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D&D 3E/3.5 3E and the Feel of D&D

For 3rd Edition Dungeons & Dragons, the big picture was to return the game to its roots, reversing the direction that 2nd Edition had taken in making the game more generic. The plan was to strongly support the idea that the characters were D&D characters in a D&D world. We emphasized adventuring and in particular dungeoneering, both with the rules and with the adventure path modules. We...

For 3rd Edition Dungeons & Dragons, the big picture was to return the game to its roots, reversing the direction that 2nd Edition had taken in making the game more generic. The plan was to strongly support the idea that the characters were D&D characters in a D&D world. We emphasized adventuring and in particular dungeoneering, both with the rules and with the adventure path modules. We intentionally brought players back to a shared experience after 2E had sent them off in different directions.

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To keep the focus on adventuring, we eliminated several elements from 2E that, we thought, tended to take players off course. In particular, we removed evil PCs, individual XP awards, strongholds, and the class name “thief.”

Thieves were renamed “rogues” to take the emphasis off of them going off on their own to steal random items from NPCs. Doing so usually amounted to stealing spotlight time and the DM’s attention away from the other players. If thieves stole from other PCs in order to be “in character,” that was even worse.

Starting in original D&D, top-level fighters and clerics could build strongholds, and we dropped that. If you have had fun playing your character as an adventurer for level after level, why would you suddenly want to take on non-adventuring duties at 9th level? These strongholds were styled as benefits, so if you didn’t start one, you were losing a bonus that you’d apparently earned. Running a stronghold was also an individual activity, not something a party did. Worse, if players wanted their characters to run strongholds for fun, why force them to adventure until they reached 9th level first? In my personal 3E campaign, I gave the party the option to rule from a fort on the frontier when the characters were 6th level, and they took it. It was a project that they undertook as a party, like the rest of their adventuring careers.

We got rid of individual XP awards, which rewarded different classes for doing different things. Fighters got bonus experience for killing monsters, for example, and thieves got experience for stealing things. It looked good on paper, but it rewarded characters for pursuing different goals. We were trying to get players to pursue the same goals, especially those that involved kicking open doors and fighting what was on the other side.

Evil characters in D&D can be traced back to Chainmail, a miniatures game in which playing an evil army was routine. Having good and evil characters together in a party led to problems and sometimes hard feelings. In a lunchtime 2E campaign at Wizards, an evil character sold fake magic items to other characters; the players who got scammed were not amused. During a playtest of 3E, one of the designers secretly created an evil character who, at the end of the session, turned on the rest of us. It was a test of sorts, and the result of the test was that evil characters didn’t make the experience better. 3E established the expectation that PCs would be neutral or good, one of the rare instances of us narrowing the players’ options instead of expanding them.

Personally, one part of the process I enjoyed was describing the world of D&D in its own terms, rather than referring to real-world history and mythology. When writing roleplaying games, I enjoy helping the player get immersed in the setting, and I always found these references to the real world to be distractions. In the Player’s Handbook, the text and art focused the readers’ imaginations on the D&D experiences, starting with an in-world paragraph to introduce each chapter.

In 2nd Ed, the rules referred to history and to historical legends to describe the game, such as referring to Merlin to explain what a wizard was or to Hiawatha as an archetype for a fighter. But by the time we were working on 3rd Ed, D&D had had such a big impact on fantasy that we basically used D&D as its own source. For example, 2E took monks out of the Player’s Handbook, in part because martial artist monks have no real place in medieval fantasy. We put them back in because monks sure have a place in D&D fantasy. The same goes for gnomes. The 3E gnome is there because the gnome was well-established in D&D lore, not in order to represent real-world mythology.

We also emphasized adventuring by creating a standard or “iconic” adventurer for each class. In the rule examples, in the illustrations, and in the in-world prose, we referred to these adventurers, especially Tordek (dwarf fighter), Mialee (elf wizard), Jozan (human cleric), and Lidda (halfling rogue). While AD&D used proper names to identify supremely powerful wizards, such as Bigby of the spell Bigby’s crushing hand, we used proper names to keep the attention on adventurers, even down to a typical 1st-level fighter.

