• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E 5E: A chiropractic adjustment for D&D (and why I'm very hopeful)

Blackbrrd

First Post
I have to completely disagree... 3e worked better at the end of the game then at the beginning. I found that a group of 4 PCs being a Warlock, Warblade, Marshal, and Ninja was way more balanced then a wizard, fighter, cleric, and theif...

the basic 3e rules allows a druid that can shift into a bear, have a bear best friend, summon more bears, call down lighting from the sky, and if need be heal... or the fighter who can get an average of +1hp per level and over 10 level maybe 3-4pts to attack... yea no problems there
I can see why we don't agree here. You are looking at new classes that you think are relatively well balanced against each other (I haven't tried them). I think you have a valid point here.

At the same time, you still have all the overpowered Wizards, Clerics and Druids, but now with feat, spell and magical item support from ten different splat books that makes them even more overpowered. That was why I think 3.x just got more and more broken. Sure, you could ban the Wizard and Cleric, but that just rubs me the wrong way.
 

log in or register to remove this ad

Greg K

Legend
Sure, you could ban the Wizard and Cleric, but that just rubs me the wrong way.
Cleric: Use spontaneous divine casting (Unearthed Arcana) to cut back on the spells known and the tailored spell list variant (by deity and their domains) from the DMG.
Wizard: Require wizards to find their spells (DMG variant). This puts the available spells into the DM's hands. For specialists, use tailored spell lists variant (by School)(again, DMG).
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
I've said this before (and gotten jumped for it), but 4e felt the best when I pretended it wasn't D&D.
I felt somewhat likewise- after playing 4Ed for a few years, I came to the conclusion that it was a nifty FRPG system that was being choked by trying to make legacy tropes conform to its new mechanics.

As a FRPG with a different name, it could have been used to bring non-D&D fantasy worlds to life. Its AEDU mechanics would have been perfect for a M:tG RPG, for instance. It could also have been used for licensed properties that bear little resemblance to D&D, like Harry Turtledove's epic Darkness novels, or some of Larry Niven's fantasy works.

Wizard: Require wizards to find their spells (DMG variant). This puts the available spells into the DM's hands. For specialists, use tailored spell lists variant (by School)(again, DMG).
As I recall, AD&D had this as the default. You didn't simply pick your spells, you had to roll to see if what you wanted was what you learned. I liked that. It kept mages from being carbon copies of each other, and modeled the vagaries of research niftily. Just because you're researching "X" doesn't mean you're going to make much headway...and in the process, you may just have an epiphany about how "Z" works.

You know, like how William Henry Perkin discovered the dye mauveine while trying to develop synthetic quinine.
 

Scrivener of Doom

Adventurer
Ouch! I don't think that's true. AD&D is a well-designed game. I'm pretty sure you can point to any "this" and get a reason for that mechanic. Like, I don't know, encumbrance: since you get XP for GP, and you can only carry so much, and how much you carry has an impact on how many wandering monsters you meet, then the encumbrance rules present the players with a choice.

I get your point but a piece of heavy book-keeping doesn't meet my definition of the sort of inspired design that makes the game fun and intuitive to play. It's just heavy book-keeping.

Look at combat. It doesn't make much sense. Look at saving throws. They don't make a lot of sense. Look at thieves. They're not fit-for-purpose. Look at XP progressions: the supposedly great and inspired balancing factor which for some inexplicable reason ends up having all the classes catch up around levels 10-12.

There are few things you can look at in 1E and say, "This is done this way because...." and for that statement to be true across other related matters in the rules.

Anyway, fortunately 5E isn't being designed by Gary so there will be some underlying logic and elegance to the design... beyond book-keeping for emcumbrance.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Anyway, fortunately 5E isn't being designed by Gary so there will be some underlying logic and elegance to the design... beyond book-keeping for emcumbrance.

To be fair, 5th will also reflect the illogic and peccadillos of its designers, whatever they may be. Gygax wasn't perfect, but neither is anyone else.
 

As I recall, AD&D had this as the default. You didn't simply pick your spells, you had to roll to see if what you wanted was what you learned. I liked that. It kept mages from being carbon copies of each other, and modeled the vagaries of research niftily. Just because you're researching "X" doesn't mean you're going to make much headway...and in the process, you may just have an epiphany about how "Z" works.

You know, like how William Henry Perkin discovered the dye mauveine while trying to develop synthetic quinine.

Research did have actual rules, as I recall, as in the DM could block you, and I think it could fail, but making it discover different spells entirely would be a House Rule, and you should probably significantly reduce the cost (and possibly the time) of research if using it.

The big issue in 2E was enemy spellbooks. Better not use a spell against the PCs if you're not willing to risk it falling into their hands! :) That's fine though - it's like multilateral disarmament!
 

Blackbrrd

First Post
Cleric: Use spontaneous divine casting (Unearthed Arcana) to cut back on the spells known and the tailored spell list variant (by deity and their domains) from the DMG.
Wizard: Require wizards to find their spells (DMG variant). This puts the available spells into the DM's hands. For specialists, use tailored spell lists variant (by School)(again, DMG).
Some good points, but it does increase the workload on the DM, especially when it comes to spells. Using the UE cleric option probably works, but then you have banned the ordinary cleric. You are still left with feats, prestige classes and magic items. (Magic items wasn't the worst of the problems in 3e, it was basically up to the DM).

