Doctor Proctor
First Post
Dungeons & Dragons Roleplaying Game Official Home Page - Article (A Different Way to Slice the Pie)
This seems like a bad idea... Sure, it sounds simple in practice "Oh, just put the rule where it's needed, and it leads to less rules in the rules section!", but the problem is that things like OA's interact with multiple things.
In the PHB, for example, you would need to explain it in several different places according to his thinking.
This idea is a little bit better, but still has some issues. You could do something like, say, introduce OA's at level 3. But what about when the players are level 2 (pre-OA) and have to fight level 3 monsters (theoretically post-OA here)? This would be trivially easy to fit into the XP budget, even to keep at an N+0 level encounter. So do the monsters not get OA's because the PC's are at level 2? If so, what happens when they reach level 3? Do the same monsters suddenly learn the ability to use OA's, even though their level hasn't changed at all?
Another problem arises with the scenario where the new player and experienced player are sitting down together and starting from level 1. I played 2e, but skipped over 3e before eventually coming back to D&D almost 10 years later for 4e. Most of the group I was playing with all played 3e (in one form or another). This led to a lot of confusion at the table though, as they were constantly trying to do things according to 3e rules at first, even though some of those things had completely changed in 4e. It had been so long since I had played that it was easier for me to forget the old 2e knowledge and learn the new system, but for them it was much harder because some of them were even in 3e campaigns concurrent with our 4e campaign!
You will run into the same problem with level based complexity. When the level 5 player rolls up a level 1 to start playing a new game, he might starting talking about "shifts" and "OA's", even though they haven't been introduced yet (since a shift is really designed to avoid OA's, there's not much reason to introduce them earlier). Not only would he need to "forget" his advanced knowledge, but it then might confuse new players or DM's because he's talking about things that aren't listed in the low level handbooks at all!
What are other people's thoughts on this column? Am I wrong, and Monte is up to something great, or is this just another pie in the sky column that doesn't really go anywhere?
So imagine slicing the pie a different way. Rather than calling out attacks of opportunity as an element of D&D combat, you simply add the rules where and when they are needed. So it would say, as in 1st Edition, that if you move away from a foe, or use a missile weapon next to him, the foe gets a free attack.
This seems like a bad idea... Sure, it sounds simple in practice "Oh, just put the rule where it's needed, and it leads to less rules in the rules section!", but the problem is that things like OA's interact with multiple things.
In the PHB, for example, you would need to explain it in several different places according to his thinking.
- The Fighter entry for Combat Superiority would need an explanation of OA's, since it gives a buff to them
- The movement rules would need an explanation when it comes to moving out of a square adjacent to an enemy
- Ranged attack rules would need a reference since those provoke OA's when adjacent
One advantage to introducing rules when they are needed is that you can keep low-level game play simple. There are many elements of the game that one might argue don't need to come into play at 1st level, such as damage resistance. It's a fine mechanic, but at 1st level, you kind of just want to roll dice and see if you hit. If you package damage resistance as a concept only within the situations where it arises (spells, monster descriptions, and so on), and then make sure that these rules situations don't come into play at low levels, you're set. Both the new player and the experienced player who just doesn't want to deal with a lot of rules can sit down, play a 1st-level character, and never even know that damage resistance (or teleportation, or scrying, or mind control, or grappling, or whatever concept you want to label as being unnecessary or overly cumbersome for low-level play) exists.
This idea is a little bit better, but still has some issues. You could do something like, say, introduce OA's at level 3. But what about when the players are level 2 (pre-OA) and have to fight level 3 monsters (theoretically post-OA here)? This would be trivially easy to fit into the XP budget, even to keep at an N+0 level encounter. So do the monsters not get OA's because the PC's are at level 2? If so, what happens when they reach level 3? Do the same monsters suddenly learn the ability to use OA's, even though their level hasn't changed at all?
Another problem arises with the scenario where the new player and experienced player are sitting down together and starting from level 1. I played 2e, but skipped over 3e before eventually coming back to D&D almost 10 years later for 4e. Most of the group I was playing with all played 3e (in one form or another). This led to a lot of confusion at the table though, as they were constantly trying to do things according to 3e rules at first, even though some of those things had completely changed in 4e. It had been so long since I had played that it was easier for me to forget the old 2e knowledge and learn the new system, but for them it was much harder because some of them were even in 3e campaigns concurrent with our 4e campaign!
You will run into the same problem with level based complexity. When the level 5 player rolls up a level 1 to start playing a new game, he might starting talking about "shifts" and "OA's", even though they haven't been introduced yet (since a shift is really designed to avoid OA's, there's not much reason to introduce them earlier). Not only would he need to "forget" his advanced knowledge, but it then might confuse new players or DM's because he's talking about things that aren't listed in the low level handbooks at all!
What are other people's thoughts on this column? Am I wrong, and Monte is up to something great, or is this just another pie in the sky column that doesn't really go anywhere?