For the art in 3E, we took pains to have it seem to illustrate not fantasy characters in general but D&D adventurers in particular. For one thing, lots of them wore backpacks. For the iconic characters, we wrote up the sort of gear that a 1st-level character might start with, and the illustrations showed them with that gear. The illustrations in the 2E Player’s Handbook feature lots of human fighters, human wizards, and castles. Those images reflect standard fantasy tropes, while the art in 3E reflects what you see in your mind’s eye when you play D&D.

Descriptions of weapons in 2E referred to historical precedents, such as whether a weapon was use in the European Renaissance or in Egypt. With almost 20 different polearms, the weapon list reflected soldiers on a medieval battlefield more than a heterogenous party of adventurers delving into a dungeon. We dropped the historical references, such as the Lucerne hammer, and gave dwarves the dwarven warax. And if the dwarven warax isn’t cool enough, how would you like a double sword or maybe a spiked chain?

The gods in 2E were generic, such as the god of strength. We pulled in the Greyhawk deities so we could use proper names and specific holy symbols that were part of the D&D heritage. We knew that plenty of Dungeon Masters would create their own worlds and deities, as I did for my home campaign, but the Greyhawk deities made the game feel more connected to its own roots. They also helped us give players a unified starting point, which was part of Ryan Dancey’s plan to bring the D&D audience back to a shared experience.

Fans were enthusiastic about the way 3E validated adventuring, the core experience that D&D does best and that appeals most broadly. We were fortunate that by 2000 D&D had such a strong legacy that it could stand on its own without reference to Earth history or mythology. One reason that fans were willing to accept sweeping changes to the rules was that 3E felt more like D&D than 2nd Edition had. Sometimes I wonder what 4E could have accomplished if it had likewise tried to reinforce the D&D experience rather than trying to redesign it.
 

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Jonathan Tweet

Jonathan Tweet

D&D 3E, Over the Edge, Everway, Ars Magica, Omega World, Grandmother Fish

Garthanos

Arcadian Knight
To me the connection fantasy heroes have to Legend/Myth/History and other Literature is very much the point of D&D. And when you are selling the game to new people doubly so its what intrigues them. Without it this is what I would call artificial, shallow and plastic when D&D fails to deliver on those promises for me it shows room for growth not a reason to reject those inspirations.
 

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Tony Vargas

Legend
I do kinda hafta wonder about a couple of things.

Like, what was the deal with spikes? Spiked shields, spiked gauntlets, armor spikes, spiked chain, Spike Growth, Spike Stones, casting Spikes on your shillelagh...
….Evard's Spiked Tentacles of- oh, no, wait, that one was parody.
I mean, was it an in joke? A subtle Spike Lee tribute? Making up for the absence of the Piercer?

And with the whole 'back to the Dungeon thing,' which, of course, I liked, being 20 years in at that point and exasperated with 2e's explosion of settings, I can totally see how you were placing the emphasis on adventuring... except for Perform, Craft, & Profession being open-ended macro-skill groups. I mean, I can kinda see Perform is there for the Bard, and Craft is there for all the craft-magic-item guys who want to work from scratch.... but, really, your PC's profession is Adventurer, no?
 

Mr. Patient

Adventurer
Edit: Even though 3e is by far my favorite edition, I'm struggling to think of a piece of artwork from it I really admire. Perhaps point me in the right direction?

I quite like this one. And even though I don't think this is very good in a technical sense, it tells one hell of a compelling story. (Sorry about the size; I can't find a better copy).

And I agree about Dark Sun.
 

Celebrim

Legend
I do rather like the Caves of Chaos illustration, but that's not that surprising since it's atypical of 3e illustration and is rendered more in the style I prefer. The Tarrasque one is, meh. It looks like a still cell from an animated cartoon, and while there isn't anything wrong with that it's just not really anything I get excited about.
 

