenario. The moment they discovered that they were making everything up as they went along, they realized that they weren’t playing a game – they were doing improv. This isn’t necessarily a bad thing, but it isn’t what they signed up for. Game players – even rpg players – want to test themselves against a somewhat objective challenge.

More on building tension:

"Tension is not built from facing a red dragon at first level. Players give up – because you aren’t playing fair. There’s no shame in losing your character in such a game, and no reason to get attached to it. There is nothing “random” about the challenges they face. You put them there for them to find."

Horror is what happens when a Red Shirt dies in the original Alien. It is awesome, overpowering and imminent - but it isn't tense. You know they won't get away.

Tense is when there is a sliver of hope, when they just might scrape by. It's the sweet spot, just shy of horror. In horror movies, the tense ones are where the hero fights back and takes an interest in her survival - Aliens, Scream, Halloween.

It needn't be monsters either. The classic Tomb of Horrors was tense, not because the traps were lethal, but rather because it was designed to make it very plain that there were traps in every room. Tension comes from the trap you know is there, but don't yet know how to stop.

An obsession with the idea of Improv is utterly wrong. It has some elements of improvisation but the game itself is not freeform. It has goals, sub goals, plots, events and challenges, they're just not listed in a certain order with prescribed outcomes.

It's not the game that sets the manner of GMing style, it's the way the group (both players and GM) wants to play. If linear is their wish, great! If Icarian is their desire, then great!

Finally, tension is diminished when the players know that most encounters (or events) are balanced around them. To deny this is merely to cast a veil over the inadequacies of linearity.

Tension is built when the characters in which the players are invested - can die - and not just for being stupid. That extends to NPCs the players are invested in, and any other thing the players are invested in - a favorite town, tavern, culture etc.

The question of balance enters the equation because a balanced challenge means that the DM doesn't need to intercede once the challenge is met. This gives MORE actual control to players, rather than a thinly veiled illusion of control that results when the DM intercedes on the outcomes of challenges, in addition to setting them up.

Some people seem to think that a balanced challenge must be an easy one, or that it means the players must be successful. This is wrong. A balanced challenge, according to the D&D 3e rules which are being discussed here, is one that is designed to use a certain amount of resources (including hit points)- and players decide how they want to proceed.

In fairness, Brainwipe, maybe you design utterly unfair, unbalanced encounters in which you do not intercede to save the players. If that works for you then great, but I've seen several oafish DMs either kill the whole party, or have to suddenly intercede with a massive dose of unlikely deus ex machina, including backtracking and choosing different actions, to save a very short gaming day. I've seen a few get angerly pelted with Fritoes too - deservedly so. I've seen players push their chairs back from the table en masse, angerly saying, 'Awe - come on!' Players don't mind it if their character dies fair and square in a story - and that includes from surprise attacks and dirty tricks. But a DM has a contract with the players - and that is to provide a setting that players may expect their characters to interact with reasonably, and fairly. Break that contract and the players disconnect. I've seen several DMs slowly lose the bulk of their players from apathy, because the DM consistently broke that contract - making it very hard for the players to invest. Why care about a character or even trying to win a mission (complete the goal), if the premise and success or failure is determined through DM meddling and 'fixing'.

In the 2 3e campaigns I've been in, one playing, one DMing, I've actually seen more character deaths than from previous Monty Haul, Superman-scale, anything goes adventures - and that's with balanced encounters. They were better played, and more tense than previous editions - desperately fought, with players serious to win. Why more deaths with balanced encounters? Because the DM interfered LESS, once combat was joined, and let the scenario play out. In previous games, DM's habitually jumped in, adding a trip and fall here, a stuck axe there, to try to manipulate an unfairly designed scenario - because it was personal. Now, with tactical scenarios that are designed more skillfully, it isn't so personal for the DM, she doesn't have to feel bad. In effect, players play without the safety net of a guilt-ridden DM. If the math says the challenge is appropriate for an average party, it probably is.

And I'm not sure how you connect balanced challenges to the idea of linear plot structures.

"An obsession with the idea of Improv is utterly wrong. It has some elements of improvisation but the game itself is not freeform. It has goals, sub goals, plots, events and challenges, they're just not listed in a certain order with prescribed outcomes."

This isn't so different from a dungeon - unless your dungeon is a hallway, and that would be a pretty crappy dungeon. Outcomes are not predetermined (though the challenges are), players have choices - though limited (similar to plot based above ground adventures).

The difference with a dungeon is that if you try to go out of bounds, you'll hit a wall. If you do the same above ground, you'll get steered or lured back into the story again by the DM.

Unless- the DM just follows the player's leads - in which case improv is exactly what you have, since the players are not actually engaging anything exterior challenge.

Hi Guys, just been trolling a few rant threads...don't care if this isn't right reply line but -
Ha!HaHa! V3.5 landing anytime now.
I didn't know I was clairvoyant, but sometime last year I think I both raged and whined about DnD Version 14 being in th epipe line....and deliberately badly designed systems for the purpose of fixing and re-selling....
Some of you even doubted that the forces of Mammon were rife and the whole thing being driven by a 13/11 Accountant/Rogue.

Is anyone in any doubt now?

The only thing I didn't forsee was the breathless speed with which TSR's clientbase would get it stuck to them.

And yeah, we all have the option to not buy...or do we?
If you like doing famous modules e.g. L[123] series(because amongst other things, they are quick to do and you have another life), then when support for version X is removed, what happens next?

Maybe we could run a book on what the version number will be by 2005? Personally, I am dibsing version 5.

Cheers,
GreyShirakwa

P.S. My recalcitrant orange d20 is responding to dice training. I am using the jealous of not being used option. Then practicing rolling 20's off-game.

Actually, you don't have to purchase the new books if you don't want to. WoTC will be posting the changes on the web for free download. Works for me.

I'm surprised at the vehement support of battlemaps. Frankly, I've never found them amazingly useful. Then again, my PCs have never entered a single dungeon. My DMing style tends to be to start the characters off in a situation where they basically have no choice what missions they go on, but to give them absolute freedom in how they complete the mission. Then, over time, as the PCs grow more experienced and their characters more defined, I give them more and more freedom of action in determining objectives. Then again, objectives in my campaigns are never things like "clean out the nest of orcs," they're things like "stop the assassination attempts on the northern border," or "prevent war from breaking out between two large nations."

Because of the objectives the pcs tend to pursue, I don't often have any way of knowing ahead of time where combat will take place. I could get a battlemat and try to draw it out in session, but frankly I've never found the need. Most attacks of opportunity are pretty clearly handled by quick sketch on a piece of notebook paper. After all, they only really come into play when you're within 5' of the average opponent.

I wouldn't mind using a battlemat if I could prepare it ahead of time. But I think the flow of the game would be damaged were I to stop in the middle of the evening to sketch out the bandits camp, or the baron's bedchambers, or the city street, or wherever it is that the PCs have stalked their opponents down to. I don't find that the clarity of the game is greatly improved enough to make a difference. After all, rather than using a battlemat to determine with absolute certainty whether the rogue is moving into a flanking position, the rogue's player can just say "Can I move into a flanking position?" I say yes or no depending on my simple sketch, and then the character does it. In fact, most of the time its not even necessary for the character to ask.

As for improv, what's wrong with it? As long as the characters were created with actual personalities and goals, I've never found it a problem. In my current campaign, the PCs work as part of the monarch of their kingdom's roving security force, maintaining order and enforcing law on the kingdom's borders, a la Mercedes Lackey's Valdemar novels. The players agreed to this setting before the game began, and created characters that fit within it, so I haven't had any trouble with the story shooting off topic. The natural goals and desires that the players selected for their characters have worked to keep the game within bounds that I can manage, and let me maintain enemies that must be dealt with so that the "defeat the external threat" aspect of the game still exists.

I suppose the situation might be very different were my players playing a general "we're adventurers, we want to adventure and defeat evil and attain wealth, fame, and power" campaign, since there's a lot more ways to do that then there are ways to "secure the nation from threat and enforce the law of the land," like in my campaign.

Cadfan said:
“I'm surprised at the vehement support of battlemaps. Frankly, I've never found them amazingly useful. Then again, my PCs have never entered a single dungeon. [..]objectives in my campaigns are never things like "clean out the nest of orcs," they're things like "stop the assassination attempts on the northern border," or "prevent war from breaking out between two large nations."

Nephandus says:
I choose stories that are entertaining and which support clear tactical objectives. My players do not suffer from a lack of role playing – in fact I use specific encounters and plan for specific stops to devote to role playing, using NPCs to prompt conversations during resting. And we blue-book online between adventures.

Cadfan:
“I wouldn't mind using a battlemat if I could prepare it ahead of time. But I think the flow of the game would be damaged were I to stop in the middle of the evening to sketch out the bandits camp”

Nephandus:
Which is why the game is better suited to a DM who takes the time to choose or prepare an adventure that supports battles in certain designated areas. I’ve almost never had to stop an encounter to sketch a battlemat. Whenever I’ve brought out a pre-fab sheet, I’ve been greeted with delighted faces from my players, who don’t have to stop the game.

Cadfan:
“After all, rather than using a battlemat to determine with absolute certainty whether the rogue is moving into a flanking position, the rogue's player can just say "Can I move into a flanking position?" I say yes or no depending on my simple sketch In fact, most of the time its not even necessary for the character to ask.”

Nephandus:
And herein lies the core of the problem we’ve been discussing. In combat, every arbitrary DM decision made on the fly (no, back of the napkin sketches do not suffice) REMOVES control from the players, and places it firmly in the DMs lap. The DM effectively controls what the players can do, and whether they succeed. That – my friend – is not a game.

Cadfan
“As for improv, what's wrong with it?”

Nephandus:
Nothing. Nobody has ever made a case that improv is an unworthy activity. I happen to enjoy it very much. But it ain’t a game, and it ain’t D&D. It can be an aspect of it, and I definitely use it in my D&D games (to a much greater extent than most games I’ve played in). But I don’t resolve tactical outcomes with it, or at least, I work very hard to reduce my personal hand (as a DM) in how a challenge is resolved.

Cadfan:
I suppose the situation might be very different were my players playing a general "we're adventurers, we want to adventure and defeat evil and attain wealth, fame, and power" campaign, since there's a lot more ways to do that then there are ways to "secure the nation from threat and enforce the law of the land," like in my campaign.

Nephandus:
That is a reductionist stance. It’s perfectly possible to have a full and rich campaign, with rounded characters, Oscar winning in-character conversations, and a consistent, fleshed out setting while attending to the pre-requisites of a game.

