OSR OSR Gripes

Celebrim

Legend
I am often struck by the thought that random tables and generators are really the heart of some people's love of old-school.

Don't get me wrong, I do love me my random tables and generators.

But you certainly don't need old school mechanics to use random tables and generators.

What strikes me more is that many OSRIC fans don't seem to understand what makes a random table or generator actually good. They don't seem to realize that a penny for your thoughts is an inflated rate, and that 100 thoughts is in and of itself not even worth a dollar. They are like that poor guy that Dream curses with imagination and all he does is spew out an endless stream of unrealized and unrealizable ideas.

Like I've been saying all along, I get the nostalgia. What I don't get is the implementation.
 

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Sacrosanct

Legend

No, not true, because the point both of you appear to be missing is that those things you consider broken, the OSR crowd considers features. OSR folks (like myself) aren't celebrating the brokenness. We celebrate the awesomeness and how those things were great and provided an awesome gaming experience.

Absolutely matches my experience. I know players that always seem to roll up an 18% STR Dwarf Fighter...every....single...time. The baffling thing to me is when I hear some of these same guys talk about how "stat-dependent" the later editions are. It's like: "Are you lying to me, or yourself?"

We've been using 4d6 drop lowest in every edition we played from 1981 to today. So no, people didn't drop it right away. That's outright false. And while I've seen a few people who cheated, that's hardly the norm. I think you (both you and Celebrim) making that observation speaks more about the people you game with than the game itself. Rules are rules, and that method didn't suddenly make everyone a cheater who didn't cheat at other things. Those kinds of people (cheaters) will always try to cheat, regardless of edition.
 

Umbran

Mod Squad
Staff member
Supporter
But so much of the OSR seems not devoted to fixing it but celebrating its brokenness.

"My uncle used to say that we like people for their qualities, but we love them for their defects." - B.P.R.D. Agent John Myers, Hellboy, 2004
 

Garthanos

Arcadian Knight
I never got that impression that the Thief's special abilities were to perform tasks that fit the description, but were otherwise impossible. Quite the opposite, it seemed like the existence of the Thief made those other tasks impossible for everyone else (or what was the point). Especially given that there weren't a lot of systems for performing those tasks. The closest thing I can think of was the ability of certain characters to surprise more often under certain circumstances, which /implied/ moving silently/hiding, and used entirely different mechanics.

Yeh its a theory and practice issue I think the places are on different sides of the universe at times. I have met those who interpreted the abilities this way it wasn't my personal impression mine was that DMs used it as a reason to "just say NO" to others trying to sneak and things of that sort.

The problem I see with the Thief, in retrospect, is that it started a trend of hyper-specializing non-casters, in a game where casters rapidly expanded both the power & versatility of their abilities. That is, the Thief, along with Vance, indirectly, was responsible for casters growing into the Tier 1 campaign-stomping-Kaiju of 3e.
4e spell numbers were a closer match to Vances writing than any edition yet. Just saying.

And no edition has every pulled completely free of that. 4e, as much flack as it gets for daring to be somewhat balanced, left Rogues & Rangers as exploration specialists relative to the incompetent-out-of-combat Fighter, while giving Clerics & especially, Wizards, more & more versatile out-of-combat options - both more skills /and/ free rituals. 5e restored LFQW, and largely reduced skill-based contributions to 'warm body' anyone-might-randomly-succeed BA - with the traditional exception of the Rogue, this time specialized via Expertise.
5e with truly free rituals has my brain throbbing. (They didnt even try IMHO)
 

Umbran

Mod Squad
Staff member
Supporter
I played a thief pretty much at every opportunity. And no, they aren't viable. This wasn't something that was immediately obvious to me at first, and I certainly had lots of enjoyment playing a thief. When you first start playing, especially as a kid, this is all so new and wonderful that literally anything we did was fun, including monotonous hack and slash.
...

But the longer I played, and the more I thought about it, the more I realized that I was playing a character that couldn't pull their weight.
...



Well, I'm not sure I can put them into words succinctly, but I think I just did a very good job of explaining why the thief in particular wasn't viable.

I think we get a sense of it, at least.

