I like 3E, but I miss...

jasamcarl said:
I just have to note how dumb an argument this is. The reason that 3e is so tightly integrated is because it actually has a balance point. You can alter the rules just as easily as in earlier editions, but the problem many seem to have is that they miss the balance when they do so. Earlier editions, on the other hand, did not have a mainline balance and so making houserules did not come at a cost. But that was because the rules as written had no value to begin with.
OK, "no mainline balance" and "no value" are NOT synonyms. You're completely discounting the possibility that one of the appeals of AD&D2 was not attempting to enforce balance mechanically.

My experience is that, for all the improvements made at the mechanical level in D&D3E, the actual game play is no better, and in some ways worse. Thus, i conclude that mechanically-enforced balance is not a virtue--it may even be a vice, though it is more likely just irrelevant.

Many who wish to houserule 3e just don't like to be faced with the fact that their rules lack value, often adding needless complexity or butchering the options presented by the game as written, so they crow about 'tight integration' and unified mechanics. Some people just like to turn the virtue of a transparent design intent into a vice, because they can't do better....

Oh, i can do better--i just don't know if i can do better on a high-complexity system. That said, i can point to empirical evidence that it can be done better: Spycraft, M&MM, Everquest D20, Traveller D20, Arcana Unearthed--all do "the same thing" better than D&D3(.5)E, and within basically the same mechanical framework.

Also, "transparent design intent" does not necessarily equal "transparent design": Over the Edge--hell, Archmage is more transparent than D&D3E. I get a kick out of anyone referring to "needless complexity" as though contrasting with the existing D&D3E combat rules.

That said, it seems to me not at all unreasonable to claim that, if the AD&D2 rules were balanced for your group, it was possible to make a change to one element that would, for the most part, not propagate to others. While, if the D&D3E rules are balanced for your group, any change is likely to have meaningful propagations to other subsystems.
 

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woodelf said:
Oh, i can do better--i just don't know if i can do better on a high-complexity system. That said, i can point to empirical evidence that it can be done better: Spycraft, M&MM, Everquest D20, Traveller D20, Arcana Unearthed--all do "the same thing" better than D&D3(.5)E, and within basically the same mechanical framework.
I would challenge that. The games you listed above are not trying to be like DnD. Just the fact that they are built off of the d20 system does not make them the same in any way. They dod not do things 'better' in any objective way, they do it differently. This just shows that the d20 system can be a very flexible system, not that DnD 3.x is somehow flawed.

That said, it seems to me not at all unreasonable to claim that, if the AD&D2 rules were balanced for your group, it was possible to make a change to one element that would, for the most part, not propagate to others. While, if the D&D3E rules are balanced for your group, any change is likely to have meaningful propagations to other subsystems.
I seriously doubt that. People have removed AoO and miniature combat without destroying the system and others still houserule. So DnD 3.x isn't the 'brittle iron' that everyone makes it out to be.
 

Ridley's Cohort said:
I have great respect for your opinion, Woodelf. I really do. So with hesitation I pronouce that this argument has always struck me as the Dumbest Thing Ever Said About D&D. This idea has always been the most bizarre defense of the rabid D&D faction when arguing (pointlessly) about the relative merits of game system on Usenet.

In my mind it boils down to arguing: "AD&D 1e/2e has such hopelessly bad mechanics that nothing I do will noticeably improve or damage the system. Therefore D&D is an easer system to customize."

By the standards of 3e, every single customizable of 1e/2e is an utter failure, because the end result is a hopelessly unbalanced system. (No big surprise if that is what you started out with.)

For those of you who care not about play balance, it is theorectically possible that 3e is not an improvement for your style of play over 1e/2e. But then it becomes impossible to logically argue "one simple change echoes all over the place" in 3e. The echoes are all irrelevant -- they are mere play balance issues.

hmmm... that's a good point.

I don't *think* i've ever argued quite that, but maybe i have. I'd have stated it like this:

"AD&D has a mess of only-loosely-interconnected systems which can be easily used to produce a balanced game. Therefore, changing one element won't generally propagate to others (loosely-connected), and any subsequent changes that are necessitated in the interrelationships are easy to implement, leading to a possibly-new balance that is no less stable than the original point."

vice

"D&D3E has a tightly-interconnected set of subsystems, all built around a couple core elements. Therefore, changing one element almost always has propagations which must be addressed, and the fixes for those are likely to have propagations of their own. Thus, re-establishing balance in the face of a change often takes a fair bit of effort, and may not be as stable as the original balance point."

