That's interesting. I'm not sure what actually changed your mindset though. Our is pretty much the same, and is more towards trying stuff and hoping the DM sees it the way you do. I've had a lot of that with the last few sessions I've run especially.
There's a number of reasons why it changed. It's hard to articulate it precisely, but I'm going to try.
In 2e, there was nothing that said exactly how far you could jump(that I can remember at any rate, if there was, it was vague enough that we argued about it). So when you said "I jump over the 15 ft pit", your DM could use any number of criteria in order to decide whether you made it. Maybe you made a strength check and if you succeeded, you jumped over. Maybe your DM would apply a -5 to your strength check. Or maybe the DM would just decided that jumping 15 ft while wearing full plate was simply impossible and you fall to your death.
While playing 2e, we were used to that being the way things work. The DM was in charge, and since the rules were of no help sorting out these types of situations....whatever the DM said is what happens.
When 3e came out, it told you exactly how many feet you jump based on your d20 roll. It told you that in order to disarm someone, this is the type of roll you need to make. This is how to resist it. It told you how a grapple worked. It specifically said there were no called shots even though the 2e section on the subject was a little vague. It told you that if you wanted to swing your sword in such a way that you hit 3 enemies at once, you needed a feat to do it. It told you exactly how you gain feats and which ones were allowed.
In addition to that, there were a number of articles leading up to 3e coming out where they explained their reasoning for a bunch of the changes. The authors said that they had made a mistake with some of the 2e rules, they balanced non-combat disadvantages with combat advantages. They said they realized their mistake with all the problems it caused in games from all the letters they had received. We had experienced these same problems in our 2e games. They said they were going forward into 3e with a new philosophy...one that said all classes should be equal. Where it didn't matter which class you took that you should be able to contribute equally to the game.
This opened my eyes. I knew I was frustrated that certain kits in 2e were too powerful. But I could never articulate WHY it bothered me so much. It just seemed like a no-brainer to take a kit like the Thief version of Swashbuckler that gave you the THAC0 of a fighter when using your favored weapon in exchange for a nebulous disadvantage like "trouble finds you more often". I'd seen 10 different people take the kit and it never be bad for them in the slightest.
But here I was reading an article that says "We want to concentrate on balance between classes, to make all options equally useful. We also don't want to balance combat advantages with roleplaying disadvantages". My thought was "That's EXACTLY why that kit was too powerful. It's likely that the disadvantage never applied in the game at all....so it was ONLY an advantage."
At first we tried playing 3e in the same way we played 2e. People would just say things like "I run up to the guy and grab his sword out of his hands". But then our DMs, who were new to the system would say "wait...there's rules for that now, right? Let's look that up....hmm, is that a grapple or is that a disarm? Those have different rules. Also, do you have a feat that lets you do that? Otherwise you provoke an AOO. If the enemy hits you, you fail automatically."
Slowly but surely, we realized that when there existed rules for things that you couldn't just try anything. Because doing things without knowing the rules for them almost always involved you failing spectacularly. After the 3rd round in a row of saying "I grapple him....oh, he hits me and that immediately cancels the grapple?", you begin to think that grappling someone isn't a good idea and isn't an option you should take anymore.
Contrast this with some of the rules our DMs had made up in 2e. I think one DM let you pin and tie up an enemy simply by making a strength check. So if you had an 18 strength, it was nearly guaranteed.
The idea was that a bunch of options that DMs had made extremely easy to perform and extremely overpowering when you did perform them suddenly had real rules...and they weren't easy anymore. Our DMs had only made up the rules because there weren't any in the books. They were happy to rely on the RAW now that it existed. But following the RAW meant that many options simply weren't a good idea.
Metagaming doesn't strike me as playing by the RAW.
It wasn't metagaming. Your characters knew everything he has been told and experienced in his life. If I fought a beholder in a previous adventure, I knew what all the powers he used did. I saw them with my own eyes.
The problem is that in OP, there was no way of anyone verifying that you had fought a beholder before. I might have traveled to Australia where I played a number of adventures there, then came back to Canada and played under a DM here. I could say "When I was in Australia, I played an adventure where we fought one of these, it was called a beholder and I saw it charm people."
Sounds reasonable. Not what the rule says. By the rules, you don't know what an elf is without a trained check. You can't even tell that it's an elf. Your interpretation is fine, but illustrates my point that everyone changes things a little.
It says that the DM is supposed to give you a number of pieces of information based on how high you roll. It doesn't say you know absolutely nothing except what the DM tells you based on the roll.