So, here's the difference - you define viability in terms of "pulling weight", doing damage, and such. And I can accept that as something that can be important enough to a player to be a deal-breaker. Most of the time, I figure even-handedness in spreading around effectiveness is a useful thing for a game's design. But, my personal definition of "viable" isn't directly about that. Broadly speaking, a character is viable for me when I expect I will have fun with it, and not keep others from having their fun. Sometimes that means mechanical effectiveness, sometimes it doesn't.

I mean, I like a run of Paranoia from time to time. That's not a game i which "pulling weight" is a concern, since the group is probably not really all focused on the team achieving a goal. A weak, unassuming character is less of a threat in that game, and may well live longer... and that's if I even consider living longer to be the point in Paranoia. :)

If my character is intended to be a heavy-hitter in melee, or a major blasting spell-slinger, yeah, mechanical effectiveness is important. But, otherwise, maybe other things are where I'll find the fun.
 

Celebrim

Legend
"My uncle used to say that we like people for their qualities, but we love them for their defects." - B.P.R.D. Agent John Myers, Hellboy, 2004

Can't say that I agree with either the agent or his uncle. And to the extent that I'll charitably try to imagine that as a deep observation on the nature of love, then I don't think the quote means what you seem to think it means by using it in this context.
 

Ratskinner

Adventurer
We've been using 4d6 drop lowest in every edition we played from 1981 to today. So no, people didn't drop it right away. That's outright false. And while I've seen a few people who cheated, that's hardly the norm. I think you (both you and Celebrim) making that observation speaks more about the people you game with than the game itself. Rules are rules, and that method didn't suddenly make everyone a cheater who didn't cheat at other things. Those kinds of people (cheaters) will always try to cheat, regardless of edition.

Over the years, I have run and played in....jeez, I've honestly lost count, probably like 10 or more different groups, and that's if you don't count the various incarnations of parties/campaigns in college gaming club. I don't even know how many different people that is. (Not all of those were OSR, either, but I started playing in '80/'81.) In all frankness and honesty NOBODY knows what the norm was or is for Old-School games, and I often suspect that there really isn't a norm for old school play. Maybe one of us is an outlier in our experience, maybe we both are. That's why I said it absolutely matches my experience.
 

Tony Vargas

Legend
"My uncle used to say that we like people for their qualities, but we love them for their defects." - B.P.R.D. Agent John Myers, Hellboy, 2004
There's certainly both people who love the classic game in spite of it's flaws, and those who love it /for/ it's flaws.

There's also the more conflicted set who hate it when those flaws are addressed elsewhere, as if it somehow diminishes or invalidates their appreciation of the still-flawed original.
 

the Jester

Legend
Which gets to the idea of how you managed to get a melee fighter to high level without a CON bonus to speak of, and apparently not a lot of clerics. You mentioned early DM fudging, but I'm wondering even more about the mix of challenges involved. You're clearly not trying to face anything like the G series with its loads of giants trying to squish you flat, or anything like DL with its save or die dragon breath weapons.

IIRC that particular character played through (on top of many homebrewed adventures) T1, the Slaver series, S3, S4 and WG4, and the GDQ series, probably not in that specific order. The massive giants encounter routed us, but we (mostly) survived and came back for more with better planning, though I can't remember what we did exactly.


The real sort of fudging that I think is going on here is more like what I talked about with making a character useful through campaign and encounter design.

Maybe- but this was back in the day when you'd play the same pc under multiple DMs, one adventure at a time. Less of a campaign and more of a series of adventures, with loose bits of continuity here and there.

Then again, this is apparently a game where despite not throwing a lot of difficult combat challenges at the party - few 16HD hydras or yagnodaemons for example - the DMs feel perfectly free to hit the whole party with regular save or die gas traps...

The gas trap was an example; mass save or die effects were pretty common in early D&D, even if not that particular version. See also: gaze attacks from petrifying monsters or death gaze creatures (bodaks, boalisks, catoblepas, etc), the rooms full of radiation that force a save or die from everyone in S3, things like gas spores or yellow mold, etc.

I think you're presuming a lot about the kinds of challenges we faced.


We had tons of henchmen. In fact, it was possible on a game night where most of the group wasn't showing up, to do ensemble or troupe play where one or two PC's went off on their own and any player that showed up who didn't have a main PC available could play one of the henchmen. Henchmen were essential for providing valuable skills like healing, magic, tanking when key PC's weren't around or were down or out of resources or whatever.