I certainly never intended to argue that "AD&D had no balance, so you couldn't make it any worse" (or words to that effect)--rather, i think the balance was embodied in the interaction of rules and group, rather than in the rules alone. I'm still undecided as to whether or not this is a good thing. On the one hand, you don't want to be fighting the rules to have a good game. But i, personally, find myself fighting games like D&D3E (and Storyteller, and GURPS, and...) more than games like Over the Edge (and Dread, and Four Colors al Fresco, and ...). Perhaps i have an atypical balance point in mind, so shifting a game with its own balance point is a chore, while simply setting the poin there with a more open game is easy. But, on the other hand, you also don't want a set of rules that requires your efforts just to achieve *any* sort of balance. Personally, I think it's this latter that frustrates so many who love D&d3E about AD&D: for them, it simply couldn't be played "out of the box". Me, i don't see the advantage. That is, IME, the much-vaunted balance of more-complex systems doesn't actually translate to better play, so i'm left with a lot more effort (D&D3E vs. OtE, frex) for no perceptible [to me] gain. In short, while i can see that D&D3E is better balanced on paper, there must be some other element (i suspect the campaign style, but it might be a player-dynamics issue) that contributes to balance, because my empirical experiences with it are that it's no better.

Oh, and I'd say that very few of the changes i made to AD&D were for reasons of balance--almost all were to improve verissimilitude, simulation, or flexibility. The only thing i felt needed to be changed to improve balance was racial level limits--i went to XP penalties instead. [And, i still prefer that solution, even if it takes some fasttalking to justify it completely, to the all-races-are-equal solution of core D&D3E. Though ECLs are a pretty good fix, too, and much less math. I guess i'd have preferred elves to be an ECL +1 or +2 race, and closer to how they were depicted in earlier editions (and thus, to Tolkien).]
 

Storm Raven said:
The awakened animal gains the benefits of awaken. The benefits accrue and change his type to magical beast (augmented animal). Once he's no longer a magical beast (augmented animal), he loses the benefits. They only apply to the magical beast (augmented animal) form, not the humanoid form.

Awaken changes the animal's type to magical beast, and it grants extra hit dice.

Analogy - Divine Power grants an enhancement bonus to Strength, augments BAB, and grants temporary hit points. Now, temporary hit points are always lost first, so if the cleric gets hit a couple of times, he probably doesn't have any temporary hit points any more.

That doesn't mean he loses the Strength and BAB.

The spell grants more than one effect; each is not dependent on the persistence of the others.

Awaken changes type, and it grants hit dice. Just because your type subsequently changes to something other than magical beast has no effect on those extra hit dice.

-Hyp.
 

My particular observations
  • 3e balance and 2e balance are two different beasts. Neither is completely broken, though 2e IS more problem-prone than 3e. PrCs contribute in a major way to 3e unbalancing issues.
  • 2e's major issue is consistency of rules. Spells are half-explained and rules are patched together when things break the system (like Advanced Beings in Dark Sun).
  • 3e _appears_ to be more abuse-prone since it has no formal upper maximum. 2e appears to be less so because it placed an artificial 30-level limit on its characters with draconian multiclass rules.
  • 3e consistency is still half-assed: ie, the monster/PC line is still pretty thick. AU tried to solve this in one way with Racial Levels. All in all it still bothers me... so I've "fixed" it.
  • A lot of 3e balance comes from subtraction. This is probably safer anyway (2e classes on the whole are a bit more powerful... the only ones who are about the same are fighters and rogues).
  • Much of 3e often forgets about "fantasy" itself in preference of rule consistency. Much of this is due to people who forget DM's Rule #0... Also, disturbingly, 3e mages tend to not resemble classic magely figures (Merlin, Gandalf, etc.)... they are more like statistic blocks part of a system than wizards with mysterious power. Of course 2e showed us how hazardrous "mysterious" can be to balance...
  • Hands down, the basic framework of 3e is great to build your own system on. Side note: Several 2e systems (such as the class construction from Player's Options), which cannot be found in 3e, are too cool to pass up.
  • Why 3.5 came around is as much of a mystery to me as it makes sense.
  • Unwieldy/Inelegant 3e mechanics:
    1. Obsessive separate spell selections for each class (as opposed to Bard/Wizard + Ranger/Paladin/Cleric/Druid). This I can see has been done to make multiclassing work.
    2. Skill class/cross-class -ness: System with heavy history element (ie: you have to account for every level as opposed to being able to draw up skills from scratch for any level)... 18th level character's skills takes a while to add up from scratch, esp. if the guy's multi-classed; allows one or more levels of player error/cheating which is unresolvable without some involved checking/calculation.
    3. CR mechanic to encompass all player improvements non-existent. Ie, what if the players like to graft things?
    4. Setting-specific CLASSES still around: ie... a Paladin does not belong on 95% of worlds, like say... a fighter.
    5. Save vs. Spell mechanic that does not scale with level or saving throws (ie: a 50th level undead creature is flinging attacks with a save DC of 10 + 1/2 * 25 + say Cha... a wizard of equiv level is flinging spells with a save DC of 10 + 9 + Int. These aren't equivalent if the Wiz has to buy feats to compensate for 16 points).
    6. Handling of items in distress... a potion sitting on a dias hit by a fireball just... croaks.