The 3.5e version of the monster knowledge check didn't tell you what the DC to know the name of a monster was. Just what the DC was to "remember a useful piece of information". Generally I let people know the name of a monster on a DC 10, 15, or 20 check based on what I felt the rarity of the creature was since there was no rule for that. If I felt something was common enough knowledge, I'd tell people the name without a roll. I reserved the high DCs for useful knowledge like the text in the skill said "special powers or vulnerabilities". The skill does use the phrase "In general..." before the rule, leaving it open to times when the DC is something else.
The entire rule is ambiguous enough that it's hard to follow that rule RAW.
That does, however, go back to the post that started this. I think charop folks can catch some problems, but some of them are things that some DMs just ban anyway. As long as most DMs aren't banning the same things, those things should probably stay in the rules.
I think that ideally the game should be balanced enough that I shouldn't have to ban anything. 4e managed that feat for the longest time. It wasn't until quite a bit of time and many books before I banned anything at all. Even then, my list was short.
I think that the CharOp people are good at finding clearly broken things that anything who cares about balance at ALL will ban. Imagine if the list of weapons was: Longsword 1d8, Greatsword 5d8. Everyone will pick a Greatsword. That needs to be fixed. Of course, that one is obvious. However, imagine if there was a fighter class feature that increased the number of dice on your longsword by one. Then there was a feat that did the same thing. Then there was a barbarian class feature that did the same thing and a level 1 spell that did the same thing. Now, you can roll 5d8 damage on your longsword simply by multiclassing a bit when a fighter of the same level might only be rolling 2d8.
These are the kind of things that tend to only get noticed by CharOp people....and my group. I'd prefer they get noticed and fixed by the CharOp people before I have to start banning things in my game.
I can't say I ever spent a ton of time talking about D&D to people I haven't myself played D&D with for years. Occasionally, but I tend to think it's wiser not to reveal this dubious hobby in mixed company, and I have a lot else going on.
Yeah, that's not so much the case with me. My gf plays D&D, my friend who rents my upstairs floor plays D&D. I have at least 3 separate groups of friends who play D&D. I've played with all of them at one point or another. For instance, I know 3 people who live together and their 3 close friends, they are all either former members of my home D&D group or used to show up to our Living Forgotten Realms/Living Greyhawk games days when we used to have them. I have at least 5 or 6 other people I know that I see less often now who were also members of our group at one time. Meanwhile, my current D&D group is pretty much my core group of friends. We do everything together. We go to movies, we do board game nights, we get together to play Rock Band. We also play D&D weekly.
So, when we go out to dinner, our conversation is normally D&D oriented. Even when we get together with my other groups of friends, we reminisce about the D&D games we used to play. They also get together and play D&D without me so they tell me about their games.
Fine, but really contrasts with my experience. To me, the message of 3e was that instead of a bunch of confusing subsystems, you have one rule: d20+modifiers vs DC. Everything else is negotiable. If you want a level 1 fighter with +2 BAB, you're not likely to win that negotiation, but it's at least clear what that means and why that's a bad idea. All the DMs I played with used this newfound clarity as an excuse to make up new rules, often with bad results. No one played the same game. Didn't stop anyone from playing.
I guess the rules didn't come across like that. D&D Next does, but 3e had so many specifics that it never came across as "The important thing is to roll above the DC and then you succeed." It instead came across as "If you jump and get a 17 you went X feet while an 18 got you Y feet. You got a modifier based on winds, humidity, stress, and what you had for breakfast. Here's a list of those modifiers."
Obviously, I exaggerate slightly. But the rules were very, very specific. When we read them, it came across as the entire point of the edition: To be as specific, detailed, and accurate as possible. After all, if the point of this edition was to make everything a balanced and useful option and to make balance a primary concern in the game...then that -5 to a balance check for a slippery surface was there as a balancing mechanism that shouldn't be ignored lest you break the careful balance the designers wrote into the game.
The DMG even goes into a paragraph that reads like a dire warning that the entire system is build like a house of cards and that changing anything in the slightest can cause the entire card house to come crashing down due to unexpected interactions between rules. I believed it. I still do. 3e's rules interactions are so complicated and plentiful that I don't know of a single person who can change a rule AND be able to tell me the FULL effects that the change will have to the game. There's always some Prestige Class, Feat, Spell, Monster, or Class Feature that gets overlooked and causes some really weird interaction down the line.
Like one of my first DMs in 3e who removed the entire idea of flatfootedness in his game because he didn't like the concept. We were still finding things a year later that suddenly became SO much weaker or completely useless without it.
My 3e mentality has always been that character creation is a negotiation process between player and DM. The RAW are some nice examples, but it's more about the player articulating a vision for a character, and coming to an agreement with the DM about what a reasonable mechanical representation is. Changing the rules to get there is de rigeur. I think we only had a few truly RAW characters when we were first learning the system. Now there's practically a new class written for each character.
