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D&D General How has D&D changed over the decades?

Minigiant

Legend
Supporter
There is absolutely nothing in any of the rulebooks to suggest that.

Trained for Danger​


Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.
And Xanaater's has a table for rolling an instructor.
And Tasha's created a sidekick Warrior class for basic warriors

5e fighters are highly trained.
The farmboy has to seek out Sensei Jin, Master Smith, Sir Fawain, or join a military organization for a decent term to be a fighter.
 

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Scruffy nerf herder

Toaster Loving AdMech Boi
D&D changed a lot both in tone and in scope.
The tone in general is lighter and lighter going into the ironic or highly fantastic (and not necessarily fantasy). We went from light rule and DM's centered arbitration (OD&D to 2ed) to players' Agencies (with capital A) in 3ed and 4ed. To a more balanced approach in 5ed.

Still, the major change are the players and the assumptions about the game itself.
Early on, the basic unit of play was the group. No matter the players or the characters the adventuring party was the most important thing. It's inherent components were important, for sure, but never as much as the group itself. Character death was expected and the heavy use of henchmen and hirelings were there to make the player jump in the game ASAP with an already established character that was promoted from henchmen to "main protagonist" or simply to a played character. With a high death ratio, the stories were oriented toward the group and not the individuals. There were so many articles about how to build a successful group or simply how to be useful to your party that it was almost ridiculous.

This started to change around mid to late 1ed. The focus started to be put on the character itself and not the group. The group was still important, but more and more articles and even official books started to build on character development. Books such as Wilderness survival guide and Dungeoneer Survival guide were expanding the character sheet to better round up both the rules and the characters. It slowed down with 2ed where the group was for a little while, back on the main spot light. But soon after, we started to see more and more player options and less and less adventures being build. Adventures were now usually to sell the new campaign boxes and the most successful campaign worlds would get the "world book" treatment where more and more cultures were detailed to help creating different characters from the norm (and here mechanics were always the same, it was more background oriented than anything else). And of course, the various complete "insert class, race, culture or whatever" started to appear right there... The group was detroned as the most important thing in favour of the character. Around this time, monsters as playable character with character classes starts to appear (before that, it was simply homebrew and nothing was ever official).

In 3rd edition, the shift was complete. Never was character builds so detailed with rules and shenanigans to make a character feel special. To ensure that a character was to stay special, HP started to get higher and higher thus ensuring the survival of the character so that the player would feel "special" and "unique" and could develop fully during leveling. Unfortunately, balance was thrown to the four winds and min/maxer soon found out the bane of all games. The 5 minute work day (or 5MWD) and the CODZILLA! Now martial were simply there to ensure that the casters would stay alive until they could become the monsters of players characters that the CODZILLA were... You still needed the martial characters in the early level but as soon as the caster were of sufficient level to become CODZILLAs, the 5MWD would get on and martial character were at best 2nd class character there to watch over the rest period of the casters. Character playable races explodes at mid life of third edition with various books and 3pp...

4th edition tried to "balance" the classes by making them all alike mechanically. Unfortunately, many players were now accustom to being "special" with races, cultures and skills that uniformity was not desired. The famous moto: "Bring the player, not the class" was a direct reference to the inspiration that this idea came from: "World of Warcraft".
Note: "I did love 4ed. No edition warring here. But admitting where some of the inspiration came from in no way diminishes my love for the 4ed. I am simply realistic about what it was and where it was coming from and going to."
This removal of the capacity for each character to be special was ultimately, the downfall of 4ed. Character build had optimal capacity to choose and at each levels, one ability was clearly superior to the others. This led many in the community to flock toward Pathfinder to get not only the philosophy of 3ed but to a system that brought even more character differentiation. The explosion of playable race was big in PF even more so than in 3ed.

5ed brings back the DM as a final arbiter and a refocus to the group as the basic unit to build upon. The rules have been expunged from a lot of fluff but also from a lot of direly need rules. Some of the over simplifications brought more heated debates than what we see in politics... But the players are now in dire need of specialness. The rules so expunged from fluff now allow some customization but not on the level that 3ed allowed rule wise. The players seeking uniqueness must use their imagination and seek DMs' approval to be allowed to make something special. Subclasses, TIB and Background are now the main ways to make a character special as skills and feats have been reduced to a bare minimum (and in the later case are simply optional).

Flash forward of few years and this leads to today where the number of subclasses, races and cultures are booming (again) to give players the "uniqueness" they so desperately seek. The "Mos Eisley Cantina effect" so despised by the old schools way of thinking and old grognards like myself is now omnipresent in the mindset of the younger generations. They want rules that allow them to do whatever they want and whenever they want, regardless of the DM's wishes. The 3ed entitlement of players is far from having been forgotten and it is still haunting the game even to this day. One of my friends, recently took up a new group. Out of 5 character races chosen, none were in the PHB and Background stories were more outlandish than one another. Since he plays in his own campaign world (a world that is almost 50 years in the making), he told them to choose from the PHB (no dragonborn or tiefling either). They categorically refused. He simply took his books, and left. This single event perfectly illustrate that the paradigm changed over the years and that the ghosts of 3ed where the group was simply dropped in favour of player's agencies is still there, stronger than ever (if not more so). And strangely, these players have no trouble being restricted in races, cultures and whatnot in other game systems... It takes quite a DM and players to reach a balance between players' agencies, DM's preparation and group cohesion. Session Zero should be more defined and explained in the PHB. A lot more.