Anyway, enough rambling... just some thoughts.

ciaran
 

jasamcarl said:
Now that 3e has introduced solid rules to DnD, the houserules you do make stand out more and there is a greater benefit to attempting to make them fit in the whole; that is not a bad thing, because it means that if you manage to make a good houserule, it can be applied consistently. Higher expectations..
Also, I have noticed that 2e house-rules were mainly done as additions to a system that failed to cover things (like punching and wrestling, for example). 3e house-rules are often changes to something existent in the system as opposed to adding a totally new mechanic.

ciaran
 

Pants said:
I would challenge that. The games you listed above are not trying to be like DnD. Just the fact that they are built off of the d20 system does not make them the same in any way. They dod not do things 'better' in any objective way, they do it differently. This just shows that the d20 system can be a very flexible system, not that DnD 3.x is somehow flawed.

So, Arcana Unearthed isn't trying to be a class-based, tactically-oriented, middling-to-high complexity, high-fantasy game? Everquest D20 isn't? And, other than favoring modern over fantasy, and thus gadgets over spells, how are Spycraft's goals significantly different from D&D3E? You'll notice that i carefully left out BESM D20, which goes for a very different style of combat (looser, less tactical), and several systems, like CoC D20, that have significantly different goals in some other way. [I probably shouldn't have included M&MM--i'm not familiar enough with it be certain it supports close enough to the same goals. I got carried away.]

I seriously doubt that. People have removed AoO and miniature combat without destroying the system and others still houserule. So DnD 3.x isn't the 'brittle iron' that everyone makes it out to be.

I never claimed it was a "brittle iron", or even a particularly inflexible system. But are you really going to tell me that D&D3E-by-the-book is indistinguishable, balance-wise, from D&D3E-minus-AoOs? It may still be balanced, but it's a different balance.
 

Mouseferatu said:
"As much as I like 3E, when thinking back to 1st or 2nd edition AD&D, I have to admit that I miss _____________."

All from 1st Edition:
  • The Disease and Parasitic Infestation Table
  • The Weapon vs Armor Class Adjustment table
  • Saving vs Rods, Staves, and Wands
  • Rolling for Psionic Ability
  • Cacodemon
  • Alignment Languages
  • Infravision
  • Hex Paper
  • Bend Bars/Lift Gates
  • Pummeling, Grappling, and Overbearing
  • The "Assassins Table for Assasinations"
  • The Intoxication Table
  • Calculating "XP per Hit Point"
  • The Fauchard-Fork, Lucern Hammer, Glaive-Guisarme, Bill-Guisarme, Bec-de-Corbin, Partisan, and Spetum
  • The Gamma World Armor to AD&D Armor Class Table
  • The Potion Miscibility Table
  • A "Tome of Creatures Malevolent and Benign"
  • Asmodeus, Baalzebul, Tiamat, and Demogorgon
  • The Grand Master of Flowers
 

Thread necromancy!!!

I was searching the forums via Google for a different thread and I came across this one.


It's very interesting in light of 4e being out. I thought it would make a fun read for others as well, so consider this an UBER bump.
 

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"As much as I like 3E, when thinking back to 1st or 2nd edition AD&D, I have to admit that I miss _____________."

Not as much as I thought I would have. If I'd been told back then that rolling for psionics, alignment restrictions, 10' protection from evil from paladins and the like would have been taken away I would have crumbled. Thinking carefully, I can do all this now in my 3.5 game if I want. But I don't want. :)

On the other hand, the one fondness that always gets me is...

...the potion miscibility table!!!!

The 1E "Wandering Prostitute" table in the DMG.

I liked the random dungeon in the 1E DMG. I spent a lot of would-be bored time taking solo characters or groups all controlled by myself through random dungeons. I've kept my 1E book just for that dungeon.

... Random demon tables. Lessee, how could you not love the ability to spawn a demon like this:

I do miss: --the wacky tables in the 1st Ed. DMG

- A lot of the random charts in the 1e DMG (potion miscibility, random powers for artifacts, prostitute table, etc., though these three are easily converted to 3e/3.5)

Yup. LINK. Now back to the thread. :blush:

-DM Jeff
 

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