We would never think of changing this many things. Our philosophy has always been since the beginning that we were playing D&D, not our own game. None of us wanted to spend the time and effort to balance and test our own rules. We played 15 different role playing systems, each with their own rules. We assumed each of them had their own rules for a reason. Making up our own rules seemed like a bad idea. We had no idea what we were doing and any attempts to change them only ended up in arguments about the balance of the new rules and more often, the stupidity of the DM for allowing such a clearly broken option.
We had one DM that my friend, Jim still laughs at to this day each time she's mentioned...though we haven't spoken to her in over 15 years. This is because she didn't know that a +1 sword gave a bonus to hit and damage but bet a player that it ONLY gave a bonus to hit. He said that she had to agree that if he was right, he could bring in a character with standard equipment from a country he made up that was across the ocean. He was right, of course, and so he brought in a character who had a +5 sword and +5 full plate who rode a dragon...because that was standard equipment for the Dragon Riders in his country. She felt let him have it...after all, he did win the bet.
We didn't trust our DMs to allow anything made up after that.
Not what I got out of it at all. To me, 2e seems more like a game with a set of arbitrary rules, while 3e feels more like a world simulator. In fact, I don't usually use the term "campaign" and never "adventure". I say "game". The game is the thing I run, the rules are a set of guidelines that give us a common language and define how the world works.
The goal seems different to me. At first I thought they were the same with better rules. But 2e rules are purposefully imbalanced in a lot of places. The rules just seem to be placeholders for "what would realistically happen".
The shift in 3e was to a focus on "balance". That means, that while it might be "realistically" rather easy to disarm someone, that the game made it harder because it was such a powerful option. While it might make sense that you could just choose any class every level you go up, there were restrictions on how often you could do it for balance reasons.
2e didn't so much concern itself with whether something was overpowered. For instance, it didn't tell you what level to give out a +1 weapon or a +5 weapon at. If you found one, you found one. 3e had guidelines on what levels you should receive what magic items. The stats of the monsters took these numbers into account. Monsters became too tough if you didn't get magic items on time. 3e was a well oiled machine where EVERYTHING in the game fit together into a complex ballet of moving parts.
Don't get me wrong, we LOVED that. It was the number one reason we switched to 3e. You could follow the rules and no one would be overpowered. You didn't have to spend your time coming up with new rules because they already existed. You could run the game as written without the headache of constantly having to write your own game.
However, it was clear once we started playing it that the focus was very different:
2e:
Player: "I...don't know...I get behind the monster and stab him in the shin!"
DM: "Roll to hit and damage and I'll give you a +2 for being behind him"
3e:
Player: "I move here, then here, then here. I tumble in order to avoid the AOOs. I roll 25 and make it. I have flanking here and therefore get +2 to my attack rolls. I can then activate my feat that only works while I'm flanking for another 1d6 damage."
DM: "The enemy is invisible and you can't use precision based abilities on invisible creatures."
Player: "But I currently have True Sight up and can see invisible creatures.
DM: "Alright, but the enemy has all around vision so he can't be flanked, so don't add your bonuses."
Player: "That would be true, but I have a class feature that says I can flank people, even if they couldn't normally be flanked."
DM: "Alright, but your ally cannot currently see invisible creatures, so he can't help you flank"
Player: "You're right, I'll do normal damage."
I've also never found that 3e did adequately cover 95% of situations. The last few games I've run had tons of weird cases where I couldn't find or didn't care to look for a RAW answer, and we're pretty expert at this point. The great thing is that now we have a shared sense of how things should work, and we often ignore RAW minutiae in favor of getting the game going. Again, the simplicity of d20+modifers vs DC helps us do that.
Those rules are there...trust me. I had a group of people who was willing to point out each and every one of them when those situations came up. See my 3e play example above.
However, my point is that...yes, simply rolling a d20 and creating a random or semi random DC works really well as a system. That wasn't how 3e worked, however. It is currently how D&D Next works. Which is why I like it. 3e was very much about setting specific DCs that often required looking up the charts and applying modifiers. If you did, you had rules lawyers pointing it out. Or at least, I did.
It is entirely legitimate, but it does seem odd to me some of the culture changes that editions seem to inspire, above and beyond the rules themselves.
I truly believe that the cultural changes from 3e came directly from the rules. I saw the same cultural changes echoed in Organized Play players all over the world at conventions I went to. When you're forced to follow the rules as written in 3e, there's pretty much only one playstyle that comes out of them.