I suppose the question is which type of freedom is more important to the game? Your characters are relatively restricted in where combat takes place. A lot of my games consist of players jockeying back and forth with NPCs to determine exactly that, and I cannot know ahead of time what the result will be. Your characters have the benefit of a totally fair and objective combat resolution where their actions can be taken with no restrictions other than those within the rules. My characters have to deal with a small degree of fudging in terms of precise distances and effects of cover. (remember, i do actually sketch out the battlefield, just not in depth on a combat map.) Your characters likely get to engage in combat in more detail rich environments than do mine, as precreated maps are likely to be much nicer than my sketches. My characters deal with reduced complexity of surroundings in exchange for the power to determine to a great extent what those surroundings are. While you are absolutely correct that there is freedom lost in arbitrary DM decisions, there is also freedom lost if the mission is designed such that the final battle WILL be in the throneroom, come hell or high water. Not that you are quite that heavy handed, I'm sure you'd move the final battle if the pcs absolutely insisted upon avoiding that scenario, but then again, I'm not quite as arbitrary as you seem to make out either.

Remember, before you deify battlemaps for their objectivity in combat, many role playing GAMES are expected to take place without any visible representation of events at all. There's more than one type of game out there, and D&D only recently became a game where battlemats were anything more than a fun bonus in a module.

I have used premade maps in the past to good affect, I will admit. For example, if I happen to know that the action in a particular evening will take place entirely within a castle, I show up with a written out, gridworked map of a castle. That way, even though I don't have a distinct idea of the final result of the evenings roleplaying, I've accomodated for most possible outcomes. But, in my more frequent freeform "hunt the assassins," or "figure out the true traitor" missions, I don't know enough about the setting to plan more than a general map of the region, which can be filled in ingame without difficulty.

Cadfan:
I suppose the question is which type of freedom is more important to the game? Your characters are relatively restricted in where combat takes place.

Nephandus:
Relatively restricted, yes, though it is almost always woven into the story seamlessly. Players don’t have a reason to be elsewhere if they are following the action of the plot.

We have found this to be a beneficial trade though, since it speeds the pace and richness of the game, and they enjoy having their successes and failures become less arbitrary. They cede the overall premise, setting, and scenario to the DM, in return for getting more control over their character within that setting. Further to that end, the choices they make in character creation (ie feats that exploit AoO) have more impact in a game than in an activity that resolves game tactics and choices on the back of a napkin. In the day to day of playing, it’s far more intrusive to depend on the DM’s whim to resolve a character action than it is to rely on the DM to begin the “live session” that will bring characters through encounters and triggers.

Cadfan:
My characters deal with reduced complexity of surroundings in exchange for the power to determine to a great extent what those surroundings are. While you are absolutely correct that there is freedom lost in arbitrary DM decisions, there is also freedom lost if the mission is designed such that the final battle WILL be in the throneroom, come hell or high water.

Nephandus:
The thing is, while I agree it would be nice to be able to go anywhere, do anything – I think a good 3e D&D game will tend to keep the players within certain confines – if they are cooperating within the bounds of the story.

In my case, a battle royale did not take place in the room where I expected it would, but rather in another room – which I had also mapped out. In dungeons, I can afford to be much less conspicuous in placing ‘out of bounds’ markers than I can above ground, since the walls do it for me. Above ground, or in plot based adventures- I rely much more on player cooperation and a skillful story with clues to stay on track. They could all decide to pack up and sail their characters to Byzantium if they want, most of them realize that their game experience is not served by leaving the playing field, and don’t try to deliberately sabotage or challenge the experience provided by the range of choices they have.

Cadfan:
Not that you are quite that heavy handed, I'm sure you'd move the final battle if the pcs absolutely insisted upon avoiding that scenario

Nephandus:
For the most part, the stories I choose in the first place have predictable places where the “boss” is encountered, with some variance. If the characters avoid the encounter, then essentially, they avoid the game, and hurt only themselves. This is not to say that encounters may only happen in certain rooms, at certain times – not at all. But I do tend to have enough geography mapped out beforehand to give them MORE than enough choice as to where they may choose to fight, providing they are able to lure the villain away from his prepared position. I’ve also had roving bosses with goons within dungeons.

Cadfan:
Remember, before you deify battlemaps for their objectivity in combat, many role playing GAMES are expected to take place without any visible representation of events at all.

Nephandus:
That is true – certainly for the Storyteller series, some of which (Wraith) contain excellent game rituals to aid in improv and role-playing action (ie players assuming the “alter-ego” of other players at the table). But we are talking about Dungeons and Dragons here in this thread, and taking advantage of 3e features such as its fantastic mechanics to create an excellent game experience. Many other games simply don’t provide the same opportunities as 3e does here – so I made a conscious choice to exploit those advantages with this game.

Cadfan
I have used premade maps in the past to good affect, I will admit. For example, if I happen to know that the action in a particular evening will take place entirely within a castle, I show up with a written out, gridworked map of a castle. That way, even though I don't have a distinct idea of the final result of the evenings roleplaying, I've accomodated for most possible outcomes.

Neph:
That is exactly how I do it.

Cadfan:
But, in my more frequent freeform "hunt the assassins," or "figure out the true traitor" missions, I don't know enough about the setting to plan more than a general map of the region, which can be filled in ingame without difficulty.

Neph:
I also don’t provide battlemaps for environments where I don’t expect combat to happen. Figuring out stuff, city and country travelling etc, doesn’t require a 5’ grid. But when they DO figure out where those assasins are, they’ll find me prepared with a map and a lair.

On March 5, 2003 03:01 PM, Feldspur said:
"I like your style of DMing. ...You wouldn't happen to live in Oregon would you?"

Awe shucks Feldspur - thanks for the compliment. I moved to New York City a while ago, away from my group in Canada. I'm considering playing again, and I've started writing an adventure.

Hi everyone,
The URL below is worth following:
http://www.seankreynolds.com/rpgfiles/misc/3point5comments.html

It doesn't totally blow off 3.5, but it does confirm for me the main driving force behind WOTC/Hasbor isn't giving the players what they want, or improving the game or any of that. It is and always will be greed.
And it does raise the question : What price d20 now?
- Grey

Bah, this article sounds like another rant by people that feel threatened by new rules that would change the way they've been gaming for years. First of all, when it comes to initiative, you add your Dex modifier, and 4 if you happen to have the Improved Initiative feat. VERY simple. And the Player's Handbook does present variant rules for rolling initiative every round. If you want to play that way, play that way. Armor Class and the Base Attack Bonus make more sense than any other system to date. Roll higher with your modifiers than the target's Armor Class, and you hit. Simple. You want to talk about complicated rules? How about the percentile roll for 18 Strength in AD&D? Or the fact that you have to look at a giant table to figure out what a particular ability score will give you? The 3e rules with a simple ability modifier is much easier to understand. GRRR I just get so pissed off when people talk about things they don't understand.

Nephandus wrote - "Dude, I appreciate your genuine sentiments on this, but I'm sensing that you must be new to BBS's in general, if you are letting the hostility get to you personally. I don't think anyone here needs an apoligy."
I know this has been a while...but...
I've been in and around BBS's for a very long time. I use other names, not just this one.

DJ, you may get "so pissed off when people talk about things they don't understand." all you want. You don't seem to understand that I DO understand. I understand that 3rd ed. offers things that I want no part of. I also understand that 3rd ed. offers things I wish they had done to 2nd ed. I understand, that no matter who has responded nor how they agreed or disagreed with me or anyone else, we are all obviously D&D people, through and through whether we play 1st, 2nd, 3rd or even 3.5 or some conglomeration of any or all of the above. So, you didn't like the extra roll on an 18 str...which was only for humans, at least in my gaming group. This brought about some semblance of balance for us. We ignored the age rule on demi-humans. We kept the multi-class rules for the most part. We just rolled simple initiative and left out the modifiers. We tweaked the spell rules a bit to suit our own tastes. We kept modifiers to armor class. We made D&D, 2nd edition, our own. Sure, we could do the same with 3rd edition just as we did with 1st edition way back when. Play 3rd ed however you want. Go get glad in the same pants you got mad in. The rest of the world will go on playing what we want, how we want and this article will still serve as amusement for some, artillery for others and a place to vent some may feel the need to do.

Oh...btw...I am the original article writer and as this being my brain child, I won't let it go undefended nor unprotected. Clear the passageways and nock arrow to bowstring, Rabbitman's here to stay!

now that I'm past my delusions of grandeur...I bid you all a good eve.

Rabbitman, have you ever tried Hackmaster? It's like 2nd edition with some of the cooler 3E rule in 2E format. I'm with you on the 3E bashing buy the way. I tried to play it, but it was like trying to go back to good old Basic D&D after you had played AD&D. There was just no contest. Then the endless amount of supplements. It never ended.

Originaly I really hated 3E because that was the only choice wizards of the coast gave me. They distroyed 2E and had this system that I frigen hated.

But then hackmaster came out (with wizards okay). They sold the rights to 2E rules and Kenzerco (maker of the knights of the dinner table comics) and made the best game I have ever played.

I guess it all worked out in the end. 2E is gone and I forgave its killers because I was better off in the outcome. Let the 3E'ers have their game and I'll have mine.

So give it a look in the game shop next time your there. You'll find that hackmaster is not a joke game but a real system.

My sentiments exactly GhostGamer.

"Vive la difference" and long live fantasy RPG's

I and my players happen to like the combat system of 3rd ed. with some house rules applied to initiative of course, however I am unsatisfied by the look I get when I tell my players that to create that magic item that they want they need to remove the XP they have justly earned. Faces get even more friendly when we play in the Rokugan campaign setting where every time you practice a kata you loose the treasured XP. I need a solution to this problem. A friend of mine and fellow DM said that he has a similar system to the Psi points he uses in his games to take care of this problem and having not talked to him in a while or viewing the psionics handbook(my players aren't into crazy psychics) I need advice. Please contact me at my e-mail address If you have any bright ideas.

Fur Gott und D&D.

Heres a solution, play Hackmaster :)

3rd Ed. Reich Commander : ....unsatisfied by the look I get when I tell my players that to create that magic item that they want they need to remove the XP they have justly earned.

Nephandus:
That's an easy one! If they get upset, then they should find magic items in the dungeon the hard way, instead of making them. You don't pop these things out of an Easy Bake oven. If you don't make them pay in some way that hurts, they will quickly arm themselves and the party to the teeth with magical gear. The XP payment is the only thing that keeps this in check. Fiddle with it at your own risk. (Same with initiative - which works wonderfully in the 3e unchanged).

I started playing around 1990 I have played D&D all the way up to AD&D 2nd edition, my favorite roleplaying game of all times. I have been out of the game since 97' and now Im looking to get back in...so I bought D&D 3.0 and then a few months later...boom edition3.5 comes out...AHGHRR!!! What do I do. Should I stick to AD&D 2nd edition or is it worth it to keep moving along with their upgrades. (I think Wizards of the Coast are just trying to make a buck..I dunno) Please let me know what you all think.

Carlos, read upward in this thread all arguments have been used ad-nauseam for all positions on the subject at hand.