Jimmy Dick

Adventurer
I missed out completely on 3e due to the collapse of TTRPG in our area when the wretched waste of perfectly good cardboard came out. I ran a mashup of 1e/2e for a long time and when we finally were able to restart gaming in the area my first attempts were with 1e/2e.
I am not knocking 3e. What I have seen of it is very good. It's just that I didn't get to experience it when it came out. What I am glad to realize is how it was an attempt to return to AD&D 1e. I get that same feeling with Pathfinder 2 right now. AD&D 1e is just the game that I loved so much. To me it is the standard to which medieval based TTRPG strive for.
 

billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
And with the whole 'back to the Dungeon thing,' which, of course, I liked, being 20 years in at that point and exasperated with 2e's explosion of settings, I can totally see how you were placing the emphasis on adventuring... except for Perform, Craft, & Profession being open-ended macro-skill groups. I mean, I can kinda see Perform is there for the Bard, and Craft is there for all the craft-magic-item guys who want to work from scratch.... but, really, your PC's profession is Adventurer, no?

It's the outlet for everything else. It's the key skill that opens the door for alternate takes on D&D and indicates that while the designers of 3e were focused on getting players united and back into the dungeon, they were still aware of the alternatives. And I think that's important.
 

Tony Vargas

Legend
It's the outlet for everything else. It's the key skill that opens the door for alternate takes on D&D and indicates that while the designers of 3e were focused on getting players united and back into the dungeon, they were still aware of the alternatives. And I think that's important.
Actually, getting back into the 3e mindset for a moment (it has been 11 years), it does make sense for Commoners and Experts. The whole make-the-whole-world D&D thing taken to the degree of symmetry of making Commoner a character class with 20 levels rather than just a social class, kinda calls for some non-adventuring skills for non-adventuring classes to throw ranks to. Still, they could've gone in the same section with the NPC classes, and a note "PCs of any class can spend ranks on Craft or Profession as if they were in-class."
It's just, I'm not sure Commoners & Experts make oodles of sense, either, if the focus really is meant to be adventuring.
 

Undrave

Legend
How many times has DnD "gone back to its roots"? :p

I do kinda hafta wonder about a couple of things.

Like, what was the deal with spikes? Spiked shields, spiked gauntlets, armor spikes, spiked chain, Spike Growth, Spike Stones, casting Spikes on your shillelagh...
….Evard's Spiked Tentacles of- oh, no, wait, that one was parody.
I mean, was it an in joke? A subtle Spike Lee tribute? Making up for the absence of the Piercer?

It was probably leftover design from the 90s. Everything was EDGY, COOL and XTREME! You had spikes and pouches and ammo belts everywhere and everybody was snarling and growling all the time.
 

Whizbang Dustyboots

Gnometown Hero
The dawning of 3E is what originally drew me to what became EN World. I loved -- and still love -- that 3E appears to be the first time the caretakers of the brand sat down and thought about the game holistically, rather than just grafting parts on when they felt like it or lopped off stuff to avoid offending mothers in the Midwest. (Supplement creep, of course, undid a lot of the good work here in the 3E era, but that may be hard to avoid, even with a diligent development team watching future additions.)

I wonder if there's a market for a DMs Guild product that brings all of the 3Eism Dungeonpunk aesthetic items lost in subsequent editions back to 5E. As ridiculous as it sometimes got, I still have a fondness for nonsense like undead lycanthropic half-fiend elemental-touched fey and the like, complete with armor spikes and spiked chains.
 
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Whizbang Dustyboots

Gnometown Hero
Regarding strongholds, one of my biggest draws to playing D&D is being immersed in a living world, seeing the world grow, seeing the changes I and my companions have invoked in the setting, and leaving a mark upon it. Strongholds are a great way to do this, they give a sense of expanding scope and let you feel a natural progression for the character.
On the other hand, there are RPGs that are much better at this that you could be playing instead. I mean, you're basically describing the narrative scope of Pendragon, for instance.

I don't know that wanting D&D to cover all sorts of fantasy gaming is good for the game or makes for satisfying experiences at the table. Some experiments -- Planescape, Spelljammer -- worked out pretty well, while others -- like Birthright -- suggest that there's a limit to how far it can comfortably stretch while still being D&D.
 

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