This kind of illustrates my point about late game 3e being a big pile of stuff where some of it doesn't work very well and you would end up using more or less obscure optional rules to bring back the power level.
 

Pickles JG

First Post
I felt somewhat likewise- after playing 4Ed for a few years, I came to the conclusion that it was a nifty FRPG system that was being choked by trying to make legacy tropes conform to its new mechanics.

I felt the opposite after 3rd. In that game if you wanted a classic D&D monster to have its classic powers you had to try to figure out how it worked in the rules system & engineer it appropriately.
In 4th you simply gave it the abilities you wanted it to have. Out of combat ones could just be narrated while in combat ones were clearly templated & work the way you want them to.

Of course you could narrate 3e out of combat stuff but people tend to get locked into the rule systems in the way that in 4e people tend to get locked into focusing on the combat. This latter suits me as it's the way I have always played D&D going back to using toy soldiers at my wargame club in the (very late) 70s but I have finally recognised that I am something of an outlier.


As I recall, AD&D had this as the default. You didn't simply pick your spells, you had to roll to see if what you wanted was what you learned. I liked that. It kept mages from being carbon copies of each other, and modeled the vagaries of research niftily. Just because you're researching "X" doesn't mean you're going to make much headway...and in the process, you may just have an epiphany about how "Z" works.

One of the things I hated about the old D&D was the way my character was defined (mechanically) by the magic items my DM deigned to give me. And also for wizards by their spells. This is very much the permission DM is god type of game I though I had seen the back of.
 

Scrivener of Doom

Adventurer
To be fair, 5th will also reflect the illogic and peccadillos of its designers, whatever they may be. Gygax wasn't perfect, but neither is anyone else.

Of course 5E will reflect its designers... but there is an underlying logic to the design which is very different to 1E (or any of the other rubbish Gary cranked out). That's all. No designer is perfect. Frankly, I am not a Mike Mearls fan (I made the mistake of buying some of the d20 spam/products he authored for d20) nor do I have any interest n 5E but it's clear that a lot of thought has been put into it and that, inter alia, unlike 1E it will have a functioning combat system with non-contradictory rules from the very beginning....
 

I felt the opposite after 3rd. In that game if you wanted a classic D&D monster to have its classic powers you had to try to figure out how it worked in the rules system & engineer it appropriately.

In 4th you simply gave it the abilities you wanted it to have. Out of combat ones could just be narrated while in combat ones were clearly templated & work the way you want them to.

This reflects my experience of 4E, too, but I have to say, I have some sympathy with Danny's position that 4E was in some ways an amazing FRPG system that had it's wings clipped by trying to conform to D&D tropes specifically. I think I'm far from alone in feeling that, had 4E not had "D&D" printed on the front, it would be absolutely the biggest name in FRPGs after D&D (eclipsing Pathfinder), and virtually all discussion about D&D would involve it, and we wouldn't have so much "It ruined my life!" kind of talk. Of course, had D&D just tried to go on a Pathfinder-ish path from 3.5E (i.e. incremental, not revolutionary change), I'm pretty sure that'd have gone down very poorly indeed with most players (and Pathfinder would have been an even more effective competitor against that).

Oddly enough, I really felt like, in a lot of ways, 4E was what I had been expecting with 3E. An awful lot of stuff we'd discussed right here on Eric Noah's Black Boards (which predated this site), before much was known about 3E, came true not in 3E, which instead seemed to me to have a sort of "What would 1E look like in 2000" vibe, but rather in 4E. Particularly interesting to me is that the RPG that 4E probably most resembles is 1993's Earthdawn, which was essentially an attempt to improve upon D&D (and shares a huge amount of 4E's traits, not least that everyone gets powers, everyone is roughly equal in power (rather than LFQW being a thing), rituals are a big deal and most people can learn them, and so on.

5E seems more like what I would have expected to follow 3E. I'm not saying WotC haven't learnt anything from 4E - they seem to have. But 5E's design seems far more a reaction to issues with 3E, and far more an evolution from 3E, than from 4E. It has something of a 2E vibe, too, but doesn't really react to some of the issues of 2E in the way that 4E and Earthdawn did.

One of the things I hated about the old D&D was the way my character was defined (mechanically) by the magic items my DM deigned to give me. And also for wizards by their spells. This is very much the permission DM is god type of game I though I had seen the back of.

Indeed, and as a DM, I hated defining PCs this way, once I realized I was doing it (which didn't take very long). Our Thief, for example, in 2E, would have been at a small fraction of his level of effectiveness (which wasn't even super-high) had I not had a Ring of Invisibility in one of my adventures, which he gained. I could go on all day with a lot of other examples. Wizards were limited by the spells they could find (specialists less so - the one "choice" spell per spell level was a surprisingly big boon), but they (and to a lesser extent other casters) were the only people who could really say to the DM "this is what happens", because everyone else had to petition the DM for effects, by and large, and hope that he was amenable. Late 2E tried to give non-casters a little more control over what happened with stuff like Combat & Tactics, but it was so bound up in penalties and limitations that it didn't do a whole lot (and the largely reasonable Combat & Tactics was unfortunately associated with "OMFG NO!" Skills & Powers stuff).
 

Voidrunner's Codex

Remove ads

Top