150$ each... 5 years isn't that high a price to pay for a hobby all things considered. Still cheaper than console or PC gaming.

I think that Mr. Carlos is a fool not to buy 3.5. The entire combat system has been redefined, the rules have been balanced, the monsters have been adjusted. It's such an improvement over the old 3.0. However, there's no need to throw 3.0 out. There is some great material in those old sourcebooks, too, you know.

Olly wrote: 'There is some great material in those old sourcebooks, too, you know.'

Amen... such as the rules for clerics of non-human races. I still refer to the 3E rules when running my cleric (an Elf... he's a cleric of Corellon Larethian, and my favorite character to run) since 3.5 assumes all clerics will be human or *maybe* half-Elven.

That is annoying, Arin. I hate that assumption. In my campaign, I make sure that any race can be any class they like, except in some circumstances (gnome barbarians, anyone? Howsabout goblin wizards?)

Why not wait 2 more years and buy 4.0?

Or 4 years and buy 4.5?

or 6 years and buy 5.0?

When will this stop. WotC did the same thing with the D20 Star Wars System.

Why can't WotC just put out one book with the corrections for all of their manuals?

Because they want to make money!

I'm giving up on the D20 system! I already own these books and I'm not going to rebuy them a year after I've owned them.

Arin

Where do you get that? All clerics are human or 1/2 elven? WTF?

Sure a multiclassed elven cleric that isn't part wizard will be rarer than the human equivalent. But single classed clerics shouldn't be. Is this because of the suggested starting packages? They're like templates for lazy players or for one nighters, they don't mean anything.

Oh and Meat Wagon all the changes are available for FREE on the OGL section of their site. So much for money grabbing huh.

If they did it your way, other people would go: Why do I have to buy all the basic books then another book that says all different.

Hello.

I am looking for what would amount to an interactive online Hex battleboard that could be used in an online group chat environment. Ultamately, the DM (GM) could point and click little icons into hexes to represent the movement of characters and NPCs. The board would only need to be update accessable to the DM, while all players would be able to see it.

Has anyone seen anything like this?

I read Monte Cook's review of 3.5.
I'm wondering now if Hasbro has killed their golden goose by issuing a new core rules set with some substantial changes in it. I haven't purchased it, and I haven't written anything for it either now. The square facing rules seem - odd, rather than allowing for rectangular ones, and the weapon sizes now seem screwed up, going by Monte Cooke's review (you can see it on his website). I don't begrudge a company's desire to make money at all - but changing the game this much, and so soon - for no apparent benefit - perplexes me, since it jeopardizes their core following. Are the changes good? Do they make it better or easier to play?

I'm also a bit put off by Hasbro's replication of TSR's fatal flaw - endless source books (of dubious quality), with little in the way of actual game support. How much of that source book material actually makes it into play? I'd wager less than 1%!!! So they crank out all these books, while offering poor quality modules and campaigns. I realize they make more money out of an expensive book that everyone buys vs a cheap module that only one person buys, but perhaps they could have examined that pricing model (and what you get for your money) with a bit more imagination. I remember in the old days - Tomb of Horrors was a must-play for every party, and largely because it had some simple line drawings in it. Imagine what could be done today with photo-realistic rendering software. Imagine having a photograph of every room and character.

I dunno folks, I can see the posts dwindling here, and I'm wondering if they just did too much too soon.

Overall, I give 3.5 a big thumbs-up.

I've been fed up with class- and level-based systems for years, and especially with D&D.

When 3.0 came out, I was forced to reevaluate my hatred of all things D&D.

Over time, I began to notice "broken" aspects of 3.0. 3.5 has addressed most of these.

The jury in my group is still out on the new weapon sizing rules, and the facing rules *are* silly. But I think the incorporation of many useful feats from the secondary source books (such as Song & Silence, Sword & Fist, etc.), as well as most of the better prestige classes, into the core rules was a very good call.

Some of the CRs have been changed, also resulting in more accurate encounter planning. This, in addition to the expanded use of monster templates, has made the Monster Manual a much better book.

As far as Hasbro and its golden goose goes...call me selfish, but I really don't care. I've followed fringe and out-of-print games for decades. Give me a good ruleset or setting any day; dozens of pre-made modules are nice when you can get them, but it's the game itself that really matters.

I thought I'd go read the review myself.

Monte says that house rules will become increasingly popular, and that is my feeling as well. But I'd argue that this is because D&D is too specific: no matter what anyone says, the game does not exist independently from its own implicit setting. The rules focus less on *how to do things* and more on *how things are done*. So, for example, D&D doesn't tell you how to design a prestige class; it just gives you a number of prestige classes to choose from.

In campaign after campaign, I've found that many of the existing D&D mechanics either didn't work in or were inappropriate to particular aspects of the setting I wanted to use.

When I start working on a new D&D campaign, the first thing I find myself doing is reviewing the rules and hammering out some setting-specific house rules. I'm doing this right now as I gear up for my first 3.5 campaign as a DM.

I'm sorry if I sound like a cultist or a broken record, but I just don't have to do that with GURPS. When I set up a GURPS campaign, all I have to worry about is which of the available rules I want to use. Every modification to a GURPS rule I've ever used was suggested by somebody with extensive experience playing the game - usually a designer, playtester, or long-term GM.

---Cocytus said:---
When I start working on a new D&D campaign, the first thing I find myself doing is reviewing the rules and hammering out some setting-specific house rules.
---And---
When I set up a GURPS campaign, all I have to worry about is which of the available rules I want to use.
---- ----

Maybe it is just me, but qualitatively these two activities sound very similar. In each case you are deciding what parts of the ruleset you will use, and what parts you will not. You may also be ADDING incremental rules to D&D, which maybe you don't have to in GURPS if you have enough source books at your disposal. Though I imagine you buy enough d20 stuff you could wind up in a similar place with 3.5 (I'm not certain, since I own no 3.5 or d20 stuff personally).

Now it is really easy to do that sort of rules paring in GURPS, since it is designed to be generic, it's ability to be tailored to a specific GM setting is one of it's strengths.
One of D&D's strengths is that it comes with setting, so if you want that setting, you can play it with very little rules paring at all.

They are supposed to be different. And don't feel bad about sounding a bit cultish, I think we all understand that is because GURPS works better for the game YOU like to play. So you have a slight preference is all, it's not like you're a raging GURPS fanboy or a D&D hater or anything.

John

With respect, John, they're not too similar. With D&D I find that I must often invent or modify existing rules. With GURPS, I'm just poring through the books and taking what I need.

For example, say it is critical in a certain setting that Elves sleep instead of going into a trance as the Player's Handbook describes. This makes the elvish immunity to sleep magic nonsensical (and just why do some races seem so broken in D&D, anyway?), but in order to take the ability away from elves, I have to figure out something else to replace it - something preferably of similar power level.

When you get to modifying core classes, the situation grows even messier.

In GURPS, I simply assemble the advantages and disadvantages of the race in question, total the point cost to play the race, and boom, I'm done.

Cocytus,
I agree, the further you want to move from the core setting, the better off you are using another game. And GURPS can be used to run almost anything.

But don't worry, I am sure there will be an obscure PDF d20 product with a sleeping elves setting published any minute now, so you'll be able to just use that. After all, with the advent of the OGL, d20 will offer every gamer everything that they coul ever need.:)

Yeah, 'cause I'm gonna publish it!

;)

Nuts,

To get back on topic for awhile. Rabbitman wrote this as a lament on the Demise of D&D and I agree with him. 2E mostly ironed out all the problems of 1E (which was pretty good anyway) and all you had to do was add a few houserules.

As far as I am concerned 3E missed the point of a real upgrade. It should only have proposed rule changes which added to enjoyment and realism, not unnecessary changes like removing THAC0 and adding feats. All these changes do is replace one perfectly adequate system with another. They add nothing to the enjoyment, realism etc, and are no more than a money-spinning exercise.

And thats what its all about. After a few years, the market gets saturated with people who have all the books and you need a big gimmick to sell the same stuff over again.

Ah for crying out loud let it go you bunch of whiners.

2E is gone, finished, terminé, caput, muerté, terminada, dasvi dania, adieu.

Get on with your lives folks. Play hackmaster, keep your house rules or change game and move one.

All I know is that the system is way easier to grasp now which means a larger player pool to choose from and in the long run a greater financial viability for the hobby as a whole.

There's plenty of other games to play out there, take your pick.

It's funny, Mohammed, that you should pick as pointless changes two of my favorite things about 3d Ed: the addition of feats, which I really dig (hey....there's actually a good reason to play a fighter now!), and the removal of that #&%#^#@@*%@ THACO. =)

ok ok I guess its time to move on, and probably there have been some improvements.

Just Remember I didn't surrender. They took my horse from me and made him surrender. Have him pulling a wagon in a 3E campaign I bet.

But what I said about commercialism was correct also. Mark my words, you will be buying 4E in a few more years.

Mo (last of the Holdouts)

On that at least we can agree. In a few years 4E will probably come around. I might buy it, or not, I'll see then.

I don't have a problem with people making money from providing a service or product that I enjoy. Obviously, there is some level of exhange there that isn't entirely one-sided.

I DO suspect that they didn't wait long enough for the substantial changes they introduced into 3.5. Kind of like issuing a new version of a gaming console only 2 years after the initial release. The more someone invests in the core books and sundry products for 3.0, the more the shift hurts them. The cycle was too fast, and so has hurt their most loyal customers.

From a business standpoint, I think it was a mistep. I'll think twice about buying anything else in their library now. Big changes should have been reserved for 4th edition.

Still Neph

The rules for rangers and paladins didn't work well, which made people use supplements, optional or house rules. (Though they could have been incorporated in the complete warrior's handbook).

Challenge ratings were often wrong (which meant the GM had to tweak them)

Attacks of Opportunity needed some work (though they weren't problematic)

Some spells were broken (though that could have been changed in a supplement on magic)

I don't know if it's soo wrong. It's just we were used to TSR changing editions every decade or so, which to my taste was a bit too long (especially between first and second edition)

I think he's right that it was just plain bad as a business decision. Games Workshop did something similar with its Epic game by changing the miniature scale along with a major rules overhaul. Many people, such as myself, who had invested hundreds of dollars in Epic abruptly stopped playing, and the new, improved Epic never took off.

I have no pity for Hasbro/Wizards, just as I had none for GW. If you screw your following, intentionally or not, then you're taking your chances with your profits.

It doesn't matter to me whether Hasbro takes a hickey for this decision or not. They've got a good design team, but then they had one before, and its former members (such as Monte Cook) are still out there producing game material.

I could care less whether Hasbro sinks or swims on the basis of this or any other business misstep. D&D is healthier now than I can remember it ever being, even in the heyday of Gygax and co. It's reached a wide audience, and I think it's achieved a cultural critical mass. It's here to stay.