We would just add more pcs, including potentially multiple pcs per player if needed.


Anyway, we're still stuck on my assertion of 'viable', despite my lengthy attempt to explain it and despite the fact that you don't dispute my analysis of the rules.

What I'm not sure of from my end of the conversation is why you think a statement like "There is more to D&D than your ability scores" or "I had fun playing a thief and saw others have fun playing a thief." is a refutation.

I think the refutation is aimed at your perception of what was viable. Were I to accept the premise that your character has to hit some or all of your bullet points from earlier, I'd be with you, but that simply wasn't my experience. I found all kinds of characters with relatively low arrays of stats to be viable. In fact, my first couple of years, we played 3d6 in order with 2-for-1 swaps (or 3-for-1, for certain stats) as outlined in... Mentzer(?) Basic, I believe. Characters were still fun to play and the game was still awesome. To me, that says that those characters were viable.

I don't have a problem with the assertion that a character with high stats is better, on the whole, than one with low stats. But I don't always think that means that character is more fun. And to me, what makes a character viable is a combination of two things: 1. Is it fun to play? and 2. Is it fun to play alongside?

A character who straight up can't contribute to the group's fun is not viable. A character who is not fun to play is not viable. But those characters could have high stats. I agree that it's more likely, for most players, that a low-stat pc will be less fun; but that needn't always be true, and it certainly doesn't make a low stat pc not fun.

There may be more to D&D than ability scores, but the structure of AD&D and to a lesser but still large extent BECMI weighted all the viability of a character to having one or more scores of 16 or higher because it was only at that point that you got advantages in play and those advantages while they seem small were in fact enormous when you start doing the math.

That's not true, though- or at least, it's only true for Strength. A 15 Con gave you +1 to your hit points; a 15 Dex gave you +1 AC. And you are noticeably better as a spellcaster with a 13 Int or Wis than a 9. Then there are things like carrying capacity, system shock, reaction adjustment... You got, maybe not bonuses, but a better chance of many things going your way long before you hit 16.

Also, I may be mis-remembering, but I think in the Basic version I had, you got a 5% xp bonus for having a prime requisite of about 14.

My numbers don't go away just because we both agree you could have fun despite them, nor do they go away just because we both agree that skillful play (by the player) and the attitude of the group could overcome bad design. My point is, even so, "despite" and "bad design".

This is in contrast to say 3e which had advantages start at 12 and linearly increase and had well defined advantages for all ability scores that applied to all classes, so that while pure optimization still might go for Jack One Big Hammer, a broad range of comparatively low scores (12's and 14's) was still plenty viable.

In the context of the "OSR Gripes" what I'm essentially asking is, "Why would you try to have fidelity to older editions exponential and very top loaded ability scores and not utilize the obvious improvements of 3e's ability score bonuses"? I mean, yes I can agree we all had fun in the '80s, but do we not all agree that there were bad design elements? Why are we building games that sell themselves as faithfully recreating the bad design elements?

Speaking of different play experiences, I found that not having a high stat in 3e was far harder to deal with than in earlier editions.

I do agree that early editions have some design elements that the years have improved. And I do agree that stat bonuses and the way they work are one of them. But they throw a lot of other stuff out of whack in an early edition game, most especially the flavor of the game. In 1e, you really don't expect a to hit bonus of +4 or +5 until you're pretty high level. It's just a different feel when a monster hits you for 1d4 points of damage and it's significant and meaningful.
 

Yep, and there are still tons of people like that out there. Drives me up a wall.

Not that we didn’t have our share of high stats we “rolled” back then (we were kids, after all), but there were also a ton of ways to bump up your stats through play. 5e codified it as part of progression, but back then there were all sorts of manuals, magic fountains, and the casting of wish/limited wish with the less, shall we say predatory, DMs. And heck, I remember a PC in my game that, without his gauntlets of ogre power, could not even move in his armor.

Absolutely matches my experience. I know players that always seem to roll up an 18% STR Dwarf Fighter...every....single...time. The baffling thing to me is when I hear some of these same guys talk about how "stat-dependent" the later editions are. It's like: "Are you lying to me, or yourself?"
 

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