Well to be fair, it's reasonable to expect at least some middle ground in between "the players can pick whatever crazy thing they can think up" and "here I'm going to make this huge fantasy world with a bewildering variety of things in it, but you get the straight jacket of just 5 PHB options". Making the game group focused doesn't have to come completely at the expense of player agency.
 

Aldarc

Legend
I do think that the tone of D&D has changed. Some people, possibly @Charlaquin, have described it as Mos Eisley or World of Warcraft, but I would say that it has become more "superhero" in its tone. The PCs are heroes, often out to save the day, who have cool abilities, with game play often serving as a vehicle for showcasing the cool things that the character can do. The world that superheroes of DC and Marvel inhabit has likewise increasingly become incredibly crowded as new characters are introduced, diverse ensemble teams are formed, and the cosmic/exceptional becomes ordinary/mundane, etc.

Here I would also point out that the tone of the Warcraft franchise itself has shifted to being more superheroic. This superhero influence was even fairly explicit by the former lore director Chris Metzen. We even see elements of that superhero influence in things like Thrall's orc name being revealed as Go'el* in the Burning Crusade expansion.

* It's technically Hebrew for "redeemer," but it was meant to evoke the name "Kal El" from Superman, as Chris Metzen is a fan.
 

And Xanaater's has a table for rolling an instructor.
And Tasha's created a sidekick Warrior class for basic warriors
Fluff isn't rules. In my experience D&D players have never payed much attention to fluff, not in the 1980s, not in the 2020s.
5e fighters are highly trained.
No, that just says not all NPCs who fight have the fighter class, just as not all religious folk are clerics. That is because they are not heroes.
The farmboy has to seek out Sensei Jin, Master Smith, Sir Fawain, or join a military organization for a decent term to be a fighter.
That's is not a rule, and I have never ever seen it in a game. We don't see many straight fighters, but I played one in 5e who was a plane-shifting explorer from Sigil. In first edition I played a fighter who was a gladiator raised in the slave pits of the undercity. We currently have a player character barbarian who is an archaeologist who found some haunted armour. Number of professional soldier PCs I have seen in any version of D&D = zero.
 


Hussar

Legend
There’s another big shift. In early DnD the idea was that you had a largely normal world with fantasy elements.

Now there seems a lot stronger push to make worlds that integrate game elements. Monsters aren’t just monsters - they are part of the setting. If that makes sense.
 

Well to be fair, it's reasonable to expect at least some middle ground in between "the players can pick whatever crazy thing they can think up" and "here I'm going to make this huge fantasy world with a bewildering variety of things in it, but you get the straight jacket of just 5 PHB options". Making the game group focused doesn't have to come completely at the expense of player agency.
To be fairer would be not to do any characters outside the DM's setting in the first place. Player's agency should be within the confines of the campaign world. A DM offers a "product" so to speak. If that product isn't to the taste of a player there is only two choices. Either the player modifies his "agency" and start playing within the confines of the setting. Or. That player simply leave his/her place to a player that will.

Very often, when I hear about this "player's agency" thing, is from what I call roaming player. They go from one AL (or DM) to another bringing their "their" character to play. I have never worked this way, and probably never will. A new player joins my campaing? Good, let's make a character that will fit the campaign and the group. The player might not get to play that Bunny or Fox people thing, but I can assure that player a good time.
 

There’s another big shift. In early DnD the idea was that you had a largely normal world with fantasy elements.
Maybe, but that had largely faded by the early eighties.
Now there seems a lot stronger push to make worlds that integrate game elements. Monsters aren’t just monsters - they are part of the setting. If that makes sense.
That is reflective of changes in the broader society.
 

There’s another big shift. In early DnD the idea was that you had a largely normal world with fantasy elements.

Now there seems a lot stronger push to make worlds that integrate game elements. Monsters aren’t just monsters - they are part of the setting. If that makes sense.
I remember monsters being well integrated into society from the old gray box Forgotten Realms. Beholders being part of human political organizations and worshipping the same God as humans. In Savage Frontiers, also 1e, I think they had an orc leader trying to turn his tribe from raiding to agriculture, so it seems like they've been doing it for a long time.
 

Alzrius

The EN World kitten
I remember monsters being well integrated into society from the old gray box Forgotten Realms. Beholders being part of human political organizations and worshipping the same God as humans. In Savage Frontiers, also 1e, I think they had an orc leader trying to turn his tribe from raiding to agriculture, so it seems like they've been doing it for a long time.
For that matter, generic monster entries had "Habitat/Society" and "Ecology" sections back in AD&D 2E; those have since gone the way of the dodo.
 

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