As for its future? I'll greet new editions the way I have greeted the others: by keeping what I like and discarding what I don't.

Looks like this discussion is dead, but, I wanted to say something on this matter.
The original creation of D+D was one of inspiration. Third edition is one of commercialization(sp?).
Enough said.

"Enough said" must be the most ironic (and often most arrogant) statement ever to be inflicted on a BBS.

3e DnD is a vast improvement over previous editions, for reasons stated previously.

Neph,

You said that like it was gods own truth. You could have added 'Enough said'.

=)

By the way, 'Enough said' can also be used in a non arrogant way, to say that all sides of a debate have been thouroughly aired, and further discusion is unlikely to be profitable.

Mo

amen to that
Nuff Said : D

Agreed.

'Nuff said.

Mo, everything I say will always sound like God's own truth. It's my opinion, and I expect others to challenge it. I'm not the type to string a train of disclaimers and asterisks behind my statements. People will take what they need and object to the rest. :^)

I'd give him this one - and that is that 3.5 appears to be motivated first by profit - or rather, since profit isn't such a bad thing ... Short term profit appears to have made the game less sustainable in the long run. That coming from people who were on the inside when 3e was developed - especially Monte Cooke.

Say what you want about 3e - whether you like it or not, it's hard to miss the level of care and effort that went into it - if you read the interviews. Those people really cared about what they were doing. Hell, they even playtested betas. It's a shame the same effort didn't go into the copyediting of the first print.

I don't really get the same sense from the 3.5 group. I still haven't bought it, and maybe I won't. Not sure. Might just wait for 4e.

From what I see, you simply haven't adapted.
Why change something that works? -Because it works for you, but I haven't played that much AD&D (but alot of D&D) and the THAC0 thing is confusing.
All the calculations you have to make concerning AC and tohit in 3e is written down, so you have and it rarely changes that much.

It's some time since you wrote this, so hopefully you've seen the cool thing about some of the changes (and mourn the complete lack of other things, like me). Called shot, where art thou!

I have found my mecca!!
How long I have searched the web for a small group of people that recognizes that 3E is practically worthless. Before anyone starts, I tried, bought the books, and worked hard to like the system. I just could not tolerate what WOTC had done to the game.
I am also a hopeful indie game publisher, attempting to design something that a least a few people may want to try. In this, I post a lot, and for some reason, 3E fans get very bitter and upset at the mere challenge of their system. I have several reasons I can not stomach the latest edition, but when I attempt to even have a modest conversation, 3E fans always seem to be angry at even the mention of anything other than 3E.
But for those of you who stand up and say 3E IS INSANE, I SAY, POWER TO THE PEOPLE!!!!
ANYTHING BUT 3E!!
WWW.bloodandstone.com

You know, I hate gamers like you! You practice your freedom of speech only to down others who do as well. I have played and run virtually every RPG on the market as well as published a few of my own. All games have something worth praising. Sad to say all 3D has is its outstanding artwork. I was open minded to the arrival of the new and "improved" Dungeons and Dragons as I have been a game master for inumerable years. Sadly 3D was a big-build-up with no go under the belt. I have since reverted back to 2nd edition where I have several tightly Knit and loyal guilds of players. The D20 system is a marked achievement and I will warrant that it is enjoyable. But, the theme remains. If it aint Broke DONT FIX IT!!!! I weep for the loss of TSR. You want money hungry? Do your research and get your facts straight before attempting to castrate the tried and true. It is WotC that is gloried green not our mighty fallen! Want to argue furthur then post another mouthful and I will respond in kind with a digital photo of my old writing contract with TSR emblazed across the top. I, for one, know of what I speak.

honestly do you belive that third editon is bad then well youre a true nut case. but then a gin youre devoted to the old rules that apply to ad&d and 1st edition. truely people were waiting for a reveloution for the game so that way every one can understand it. truely it dont make any since to get armor to mare youre armor class lower to get hit then have to roll under 0 that makes absolutly no since well that would just make a charecter invincible. with thirds ac class all you reall do is add the armor bonus and the dex mod then add then and in a basis thats yorue armor class then for makeing armor class to attack you roll d20 add strength and weapon mods and see if you hit the ac o above of you do sucscess full hit a lot simpler than the thaco which is what makes no since if wotc stayed with that then there wouldnt be this mass explosion of the game dungens and dragons. more peopl eare playing now since th erulls have been seriously simplyfied and made for the newer centry. the game is better more so now that it was no one can reallyl argue with that. any one that dose is wraped up in th eold and not willing to accept the new. then agin feats are the same as proficiencies their just called some thing diffrent. also there are more charecters to play int he thried edition that there is in the ad&d and 1st edition. the rulls for dungens and dragons now is so versatile that llitterally any thing can be done with the game now and done eaisly.

so bit a peice of this one off with flames chew on it and see where that goes. foe the wrath of fire has spoken.

I found this string while searching for some D&D stuff, and so I read through a bunch of it. I have seen a lot of viewpoints from both sides of this. I myself have tried 3E and I thought it was a sacrilage(however it's spelled). I can understand how after so long a system can become redundant, that changes need to be made. But the fact remains that the changes should have been much more subtle.

On the subject of how a player can make an uberpowerful character with eighteen different classes, I think that the notion of all the classes for a single character is completely asinine. I mean really, giving a player the ability to have so many different classes(and no level limits)is only an attempt to appease the players who want to have the uberpowerful character, which is not what D&D is about. It would upset the game balance, except for the fact that now everyone has an uberpowerful character, and in turn the DM has to make the monsters accordingly powerful to make sure the game isn't boring, hacking through hordes of monsters with their umpteenth level characters does in fact get boring when there is no real threat. so why not just keep everything the same?

There should be a limit to who can be what class, and what stats you have to have for certain classes. If there are no limits, it makes the class less special. And I remember that somewhere along the line, someone said something about why does a paladin have to be pretty? Evidently someone doesn't know what it means to be charismatic. And obviously the creators of 2nd edition saw their problems with categorizing physical appeal into charisma, and hence the optional rule int he DMG regarding the Comeliness attribute. A paladin needs a high charisma because they are supposed to be leaders. Leaders need to be charismatic, or else very few people will listen to them.

Also, a paladin has high ideals, they are upholders of good, which is probably why they wouldn't go well as multiclassed with a a thief. It stands to be pretty obvious that most paladins (unless they're evil paladins) probably dont value thievery as a great virtue.

However, I cant dispute that there probably are some good things that I have overlooked, as usually there are some. But it is a completely different system, and a bastardization of the game. However, the ship for 2nd edition has already sailed. Its reign has fallen like the Roman empire. 3E is like the age of kings. But one day soon, we will hit a renaisance period where just as they looked to the ancients and brought back new philosophies, we will go back to the high age of 2nd edition.

We just have to wait.

this is a pretty good thing, i agree with you that 2nd addition is the best version that gyagax invented... i dont think i spelled his name right. Im a good player and i play dungeons and dragons every other day, i havent made one of my characters live past 10 though do to my brothers "killer dungeons"

I read "There should be a limit to who can be what class" and the DM can set that limit, however keep an open mind that if you think about it there is always going to be the chance that a goblin will be a wizzard or a gnome will be a barbarian.

In the case of a paladin needing to have charisma, most of them do. Most players make them that way because charisma is what most of the paladins class abilities and skills are based off of. Though i could see a paladin that doesn't speak so well being a little silly, it could happen.

I know some people who play 3E or even 3.5E like to bend the rules to make powerful characters, but I know in the group I play with we put more enfluence on the role playing. Sure dungeon delving is fun, but a plot that moves the story along is a must have.

Last thing i have to type is rule one of the whole game, whether its 1E or 3.5E:
"what the DM says, goes"
No matter what the rule, what he says goes.

Last thing i have to type is rule one of the whole game, whether its 1E or 3.5E:
"what the DM says, goes"
No matter what the rule, what he says goes

very true i run 3E i have a friend that runs 2E and if you are a crap DM no matter what your set of rules people wont enjoy.
P.S as the books say these are only a base set of rules! run the game your way and be happy dont allow stupid amounts of multiclassing if you dont want them in your campaign its really that simple!

Dear Friends,

I am glad to see that this forum is still alive and well, and that the conversation is exactly the same a when I left.

I found this site many years ago when the switch from 2nd edition to 3rd edition was undergoing its metamorphosis.

I agree with some of you that this change was made out of basic greediness of the Wizards of the Coast Company and I fear for the games survival.

The main problem with the two version are the generations that created them.

When Gary Gygax created the original versions of the games, his models for the characters were from books such as lord of the rings and the chronicles of narnia. These were realistic characters with real life types of limits in regard to their powers.

When the 3rd edition was made the basis for the powers of the characters were superhuman type characters like those seen on Animi. Characters that can kill off whole armies with swords and spin in a circle killing all around them.

I guess if you wish to play such characters that is your own prerogative. I fail to see how the lack of challenge will keep the next generation of players at the table. I have played for 16 years and with the same 1st and 2nd edition rules still find the magic and love for the game as I had as the first game I played.

The new version plays like a video game, which is what the creators were probably looking for. More Powers, More Feat:Kill, Kill, Kill! That is what they want. Role Play is dead. I have played with 3 groups and they were all the same.

When the change between the two systems were underway, gamers would point out the sheer amount of books that 2E had. " Look at all those books, its ridicules! 3E is only going to come out with 3 books a month.". Look at it now. I literal SEA of 3E material is at your hands. Books on Elves, Dragons, Magic Item construction and more and more are put out every day.

How are you to keep track of all these feat and skills as a dungeon master? A player could choose skill and mix and match from all these books and make an unkillable character, I've seen it done.

Also, the second edition lasted for 13 years before this change. 3E lasted only 3 years before 3.5 was made. All their books for the last 3 years were rebought by the same suckers who bought them the first time.

BUT THERE IS HOPE!!!! For those of you content with buying and rebuying the same books over and over:..have at it, but for the rest of you I have two works HACK MASTER.

Hackmaster is made by Kenzerco, the creators of the Knights of the Dinner Table Comic Book and the Kingdoms of Kalamar setting.

Kenzerco has bought the rights to the 1st and 2nd edition rules and has made a improved system based upon those old rules. IT IS NOT A JOKE GAME! CONTRARY TO WHAT SOME MAY SAY!

No more skill, feats, millions of dule classing, or billions upon billions of books.

The best part is ALL your old 2E books are interchangeable with this system. Nothing needs to be changed.

So give it a look at www.kenzerco.com

also check out my web site @

http://psychogamers.tripod.com/

I just think that 3rd ed. Pratically destroyed the gaming world of Dungeons and Dragons. To a cleric being able to use a crossbow to all the severe complexity of all the combat. They try to make it as real as possible, but what is the true fun out of that?

