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AD&D is not "rules light"

AD&D's got plenty of rules, so it's not rules light by the standards of lots of games designed to be RULES-LITE.

In terms of the later editions of D&D, there are a lot of apples to oranges distinctions - as someone mentioned earlier, you'd have to define what you mean by rules light.

AD&D has several combat rules that are used in the same way on every attack (weapon speed factors, etc). By comparison, there are more options in 3e combat, each of which carries its own rule (using a unified system, but still different). At first level, where the feats, etc, of the 3e character are very few, 3e is probably rules-lighter (unless you're counting the options available at character creation). At higher levels, where the 3e character has lots of choices, AD&D still only uses that same set of rules. 3e is heavier when using that measurement.

In terms of character creation, I don't think anyone could seriously claim that AD&D is as rules-heavy as 3e in terms of options and choices that can be made. Character tailoring is a major benefit/drawback of 3e depending on how you look at it, but it's definitely more complex than AD&D.

In terms of what the rules COVER, AD&D rules simply don't address many of the types of actions covered by 3e skills and feats. No intimidation, bluffing, spot checks, search checks, etc. There's the secret door search on a d6, and some thief abilities, but that's about it. The scope of what the rules cover, as opposed to the level of detail they go into, is another valid measure of rules-heaviness. Here, AD&D definitely falls into the lighter category, although late second edition probably doesn't (kits and a rudimentary skill system are kicking in heavily from the splatbooks at this point).

In terms of a universal mechanism, 3e is unquestionably rules-lighter. Part of the charm/drawback of AD&D is that it uses different resolution mechanisms for different classes and tasks. I don't think this is usually what people mean when they talk about rules heaviness, but it seems to creep into the discussions.

In terms of notations, stat blocks and preparation time for the games definitely indicate AD&D as the rules lighter game. Again, that's just related to the specificity and the number of options available in 3e, and the degree of character tailoring. It's a necessary side product of what some people see as 3e's strongest point, but if the question is purely rules lightness, and the measurement is purely about notations and stat blocks, AD&D is lighter.

There are lots of ways to measure it, and in many cases the relative lightness/heaviness is found in areas where the game has its perceived strong points, whether you're talking about 3e or AD&D.

Neither game is rules LITE. And even whether one is lighter than the other depends a lot on how you define what you mean by "heavy" or "light."
 

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With a small amount of houseruling it's pretty easy to remove feats from core 3e and maintain class balance, such as it was*.

Fighters: Choose +1 to hit or +2 damage with all weapons at levels 1,2,4 etc.
Wizards: Get nothing, they were OP anyway.
Rangers and monks: Keep their feats, they are now called class abilities.

Easy!



*It wasn't.
 
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Setting aside for now the question of grappling balance, you just wiped all poisonous monsters and traps from the game.
Some poisons didn't do ability damage, they caused paralysis or unconsciousness. It's true that most did ability damage, but with a very small house rule you could change that to hit point damage, like the sassone leaf residue. Or just death, as in pre-3e.
 

No, the goal is not to change class balance (especially not in the direction of making fighters and rogues weaker!). The goal is to slice out chunks of the rules that add a lot of complexity to the game, without having to replace them.
Okay, to do that you do have to houserule a little. But class balance is broken in 3e anyway. Casters are too good, hitters are too bad. So if class balance is truly a goal, you have to houserule anyway.

Pre-3e D&D has the equivalent of iterative attacks and skill points - multiple attacks for fighters, rangers and paladins and thieves' skills - which also can't just be removed without affecting class balance.

The only real issue is feats. I proposed what I think is a good and simple solution to that above. In fact it improves class balance over the core rules by slightly weakening wizards.
 
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I find it odd that a game with as much 3rd party support as 3e, let alone the big book o' house rules that is Unearthed Arcana, gets lambasted as being impossible to modify. I especially think it's odd that there's suddenly a perception that your new house rule has to be completely unbreakable, when in reality it only has to make gameplay more enjoyable for the handful of people you play with.

In my 3rd edition game, some of my house rules include:
-AC increasing as level increases (also, magic weapons and armor being extremely rare),
-Encumbrance being tossed out completely,
-Favored classes being ignored,
-All skills being considered class skills for all classes,
-Critical hits only occurring on a natural 20 and always dealing double damage (yeah...the scimitar is useless. Instead, we call it a curved longsword or shortsword)
-Massive damage rules being totally ignored,
-Strength modifiers to damage not being increased or reduced for two-handed or light weapons,
-Spellcasters getting 0-level spells at will, and
-Permanent level drain being stripped out of the game.

My game has run for years quite happily. Similarly, when I ran earlier editions, I included such house rules as:
-Point-based ability score purchase (oh no! Anyone can have an 18 if they want!),
-No class or level restrictions on any race (who will play the poor human now?),
-Alignment not even existing (blasphemy!),
-Any class capable of being proficient in any weapon,
-No encumbrance rules (again - I just plain don't like them),
-No experience gained for gold pieces earned,
-Spells not requiring material components,
-Ignoring the punching and wrestling rules entirely,
-Replacing the AD&D initiative system with the BECMI version,
-Ignoring weapon speeds, casting times, and rate of fire (what's to balance a heavy crossbow now?),
-Tossing energy drain and instant death effects into the garbage (and yes, I still used wights, wraiths, and banshees), and
-Removing raise dead, resurrection, and anything else that brought the dead back.

All of these changes and more didn't impede the games I ran. All of them were custom tailored to the tastes of myself and my groups. And for almost all of them, the AD&D changes included, there are dozens of people who would claim that I was tossing the balance of the system completely out of whack - especially with such things as no level limits or class restrictions.

I think the perception of 3rd edition being unchangable comes more from the facts that: 1) the designers made their design decisions much more explicit than ever before, lending to the notion that everything was somehow carefully balanced, and 2) the Internet makes it a lot easier for people to shoot things down as unbalanced or as ruining the game than before, when such decisions were rarely discussed beyond the gaming group they were used for.
 



I think the perception of 3rd edition being unchangable comes more from the facts that: 1) the designers made their design decisions much more explicit than ever before, lending to the notion that everything was somehow carefully balanced...

That's a good observation! Of course, from that standpoint, 4E would be even more difficult to houserule than 3E, since balance was such a big focus in creating it.


Ewww!

Then again, I've gotten over my initial "WTF?" reaction to Fried Ice Cream so maybe that could grow on me...
 


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