Henry
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Forked from: 1E Resurgence?
A while back, I posted a list of things from 4E that have reminded me of 1st edition, and earlier versions, of D&D.
Among the things that I listed were:
All these add up to a feel - not apples to apples of course (as some people say, the powers system itself is a radical departure from old D&D mechanically speaking); however, as far as how it plays at the table (length of combats, resource use, dice ranges for success, class roles) it does play similarly to 1st edition and OD&D from my experience with it. It won't for some people, I certainly get that, but there consistently comes the question of "how on earth is this similar to 1E?" And I thought I'd give a few of my thoughts on it.
Shazman said:Are you seriously trying to say that 1E and 4E are similar enough that 4E has revived 1E? Considering the vast differences the two systems have, I would say that it's more like people are fed up with the new edition, tons of splatbooks, lather, rinse, and repeat roller coaster than any similarities between the two editions. They aren't even the same game. I'm no expert on 1e, but I'm sure it didn't have healing surges, videogamey powers for all characters, tieflings, dragonborn, action points, defenses instead of saves, etc. etc. All they really have in common is the names of some classes, races, and a few spells, AC, hit ponts, and medieval weapondry and armor. Maybe you're refering to the emphasis on rudimentary dungeon crawls for both editions. Other than that, I don't see where you are coming from.
A while back, I posted a list of things from 4E that have reminded me of 1st edition, and earlier versions, of D&D.
Among the things that I listed were:
- Single-classing is DEFINITELY stressed over multiclassing. Some can't stand this part, seeing 3E multiclassing as having solved a very important part of 2E's limitations on visualizing a unique character. On the other hand, the cost of this has been loss of class archetypes, and loss of party role, as more prestige classes and base classes in 3E were introduced and allowed characters to minimize weaknesses by cherry-picking the best classes and abilities. You could have rogues that didn't know the first thing about stealth; fighters who were terrible at dealing damage; wizards who merely dabbled in wizardry -- those were a few examples I had seen.
- Monsters' XP rewards are listed on a solid scale (1e) instead of the floating CR scale. This is actually
reminiscent of Basic D&D, and 2nd edition, and has returned to figuring out XP per character, as opposed to per party.
- Truncated Monster stat blocks a la AD&D and Basic D&D
I won't deny that ease of DMing and DM prep on the mechanical side of things has been a major draw to me. In fact, back when I was playtesting 4E backin December to January of 2007, I actually HATED the game - or at least intensely disliked it. Once I got to see the full game, and I realized that they had changed some of the things from the playtest that I disliked (which I'm not at liberty to discuss in detail), it did win me over a lot quicker than I anticipated. The monster design rules and encoutner design rules are a big part of this, in the same way that I used to design encounters back when I DMed in 2nd edition.
- Most combats will have a 5-minute rest period associated with them, analogous to the 1 turn rest after combat in 1E.
Back in 1E, there was a "1 turn rest" built in that all combats were assumed to take place in, as PCs bound wounds, checked bodies, updated maps, etc. There was a definitely sense of "slowdown" versus the frenetic pace I often saw in our 3.5E games. When some spell durations are in minutes, there's an urge to go faster and faster before the larger-powered buffing spells ran out; in 1E and Basic D&D, there were so few buffing spells, and most of them only lasted for the one battle (they had durations or 10 rounds or less, usually).
- Saving throw "duration roll" targets are static numbers again, instead of variable DCs.
This isn't groundbreaking or anything, but putting saving throws into the range of a single d20 roll definitely reminds me of 1st edition Saving throws, especially in things like Dwarves getting a FREAKING HUGE bonus to poison saves...
- Magic items are more tightly controlled by DMs; players discouraged from selling magic, DMs encouraged to tailor it more to the players.
In 1E you adventured for the goal of finding amazing loot; you really didn't "buy it in town," you found the Holy Avenger in the Tomb of Eternal Death after liberating it from a dragon's hoard. Not to say you couldn't in later editions, but the focus of the written rules in the DMG seemed to be on magic item shops and magic item creation commissions, after finding and trading in a lot of other magic and loot you didn't want. 4E, as 1E's DM stresses DM's putting the loot in the dungeon, for players to pry out and use.
- Weird weapons like Gyrspikes, Two-bladed swords, Orc double-axes, etc. are relegated to later books. In fact, with recent articles in Dragon, their new plan seems to be to use multiclassing to control really weird and exotic weapons, to control the level and depth one wishes to use such an exotic weapon to its fullest potential.
- Coup de graces similar to "helpless damage" in 1E
A lot of people don't realize it, but striking helpless opponents in 1E was not an auto-kill, but just did double max damage. One thing I don't agree with in 4E though is the inability to "auto-kill" when not in combat; I wish that had returned to D&D.
- As Mouseferatu noted, measurements are back in inches, pretty much. Characters in 1E moved at a speed of 12 inches in a full round -- sounds familiar to me.
- One thing I did not come to appreciate until I both gamed Original D&D with Gary Gygax and Diaglo, and after I had really gotten a good several play sessions under my belt for 4th edition. One similarity with 1E and 4E was the staying power of monsters over 1st level. In Original D&D, monsters had d6 hit dice; characters had d6 hit dice; weapons all did d6 hit dice. Monsters AND Characters had armor classes within range of a single d20 roll - even for the Magic-users until the higher levels.
What this translates to is that monsters, over the course of several rounds, had some staying power. While the numbers were a little bland, the math worked pretty well! In all the example combats I fought, it took about 5 to 10 rounds of combat to finish an encounter. The magic users used their dailies to mop up the occasional combat MUCH faster (I love you, AD&D Sleep spell and Hold Monster!), but when they conserved and didn't, you did your due diligence, had a combat of around 5 to 10 rounds, and won or lost.
4E follows a lot of that mathematical model. ACs between monsters and PCs are back in the range of a d20 roll, even for the wizards; the daily powers of each character are capable for turning the tide of a single battle, at the enxpense of having to slog through later battles if you use them too capriciously; And both Monsters and PCs possess enough hit points to have some staying power for the average combat. This is something I really didn't appreciate until I got to really compare the two side by side.
All these add up to a feel - not apples to apples of course (as some people say, the powers system itself is a radical departure from old D&D mechanically speaking); however, as far as how it plays at the table (length of combats, resource use, dice ranges for success, class roles) it does play similarly to 1st edition and OD&D from my experience with it. It won't for some people, I certainly get that, but there consistently comes the question of "how on earth is this similar to 1E?" And I thought I'd give a few of my thoughts on it.
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