I have been playing dungeon and dragons since 1978, (yea I know, I am an old timer). I have played dungeon and dragons, advance dungeon and dragons, 2nd edition and 3rd edition.
There is good things in all of them, but also some cons, which comes with the territory.
3rd edition: Pros: cap is not 25 anymore and you get one stat point every three rounds.
Cons: Attack of opportunity: This has to be the lamest rule I have ever heard of, but since there is a few people that I play with, enjoys it. I just turn it back on them, because only fighters get to use it. (some monsters are classed fighters too, hehe.)
2nd edition: To me it has to be the best dungeon and dragons so far and yes, I will miss tsr.
Pros: You dont have to be that bright in math to have a good time, highest thaco is 20, and the lowest armor class is -20. 1 is a miss always and 20 is always a hit.
Cons: Vague on some spells abilities.

But here it is in a nut shell people: Dungeon and dragons rules are not cemeted in stone and those people who dare not create some colorful aspects of the game, needs to get a life. Dungeon and dragons as a whole was a game to stretch the imaginations and if you are a book player, you are not using the tool that d&d was meant to work.

After reading the post that all have gave, everyone has a good argument. It all boils down to the same ole thing (Different strokes for different folks).
Dungeon and dragons to me is a game that friends can play and have fun. Keep the drugs out and alcohol and you can have a very fantastic imagination game.
As for me and my group, we have taken some things from all and incorporated house rules. as a suggestion, I would recommend all do to do house rules so that everyone that you play with, will not be in the dark, but will have fun. My group, not just the DM has came up with the house rules and it works out just fine. I hope that everyone that plays Dungeon and Dragons (no matter the edition), keeps it fun and mind stretching. May you find your creative side and may you and your friends have a blast.

You'd be hard-pressed to make that argument looking at the sales figures.

DnD (and D20) didn't destroy the gaming world of Dungeons and Dragons... they saved it. And by doing so, saved the whole RPG industry.

If it weren't for all the soldiers sent to Iraq, we'd be in the middle of a huge RPG renaissance.

Just read through most of this, and it's all very interesting. I'm glad I've found quite a lot of people who don't like 1st Ed. WOTC (I can't call it DnD cause it's not).

Three people I used to game with are now playing it and it's like a new religion for them, trying to convert me to it constantly. I've been playing DnD from Basic through to 1st Ed. to 2nd Ed. for 16 years. I no longer have any Basic stuff, but still have all the 1st Ed. books, and virtually every 2nd Ed. book and supplement box sets, a lot of money there and a lot of money that would virtually go up in smoke if I 'converted' to the dark side because it isn't easily interchangable, and quite frankly, I shouldn't have to.

They say that the WOTC version is easier to use, gee I didn't think 2nd Ed. was hard, it's not rocket science and since it uses the same basic game mechanics as 1st and Basic, it's pretty easy to go back and forth, but for some reason WOTC thought 2nd Ed. was too hard. I rack my brain trying to understand why people were going over to this new version. Was it more realistic? I guess, I mean there's no logical reason (real world logic) why a mage couldn't pick up a sword, but then, it's a fantasy game and games need boundries, otherwise we get munchkin players, I guess that's what WOTC was aiming at, sure there's munchkin's in 2nd Ed. but they seem to be rampant in the new game.

I find the basic premise with the character creation, that everyone can virtualy learn anything that any other character can do just goes against the very basic premise of the game Gary Gygax wrote (again, yes it's more realistic, but if I want realism, I'll play BattleTech or Cyberpunk). You have a DM, he/she creates a problem or task that can't be completed by 1 person with 1 set of skills, you need to form a group that compliments each other, each one bringing something to the party to get the job done, WOTC has just done away with that. As one person posted previously, all you munchkins out there, dust off that elf mage/paladin/cleric/thief/ranger, cause here comes 3rd Ed. (cough)

Of course, yeah if you don't like it, you play what you wanna play, which is all well and good, just a shame there's no point in getting Dragon or Dungeon anymore, because WOTC forbids any content other than there product going in it, very different from when TSR were running the show, you could buy a Dungeon and it would have Basic, 1st and 2nd ed. mods in it. Yes I could just convert the mods over, but why should I? Why can't I see other edition mods in Dungeon? The only reason I can think of is because, this new thing isn't DnD.

I have incorporated a few of the rules out of this other system, like cleric healing spells being interchangable, memorise protection from lightning, but then need to cast a CSW, no problem, great idea. Also like the extra healing you get from higher level clerics, +1 per level up to +5 for CLW and stuff and then there's the Rangers thing of picking a new species enemy every 5 levels (I've brought this one down to every 4). No dramas bringing in good changes, but changing the basics for no real reason (bah that is was too hard, if the 2nd Ed. rules were too hard then tic tac toe should have been the game of choice).

As for the, but why can't we have halfling paladins?, well, no reason why you couldn't have that in 2nd Ed. if the DM gave it the okay, same with level limits (which actually was unlimited in 2nd Ed. with the idea that you pay double the xp cost) and if you were a single classed demi-human with good enough stats, you could go above the norm anyway.

Bottom line though it was all there for game balance, but as it's been stated before, beside from the basic game mechanics, all the rules were optional. I see no reason for the change and no reason to fork out the money.

Greetings!
I am amazed that this thread has gone on for more than a few years, but it demonstrates the fact that gamers are passionate and intelligent; very good points made from the supporters and detractors of 3(.5)E.
I started out playing the Basic box set in the early 80's, moved up to Expert and then to AD & D. I loved it; I missed 2nd E, as I went through a period of religious brainwashing, and started playing again 2 years ago (1rst E).
It has taken me over a year to even consider 3E; why mess with something if it isn't broken? If a rule was questionable, we simply devised a house rule to correct it. I love the nostalgia of the artwork and layout of 1E; it's what I (in a manner of speaking) grew up with.
With that said, after reading and reading the Players Handbook for 3.5E several times, I have to say I really love it above the other editions.
At first, I was insulted by the "D & D for Dummies" feel that seemed to portray, but then I realized WotC were not trying to reach an exclusive audience of current players, but they were (are_ trying to reach those that have never played before. I remember the 80's too well, and one of the bad memories that I have is of the Satanic Panic that swept the nation. D & D, the Smurfs, Metal music and a list of many others were said to be 'Satanically' inspired. Some people kept away from it when they were younger and now that they are older they may feel like it's a stupid kid's game that has ties with devil worship. The PHB presents the game (IMO) as just a game, and in such a way that it cannot be misconstrued as a textbook for summoning Cthulu or something.
True, combat has changed, but try playing a few combat rounds and you'll see that the grid and miniatures serve to enhance the game and make the players as well as the DM's life easier. Within the context of the game, it actually 'feels' like combat now.
Feats and skills will take a bit of time getting used to, but once you do, you'll wonder how you lived without them.
Character freedom is unprecendented; literally, your character is limited only by your imagination; and ins't that the point? To creatively express ourselves by exercising our collective imaginations?
Just a thought or two....
Tim

2nd edition is the finest example of a role playing game ever concieved of, I can only assume that the individual that posted this comment is a frustrated module submitter or a failed novelist. 3rd edition was created so that those individuals who could not comprehend the english language would have something to play, it is a hacked up watered down version of 2nd edition.

Characters who are limited only by your imagination... that sounds a bit lame. The best part of D&D is thinking (and acting) through the lense of a limited character, and solving problems within the context of those limits. When limits are torn down and characters become no more than an exercise in creative visualization, the game is downgraded from a "role-playing" game to simply a "fantasy" game. The literary elements are gone, and all that's left is a playable comic book.
One other thing I want to add: Where is the idea coming from that 3rd edition is "more realistic?" Second edition and Players Option had deep roots in history and world literatures; third edition is full of double-bladed weapons, flails with heads on both ends so that you beat yourself with them while you fight, people who can blow up or hack down small armies after a few months of practice (level 4 or 5... come one, that's like 15 real battles). It's inane, really. And the fact that characters are so "unlimited" makes it even worse. I'll stick with 2ED, thanks. And maybe Hackmaster.

Wow.
I played 3.5E and then 1rst edition, back to back; I am sticking with 1rst.
Not just because I am an old guy that remembers starting out with Basic boxed set, but because 1rst edition (IMO) is ...well, a lot more fun.
Combat was way too long and overly complicated, and 1rst level 3.5E characters were more powerful than some 2nd and 3rd level characters from 1rst. 'Balance' has reduced the game to 'Be whatever you want, you can pretty much do anything the next guy can'.
So, I withdraw my hasty and previous comment.
Also, at $30.00 (the cost of 3.5 PH) I bought the DM's guide, PH, Monster Manual I & II and Unearthed Arcana.

I was all excited about the third editions too, until I started reading the stuff.
By the way, I had the good fortune of "inheriting" all the 1st edition books (multiple copies even) from some friends who didn't use them any more. Somehow I lucked into an enormous collection of painted figurines the same way (I blame it on my 18 charisma). I find the 1ed books are a joy to have, and I can always fall back on them when I don't feel "2nd editiony." I don't see the same thing in the future for 3ed.

you do not need the books to play adnd really heck you do not even have need to have a character sheet (that is one of the rules). i have most of the tables memorised, i like some of the ideas from 1st 2nd and 3rd and i have most of the books (bought 2nd hand). and i dm from all the rules intertwind together. my last campain before i moved i had 11 regular players and we met about 3 times weekly some were dms as well. I played in their games as well all in 2nd ed rules. many finding my way of playing best interesting and fast paced. over the years i found that players need a character sheet and the rules it helps them feel that they are doing somthing tangable but what rules you use don't matter. conversion from 2nd to 3rd really is not needed play it how you think it needs to play it. The golden law of adnd if you do not like a rule change it, fix it, bend it. {lay the game how you wish it to be played use what you like and leave the rest.

i started playing when i was 7 and didn't even have the right dice till i was 13* (we used a deck of cards spades and clubs from 1-10 and use those for d10 d20 and d100 hearts 1-queen as a d12 dimons in the same manner for d8 and d4) i had no chose i lived in a town of 500ppl 4 hour trip to any other place that was not just a sign and gas station. the books were from the libary witch was just and old store front. you can play i know you can without much of anything rules cost convertion from 2nd to 3rd not needed. don't buy the books if you like the way you are playing. play the way you wish because by the time our kids are ready to play there will only be the 3.x ed way of playing.

Remeber if you want to have a orc pally in your campain great. think about it the injustice he would meet because everyone thinking he is evil having to prove himself all he way. Not all elfs are good and like nature. Not all dwarves sit in a mine all day banging on an anvil. and even some haflings like adventure. It is your game make it fun and make it yours

Just making a comment here.
Originally elves were elves(chaotic good), dwarves were dwarves(lawful good), and orcs were orcs(lawful evil), Demons(chaotic evil).
Human's are the only race that was unpredictable(any alignment). You would never know what you would get with a human. Some of the Best of Dragon magazines, issues 3 or 4 I think, had articles on this subject.
Demi-humans were stereo-typical.

Now whether or not the game has been made better by making all races more "human", I don't know.

Ultimate it comes down to are you having fun.

Gaming is still one thing that can make me laugh so hard I cry.

Thanks for the column (sniff, sniff)... it brought tears to my eyes. I, too, miss my ol' 2Ed AD&D... it's so hard to find players now.

Oldtimer-
I feel your pain.
We are a small group (5-6 players) and we are starting to teach everyine in the group to DM; currently, there are only 2 of us that do it (I'm one of them).
As far as finding anyone in my area to play with, I'm going to go to the comic book stores in town and talk to the owners and see if there are any 1rst E groups.
But I almost hesitate to do that since we use a lot of house rules!
Hang in there; I wish I could get a copy of the Basic and Expert box set again!
Very restrictive but very fun!

Tim

Interesting comment made here. I wonder if there is some underground backlash to what WotC/Hasbro has done to the game? Sure, the new rules help to "modernize" the game and bring in new players/customers (seems it's always about the money, doesn't it?), but at what cost to the integrity of the game? I have mused more than once about how 3/3.5 has made every PC pretty much the same. Maybe it's just my jaded perspective, but it seems that more than one reader on this site shares my opinion.

Is change always a good thing, I wonder?

"The best part of D&D is thinking (and acting) through the lense of a limited character, and solving problems within the context of those limits."

To me, this was the best part about being a Dragonlance campaign wizard... you were constrained to what spells you had available. Not everyone could do it, though; however, it was a great exercise in creative thinking to work with a limited arsenal.

With no evocation spells, my black robe mage resorted to intimidation and threats of powers no one was sure he had. Thank goodness he never really had to make good on those threats... the advantage to really good role-playing (and a charm spell here and there)!

The problem with the variety is the availability of players that enjoy playing one particular variety, not to mention conventions which, logistically, cannot support every facet/version of the game.

"I have over 200 books, and to be told that EVERYTHING up to this point will be useless really agrivated me."

heh... sounds like WotC/Hasbro is taking cues from Microsoft!

Oh, man, don't get my hopes up like that!

I happened upon this forum by accident and read through most of it. I was an avid AD&D player back in the early 80's, started with the red box d&d, and the expert D&D, then the advanced D&D, i still have the original intellivision games (and they work!) and have played many of the computer games.

I got out of gaming after the second edition came out, i saw the movie and thought it kind of stunk.

Recently i saw a copy of the third edition for sale and thumbed through it. I thought it was horrible.

It is kind of sad to see what happened to Dungeons and Dragons. Then it occured to me that it wasn't the change in AD&D, it was the loss of that era of my childhood. My generation had cool stuff like "night of the creeps" and rainbow punch kool-aid. Phil Collins and Cyndi Lauper were hot, and AD&D was at the height of its popularity.

Should WOTC have changed it? Yes. Everything needs to change or it dies. It stagnates and withers.

Our generation has passed. Long live the third generation, and hopefully the generations after it.

Night of the Creeps! Whoo!

only read a few notes here as i have other things to do. but the point on initiative in 3e about weapon speeds is simple, if you have ever tried using a real sword, dagger or two handed axe you would see that the speed of the weapon doesn't make a lot of difference: most slower weapons have reach so a guy with a dagger will be quicker than a guy with a two handed sword, but will need to be so much closer, risking his life before he is even able to hit! not to mention if a two handed sword hits you and you don't die you are a lucky man! its a huge sword and even hitting a non lethal location is likely to put you out of a fight in pain. i prefer 3e as it is simpler to explain to new gamers. a higher number is always better than a lower number is much easier to explain than the old low roll on initiative high attack roll and low ac. it made little sense and i'm glad these problems have finally been resolved.

I think most of the discussion about the d20 D&D system can be resolved by observing that it is a more-or-less abstract system. It doesn't track the action on a second-to-second, blow-by-blow basis. Parries, blocks, and so forth are just assumed to be part of AC, and worked in "behind the scenes."

Whenever a player wants to get into something with me about the system being unrealistic, I just tell them I know that. "Yes, it's unrealistic in some ways, but it's a balanced rule system and it makes our games playable. Sometimes we have to sacrifice a little realism for playability."

That answer has seemed sufficient for most players.

As a player of Dungeons & Dragons in all it's many incarnations since 1975, my comment to you is if you think that 2nd edition AD&D is "the worst role playing game ever made", you should probably go play GURPS, and leave D&D to those who love it.

Having had time to look at the 3rd edition for several years now, I totally agree with all your points. Right on! I also think that 3rd edition does appeal to some people, but these are generally young gamers raised on a steady diet of computer and video games. I think what is truly lamentable is the difficulty with which long-established gaming groups can lure new blood to the table.

I couldn't have said it better myself. In fact, I have said it almost in so many words, to everyone who I have spoken to since the first day I read the 3rd edition ph. Thank you for so eloquently stating the case.

I have been Playing D&D for about 19 years starting with 1st edition and working my way up to 3.5. All in all I have to say that 1st and 2nd edition are more enjoyable for me and my players. When I first started playing 3 and 3.5 I got excited, but after playing several games with several different groups I have found that even though there are many feats and skills in 3.5, only a hand full are ever really used. This leads to most characters having the same feats and skills. How many players create a character and not have ranks in search, spot and listen. These skills used to just be an ability check. Players would take skills that defined the character's training and childhood not those that would have the most impact on the game or were required to be successful.

The other thing is that DMs that I have dealt with in 2nd edition games relied less on the books and more on common sense when it came to rules. DMs of 3rd Edition games spend more time trying to find a rule or interperate a rule to fit the current situation. Some of the rules that were introduced in 3rd edition make little sense to me but most 3rd edition DMs are strick rules lawyers, which are also the same people that most of us older players hated to have in our groups.

Anyway, these are just some observations that I have made in the passed few years. My group and I have decided to blow the dust off of our old books and let the 3.5 books sit on the shelf for a while.

Simply put: playing 3e strictly by the rules, is little different than playing balder's gate on the computer. Everything you are capable of doing is layed out for you in clear concise charts and there is little or no ambiguity in the rules. That said, I personnaly find 2e to be a much better sytstem for ROLEPLAYING, but not for combat. A great example of this is proficiency vs skills/feats. Who cares what they are called, the fact of the matter is that with 3e, nearly every character will put a lot of points into search, spot, and listen, while ignoring all others unless they have a lot of skill points. A fighter for example will rarely spend his 2 or maybe 3 skill points per level on a profesion or a craft skill. On the other hand how many 2e fighters have you seen that knew how to cook? dance? sing? .......... I saw lots of people make them that way, but not anymore. In a like vein, most of the feats are either useless, or so overshadowed by their siblings as to be nearly useless. And most of these useless ones.... well.... they are prereq's for the good ones. Much like with 2e, any good dm's will have to tailor 3e quit a bit to make it a "good" system. I personnally like the idea of using the basic combat and such from 3e while merging the skills and feats to make a new list of "weapon proficiencies" and bringing back all of those great non-weapon proficiencies.

Oh yeah one true rant: who needs to roleplay at all when you have skills like intimidate, bluff, and diplomacy? In 2e we at most would make a player roll an ability check if they were terrible roleplayers, otherwise the dm would think about how the npc would react to the players character and his speach and actions.

I was going to stay out of this 3e-bashing thread, but it's getting ridiculous.

Simply put: playing 3e strictly by the rules, is little different than playing balder's gate on the computer.

Given that Baldur's Gate was a great game with detailed NPC interactions, and given that Baldur's Gate 2, with its NPC interruptions of conversations, bickering would-be girlfriends, romance threads, betrayals, kidnappings, and PC strongholds is my favorite computer-based RPG of all time, you're not hurling much of an insult there.

I'd go so far as to say that BG2 opened my eyes about the possibilities of RPGs - not just computer-based, but all RPGs - and changed the way I play forever. And I've been role-playing since 1978; I've played AD&D, the weird spinoff D&D with only three alignments, 2e, 3e, and 3.5, in addition to a host of non-D&D RPGs. I would be honored to hear a player say that any of my campaigns resembled Baldur's Gate.

And, finally - Baldur's Gate uses 2e rules!

Everything you are capable of doing is layed out for you in clear concise charts and there is little or no ambiguity in the rules.

Hold the phone - that's a bad thing how, exactly? That it cuts down on rules-lawyering and pointless player bickering is one of 3e's biggest selling points to me.

A great example of this is proficiency vs skills/feats. Who cares what they are called, the fact of the matter is that with 3e, nearly every character will put a lot of points into search, spot, and listen, while ignoring all others unless they have a lot of skill points.

This is totally dependent on your group of players. If you're playing with a bunch of power-gaming tools, well, then, yeah. But let's face it: the role-playing world is chock full of power-gaming, min-maxing, god-modding tools. I don't play with 'em if I can help it.

In my campaigns, fighters tend to put their points in Craft, Riding, or Animal Handling and let the Rogue or the Ranger worry about Spot and Listen.

I do think the Spot, Listen, and Search rules are a weakness of 3e; but I think they're a weakness of role-playing games in general. Only GURPS, with its stat-based sense rolls (even separate in a 3rd-edition variant; not sure if the default rolls in GURPS 4e are still IQ-based) handles this problem in a way I like. I'm willing to deal with it. In my experience, Climb and Jump are the most underutilized skills - I've seen few PCs put any skill points into 'em at all.

On the other hand how many 2e fighters have you seen that knew how to cook? dance? sing?

Virtually none. Again, I'd say it has a great deal to do with your gaming group.

In a like vein, most of the feats are either useless, or so overshadowed by their siblings as to be nearly useless.

This remark makes it sound to me as though you just don't have much experience with the system. You might say most of the feats are combat-useless if you are a power-gaming, min-maxing tool; but as you are decrying the death of role-playing in 3e, your comment makes no sense. 3.5's introduction of more skill-oriented feats only helps the situation: there are a broad range of cool, interesting, useful feats to cover almost any situation.

To me, the greatest selling point of the feat system is that it allows the creation of distinctive types within a class. I've seen people create, to use the Fighter class as an example: two-weapon specialists, reach-weapon and attack-of-opportunity specialists, horse archers, single-weapon specialists, and many more. Never in my 26 years of role-playing has the Fighter class seemed so interesting; finally the Fighter can hold its head up with the silly, cheated-up, alternate fighter classes from AD&D and 2e. Frankly, I hardly knew anyone who wanted to play a Fighter when he could play a Barbarian, Ranger, Paladin, or Cavalier. Now that 3e's come along, the Fighter is not only a match for any of those classes, it's actually more attractive to the average combat-enthusiast. I can only call that development a Very Good Thing.

Oh yeah one true rant: who needs to roleplay at all when you have skills like intimidate, bluff, and diplomacy? In 2e we at most would make a player roll an ability check if they were terrible roleplayers, otherwise the dm would think about how the npc would react to the players character and his speach and actions.

Now this remark is just silly. Call of Cthulhu includes a host of socially-related skills, as does every edition of GURPS. Do these skills hamper roleplaying? No - they have the reverse effect - they encourage it. Sure, your power-gaming types will want to replace their IC dialogue with a die-roll. How many times do I have to say it? DON'T PLAY WITH THESE TOADS. Any good role-player will have their character walk up to an NPC, give a little speech indicating their intent and angle of approach, and make their social skill die-roll. Any good DM will modify the roll based on the speech, and won't unduly penalize bad actors for lame speech-giving.

Can you swing a longsword effectively? I doubt it. How good a shot are you with a bow? Probably not a great one. But even if you are, the rules exist to simulate the abilities of a character. You may be a stammering, blushing fool in a social situation, but a good RP system allows you to create - and enjoy - a smooth-talking, vampy seducer. Having good, sensible rules makes this kind of play possible. Having a glorified combat system with social skills tacked on as an afterthought - like your vaunted non-weapon proficiencies - doesn't. I know; I played with them.

In summary, I'm tired of this 3e-bashing by old-schoolers who mainly seem to be whining about the entry of common sense and consistent, understandable rules to D&D as though it ruined the game. If you don't enjoy 3e, don't play it - but don't expect those of us who got very tired of D&D a long time ago, because of the very problems that 3e fixes, to understand or be sympathetic to your point of view. Go on - back to the dungeon-crawl with you! I'll see you when you're ready to come squinting into the light.

I confess that I'm not overly fond of 3E, but agree with your sentiment about endless 3E+ bashing. It's getting old.

The only thing that I would really contend with in your post is your remarks regarding the Fighter Class. I think it's a mistake to let the stats, attributes, and such define how interesting the Fighter Class is. In 2E, the Fighter may not have a lot of special powers, but he doesn't really have any weaknesses or hang-ups. I've seen DM's allow paladins to act out of alignment and allow rangers to get urbanized and allow barbarians to be cool with magic...but this isn't a fault of the ruleset, but rather the players and DM bending the rules to make these classes more powerful than they should be.

But, anyway, I don't think a rule-set has anything to do with how nifty a character can be. If someone can't tell 2 2E Fighters apart...then I think that's the fault of the people creating the characters. This is a problem of creativity, not rules.

I mostly use 2E in my D&D games -- I back-port some aspectes of 3E, but that's kinda beside the point. In my D&D games, one player is of the Fighter Class. His strength and constitution are on the high end, but nothing spectacular. What is spectacular is his character...his personality...the presence this guy has every time he takes action...and its these things that distinguish him from the rest of the Fighters out there.

I understand that it's a perk to be able to "fine-tune" your Fighter with 3E skills and feats. But, for me, one Fighter with Bull Strength standing next to one with Super Climb...well, you're still just looking at 2 Fighters there. I don't think this fixes the generic aspect of the Fighter class. It's not much different than saying "well, this 2E Fighter is more dexterous and this one has more charisma."

I'm not trying to slam what you're saying, cause I agree that it's nice to have options -- like I said, I back-port certain aspects of 3E and don't use the ones I don't like. I tried to explain this in my first article, much to the dismay of many -- that seemed kind of ironic to me, because the defenders of 3E...a more versitile system...were in shock that I'd try to make 2E more versitile with some patchwork. But, digress aside, I agree that having options is a Very Good Thing.

But, I'll always maintain that its the character and personality that make the difference, not the skill sets...and, for me, that goes for all Rules Sets.

Wow.... Cocytus, did you read my post? or did you just copy and past, then wright something that looked like it fit? In no way did I bash 3e. As a matter of fact I put it in the best light I could. I even said flat out that it has a better combat system. Maybe I wasn't clear enough, but still I did say it. 3e most certainly has its merits, and exactly like 2e it has its faults. All that I was trying to say is that it seems to be geared towards easy roleplaying, ie. not having to use your imagination as much, whereas 2e was the opposite, its rules were too vague to not have to be inventive and imaginative. Does that mean that ONLY non-imaginative people like 3e and vice versa? Of course not. There are plenty of people that I respect that love 3e, and plenty that love 2e.

Your argument about specialist fighters is, well, silly. In 2e you litterally had to pick and choose all of your weapon proficiencies, so even then each fighter was different. Sure most of them still pretty much fought the same, but it was the idea that was different. And if you never saw 2e fighters that cooked, danced, or sang.... what did they do then? spend all their proficiencies on combat stuff? And you made it sound like my groups are hack and slashers!

And who in their right mind would take the skill boosting feats, which only give you plus 2 to two diferent skills? What's that +2? what impact does that have by the time your character is 5th level? how about 10th? 20th? +2, please. unless your group plays a LOT of only low level campaigns your fighters, especially, would never be able to be two weapon specialists or any of the other types that you claim are new to 3e. You say you played the other systems, yet you said:

"expect those of us who got very tired of D&D a long time ago, because of the very problems that 3e fixed"

Who are you to even enter into this discussion, obviously you have a strongly biased opinion against 2e, and are not even willing to listen to arguments in its favor. Some of us are not in need of coddling and choose not to use the oversimplified, prettyfied 3e. Does that mean we hate it? Not neccessarily, It just means we like something a little heavier in RolePlaying, and something that doesn't hold our hands the entire way.

All that I was trying to say is that it seems to be geared towards easy roleplaying, ie. not having to use your imagination as much, whereas 2e was the opposite, its rules were too vague to not have to be inventive and imaginative.

Understanding the rules more easily - i.e., ease of role-playing - translates to lack of imagination? No, sir. It translates to lack of disputes over what the rules mean. If a poorly-written, ambiguous ruleset causes you to "use your imagination" more to patch it, bravo for you, but to me it just causes pain and rules disputes between players and GM. Where the rules are easy to understand, I find players are free to use their imaginations where it matters - developing their characters.

Sure most of them still pretty much fought the same, but it was the idea that was different.

Oh, I see. And this "idea" impacted your game...how, exactly? Through your superior imagination? Again, bravo for you. In 3e, it is easy to see how differently-made fighters are different: they fight differently. Funny, that, given that they're "fighters." But I can totally see why you wouldn't want that. Better to use your imagination to make it seem as though they're different, when they really aren't at all.

And if you never saw 2e fighters that cooked, danced, or sang.... what did they do then?

Most 2e fighters I encountered...and granted, I saw precious few because most players wanted to play cavaliers or paladins instead...focused on "survival"-type skills and horseback riding.

In 3e, I had a player whose fighter concentrated her skill points on Craft (Alchemy). When the party wanted to know what a potion was, they turned to the fighter. How many times can you say that happened in your 2e campaigns?

And who in their right mind would take the skill boosting feats, which only give you plus 2 to two diferent skills? What's that +2? what impact does that have by the time your character is 5th level?

I'm sorry you don't understand how the system works, or you'd realize that +2 can be a very big deal indeed for a character wanting to boost a cross-class skill. Even for characters boosting class skills, it can make a difference - and when synergy bonuses are factored in, even more of one. In d20, every pip is a 5% difference in the chance of success.

At 5th level, a character's max ranks in a class skill are 8. A +2 bonus makes that effectively a 10 - enough to erase the advantage held by a character with a higher attribute bonus, or to give an edge over a character with the same number of ranks. You can't see how that helps? Try using your imagination.

...your fighters, especially, would never be able to be two weapon specialists or any of the other types that you claim are new to 3e.

This is the tail-end of a poorly constructed sentence, and I can't follow your reasoning. So just addressing this part: you're wrong. A human fighter can be any of these things at first or second level. A good friend of mine built a reach-weapon, attack-of-opportunity specialist who was a one-man slaughterhouse until 4th level, when he died.

Who are you to even enter into this discussion,

Just a long-time gamer. "Anonymous Troll."

obviously you have a strongly biased opinion against 2e

Yeah, obviously. Even though my favorite computer-based RPG of all time uses the 2e ruleset.

and are not even willing to listen to arguments in its favor.

I'm not willing to listen to YOUR arguments, which sound thinner to me than origami.

Some of us are not in need of coddling and choose not to use the oversimplified, prettyfied 3e.

Yeah, that logic and coherence of design is a real setback.

Not neccessarily, It just means we like something a little heavier in RolePlaying, and something that doesn't hold our hands the entire way.

It's genuinely sad that you equate good design with handholding. You're just a ruleset luddite. If you were genuinely "heavy into role-playing," you'd seem to have some experience with a system that includes, oh, I don't know, social skills in its design. You seem to think that good role-playing comes from ambiguous rules. That's an interesting idea, but I don't buy it for a minute.

Sure...a good roleplayer makes the character, not the rules.

All I'm saying is that good rules facilitate that process.

And, with reference to fighters: as I said to "Anonymous Troll" - differently-designed fighters can fight very differently. My wife's sword-and-shield specialist with all her skill ranks in Craft (alchemy) was a palpably different character, just from rules alone, from the one played by my best friend, who used a spear to slaughter every opponent within 10 feat. They were both great tanks, yet their combat styles were so different that they almost seemed to be different classes.

I loved that! The system alone made them seem different. Their role-playing skills augmented the differences between their characters.

And that's what I'm saying. A good ruleset, in my opinion, enhances good roleplaying. A bad one, at best, necessitates it - bummer if you're a bad actor - and at worst, hinders it.

Bashing, Bashing, Bashing. You have got to admit that you aren't trying to argue anything, instead you are trying only to bash people. Good job, I say. You've struck me to the heart with comments like:

"I'm not willing to listen to YOUR arguments, which sound thinner to me than origami."

I hope that I am missing something in your comments though. On the one hand you seem to be upholding 2e by saying that 2e video games are the best there ever were, and then turning around and saying 2e, 1e, and d&d, sucked. Which was exactly my point earlier, that the utter lack of true interaction and imagination that an rpg video game has compared to a table top game is reminescent of the diference between 3e and d&d's previous incarnations.

And last time I checked, RolePlaying required imagination in its very nature. Not some rules about social interaction.

Oh one last thing: there were no cavaliers in 2e, unless you used the optional rules, and most players wouldn't play those optional classes more than once because they were to limited in comparison to the diverse fighter.

"To me, the greatest selling point of the feat system is that it allows the creation of distinctive types within a class. I've seen people create, to use the Fighter class as an example: two-weapon specialists, reach-weapon and attack-of-opportunity specialists, horse archers, single-weapon specialists, and many more."

You say that you have 26 years of role-playing experience yet no one you have played 2ed with used two weapons, pole arms or bows? Many of the players I have dealt with used a variety of weapons and styles in both 2ed and 3ed. The Feats system that was introduced did not give people more options, it just made them more obvious. One of my favorite 2ed characters was a fighter that used a pike as his primary weapon. It was slow but I had reach and could dish out some damage, while at the same time, my partner with the higher CON and AC used a shield and axe combo to great effect to help keep the enemy from rushing me. We excelled at fighting in tight dungeons and ruins. The only limitations that a fighter had was the imagination of the player.

"I hardly knew anyone who wanted to play a Fighter when he could play a Barbarian, Ranger, Paladin, or Cavalier. Now that 3e's come along, the Fighter is not only a match for any of those classes."

I have rarely found a player that could stay within the restrictions of a paladin, thus most played either fighters or rangers. The barbarian and cavalier were 1ed classes. When the barbarian class was introduced into 2ed is was not much better than a fighter since it's only advantage over a fighter was a d12 for hit points which was easily compensated for with the heavier armor allowed to a Fighter. The cavalier kit was a pathetic attempt to recreate the 1ed class. My point is that in many respects the fighter was a much better choice of character with exception to the ranger which is quiet a capable fighter but with restriction to light armor he could not stand toe to toe in a fight for very long. Also more than one ranger in a group is generally not very useful. The Fighter, through all editions, has been the backbone of most groups.

"In summary, I'm tired of this 3e-bashing by old-schoolers who mainly seem to be whining about the entry of common sense and consistent, understandable rules to D&D as though it ruined the game. If you don't enjoy 3e, don't play it - but don't expect those of us who got very tired of D&D a long time ago, because of the very problems that 3e fixes, to understand or be sympathetic to your point of view. Go on - back to the dungeon-crawl with you! I'll see you when you're ready to come squinting into the light."

This last part of your post seems a little immature for some one of your age. I have used common sense through all three editions, I did not need a new set of rules to do this. I never said that 3ed ruined the game, I only said that I enjoyed the game more with the previous edition. And by the way, what is wrong with a good old-fashioned dungeon crawl? I personally think that 3ed does have a few good points, for one the combat system is easier to teach to new players and I will most likely keep this idea. The idea of Attacks of Opportunity is a good idea as well and again I will keep the idea if not the same rules. The thing I love most about 2ed is not the structure but the lack of structure that allows for bending the rules whenever common sense dictates. 3ed is if anything too structured and rigid and does not lend it self well to creative thinking much like a video game.

I agreed that it depends upon the group of people that you play with and the effort that you are willing to put into it that makes a system work whether it is 2ed or 3ed does not truly matter, I am more comfortable with 2ed and that is what I play. If you prefer 3ed then that is fine too, I am just submitting opinions. (and you know what they say about opinions:P)

You have got to admit that you aren't trying to argue anything

Hey, you can't read my posts, understand them, or reply to their salient points. Congratulations! I'm only too happy to bash away at you, as long as that remains the case.

I hope that I am missing something in your comments though.

Yeah. Reading comprehension. Don't strain yourself there.

On the one hand you seem to be upholding 2e by saying that 2e video games are the best there ever were, and then turning around and saying 2e, 1e, and d&d, sucked.

I'll try to explain this to you. I played them all and enjoyed them - but after awhile, I found them limited. A videogame based on 2e rules was the best I've ever played. It remains so. A good game can occur independent of the rules - even you and I agree on that. What I'm saying is that good rules facilitate a good game.

And last time I checked, RolePlaying required imagination in its very nature. Not some rules about social interaction.

Are you patting yourself on the back for writing off some great RP systems, or just being a ruleset Luddite again?

Oh one last thing: there were no cavaliers in 2e, unless you used the optional rules, and most players wouldn't play those optional classes more than once because they were to limited in comparison to the diverse fighter.

Oh, my bad. It's in the Complete Fighter Handbook. But I wouldn't know that because I'm totally biased against 2e, never played it, and know nothing about it.

In all fairness, I was replying to Anonymous Troll, and not to you. But you at least seem capable of understanding the things you read...

You say that you have 26 years of role-playing experience yet no one you have played 2ed with used two weapons, pole arms or bows?

Correct me if I'm wrong here, but reach weapons didn't work the same in 2e as they do in d20. I attribute that difference mainly to the Attack of Opportunity rules in d20.

I didn't say I knew no one who did such things...or if I did, that's not what I meant. In the 3e rules, the effect of these differences is much more noticeable.

It was slow but I had reach and could dish out some damage, while at the same time, my partner with the higher CON and AC used a shield and axe combo to great effect to help keep the enemy from rushing me.

Admittedly, it's been a long time since I played 2e...over ten years. Can you explain what you mean by "rushing you"? In d20, you can't use a polearm at close range, but looking through my old 2e PHB I can't figure out why this would've been a problem.

The Fighter, through all editions, has been the backbone of most groups.

Well...that hasn't been my experience, particularly in AD&D.

This last part of your post seems a little immature for some one of your age.

Well, okay...fair enough. Perhaps I let my temper get the better of me. And if you can't flame someone on a BBS from time to time, when can you? ;)

I never said that 3ed ruined the game, I only said that I enjoyed the game more with the previous edition.

Again - I wasn't responding directly to you. If you scan through some of the 500-odd posts on this thread, you'll see a number of people saying that 3e did ruin D&D. And I think that's a laughable statement.

And by the way, what is wrong with a good old-fashioned dungeon crawl?

Nothing...but "Anonymous Troll"'s lack of understanding what good are social skills - and rules governing them - suggested to me that he doesn't know how to role-play any other way.

3ed is if anything too structured and rigid and does not lend it self well to creative thinking much like a video game.

I'd say...that depends very heavily on the video game.

However, I simply reject the idea that a structured ruleset impairs creative thinking! I don't see how that follows, and my experience has shown me the exact opposite: where the rules are clear, the quality of play tends to be better.

I am more comfortable with 2ed and that is what I play. If you prefer 3ed then that is fine too, I am just submitting opinions. (and you know what they say about opinions:P)

Same here, if a bit more cholerically.

"Oh, my bad. It's in the Complete Fighter Handbook. But I wouldn't know that because I'm totally biased against 2e, never played it, and know nothing about it."

Sorry but the Cavalier was a kit in the Complete Fighters Handbook, not a class. To use the kit you had to be a play a Fighter, so thus your point of most people wanted to play a Cavalier is stating that they actually were playing a Fighter.

Yeah - a "more limited" Fighter, according to Anonymous Troll. Through the mists of time, 2e and AD&D have obviously blurred a lot in my memory. I'll concede this point if it makes you happier.

Admittedly, it's been a long time since I played 2e...over ten years. Can you explain what you mean by "rushing you"? In d20, you can't use a polearm at close range, but looking through my old 2e PHB I can't figure out why this would've been a problem.

My fighter did not have the hit points or armor class to really stand toe to toe for very long, thus I used the longer pole arm to fight past the more heavily armored and tougher fighter, while at the same time I was kept safe.

Ah, ok. That makes some degree of sense. And it's cool. All I'm saying is that the reach-weapon fighter in d20 is (in my opinion, of course) even cooler. I didn't realize how cool until my buddy built a longspear specialist who was just hell-on-wheels against low-level monsters. Sometimes he'd kill three of them per round - at second level!

"Yeah - a "more limited" Fighter, according to Anonymous Troll. Through the mists of time, 2e and AD&D have obviously blurred a lot in my memory. I'll concede this point if it makes you happier."

No need to concede, I was just clarifying.

Alright! You even admitted that you were a flamer! So in fun here is a little flaming, and some clarification of my own. Just because you have, supposedly, played for a long time (even though you haven't once mentioned one of the most uber-classes of all time: the old monk) does not detract from your childish comments. This will certainly be my last post in response to you, please don't get your panties into a bunch over it and reply with more scathing remarks, if you do I might have to change my mind. :)
So for my last rebuttal to you I'll lay everything out clearly since you can't seem to grasp things like syntax.

1. 2e was and is a roleplaying game based entirely off of the most successful rpg ever created. With a similar structure and similar play style.
2. 3e can arguably be said to be only very lossely based on d&d.
3. 3e is unarguably an excellently well designed system.
4. 3e does add many rules (taken from other systems) pertaining to what was, in 2e, the provenance primarily of creatively pretending to be someone you are not. ie. roleplaying.
5. This thread was intended to be a place to discuss the merits of both 3e and the previous editions of dungeons and dragons and discuss our opinions on them.
6. Why have you decided to throw fits in response only to my posts?
7. Are you a WOTC spy?
8. Or are you a noob pretending to be a gamer for a long time.
9. Either way, get a life loser.

by the way, when you are being civil you seem like a fairly intelligent person, and you actually put forth some consistent ideas. You should try that more often.

Do you honestly expect me to back down from a challenge? I accept your er...knitted glove, sir.

The old monk was as wanky as they come. And great fun. We agree.

0. For someone whose posts contain as many typos as do yours, you have a lot of nerve complaining about my poor grasp of syntax. I wonder if the word means what you think it means? ;)

1. No argument.

2. Agreement, because you use the word "arguably." Obviously, I would argue the point long past when anyone else cared.

3. No argument.

4. What's the difference between that and rules governing combat? One of my barbs at you was that I doubt you are a real-life fighter; so to complain that rules can govern imaginary behavior such as combat without impeding roleplay, but can't govern imaginary behavior such as seduction makes no sense to me. For example, most RPers I know are not only out of physical shape, but rather socially inept. They can RP towering masses of bone-splitting, axe-wielding muscle...why can't they RP someone who is a social dynamo? I think rules governing such situations make that possible. You haven't refuted this point to my satisfaction.

5. No argument.

6. Honestly, I don't know. I've avoided this thread for years. The only guess I have is that you complained about social-oriented PC skills being contrary to the spirit of roleplaying, and something snapped in me. Gnnnaaar!

7. I'd probably get paid to do this if I were.

8. Oh, snap!

9. Oh, snap!

Look - I probably overreacted to your post. Probably. So on the off-chance you actually read this, do yourself a favor: take a look at GURPS, or any system that uses social-based skills. Try to understand why they don't preclude the use of imagination. Ok?

Yeah...but...foaming at the mouth...so much more fun...

"However, I simply reject the idea that a structured ruleset impairs creative thinking! I don't see how that follows, and my experience has shown me the exact opposite: where the rules are clear, the quality of play tends to be better."

I agree that when dealing with well defined rules, the arguments tend to be fewer, however I have also seen that the more structure the more boxed in the players seem to be and they tend to think outside of the box (so to speak) less often. We see it every day in real life that rules do not always cover every possible situation, with that in mind the loosely structured 2ed rules seemed to promote the idea of "try it and see what happens". The DM then was required to weight the rules against the situation and decide what happens. The DM (at least in our games) had the final say and that was that.

I am interested in your views on this topic so please no flaming:)

I've turned commenting off. I'd much rather see the discussion moved toward a new Tabletop Gaming forum topic(s). For me, it'll help give the forums some much-needed use, plus it'll start "fresh" and without five years of comments, flames, and non-sensical "the hell were you talking about, hobo?"