D&D General Hot Take: Dungeon Exploration Requires Light Rules To Be Fun

All rules in any RPG are optional. I think it’d be hard to quantify whether AD&D is lighter than 3e and by how much, but regardless it’s not what I would call rules light. That’s why they called it advanced. The basic line, on the other hand, was genuinely rules light.
What non-optional rules does AD&D include compared to B/X that make it "rules heavy"?
 

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See, this is one of those things that always makes me laugh.

You have an opinion that "AD&D was not rules light" but that opinion is built around your particular set of experiences and how you play(ed) AD&D. It is entirely subjective.
See, this makes me sigh.

Last night I was playing the actually rules light game Lasers and Feelings where the entire game's rules fit onto a single side of A4. Tomorrow night I will be running a game of Dread where the resolution mechanic is a Jenga tower.

Those are rules light games. Tonight I am playing Monster of the Week which I hesitate to call rules light because it is an entire category heavier than those games. The book is small and slim, and it has a consistent resolution mechanic. But there is a single sheet of common rules that players in their second session actually need to refer to in play.

Meanwhile I don't care if you're talking about 1e, 2e, 3.0, 3.5, 4e, 5e, or 5.24. You have three large hardbacks full of rules. You have people referring to the actual rulebooks during play (in part to look up the spells). You have multiple different subsystems. Even brown/white box and Moldvay or Mentzer Basic are at best questionably rules light.
AD&D is rules light when compared to WotC era D&D.
A legitimate argument can be had as to the lightest of 1e, 4e, and 5e. But they all get nerds to practice weightlifting by lugging multiple large hardbacks around. Being the lightest heavyweight boxer doesn't make you a flyweight even if there are super-heavyweights.

Your only justification for calling AD&D rules light is that heavier games exist and that you clearly have rose tinted goggles on the subject given that you can write:
the rules are straight forward
1e uses a lookup table to roll to hit and can't be consistent whether you want to roll low, roll high, or roll percentile dice. It's not just complex but gratuitously so.
 


See, this makes me sigh.

Last night I was playing the actually rules light game Lasers and Feelings where the entire game's rules fit onto a single side of A4. Tomorrow night I will be running a game of Dread where the resolution mechanic is a Jenga tower.

Those are rules light games. Tonight I am playing Monster of the Week which I hesitate to call rules light because it is an entire category heavier than those games. The book is small and slim, and it has a consistent resolution mechanic. But there is a single sheet of common rules that players in their second session actually need to refer to in play.

Meanwhile I don't care if you're talking about 1e, 2e, 3.0, 3.5, 4e, 5e, or 5.24. You have three large hardbacks full of rules. You have people referring to the actual rulebooks during play (in part to look up the spells). You have multiple different subsystems. Even brown/white box and Moldvay or Mentzer Basic are at best questionably rules light.

By that measure, I doubt we get much agreement on what constitutes rules-light in a TTRPG without describing the actual mechanic. There's also what do you want to do with a rules-light game - I can play a one shot game using a Jenga tower. I wouldn't want to play a campaign using that as a mechanic, for instance.
 


No. All of those things (except same-y descriptors) are what make dungeon exploration fun. They’re what form the core gameplay challenge of dungeon exploration. The thing is, those things feel tedious when they’re just thrown in because “those are things D&D does” but aren’t actually important to the core gameplay challenge. As has been the case for basically all of WotC’s versions of D&D.
Yes, agree with all.
I was just trying to gage what was being considered unfun per the OP - not that I myself think these items are unfun. Sorry, I could have worded it better. :cautious:
 

By that measure, I doubt we get much agreement on what constitutes rules-light in a TTRPG without describing the actual mechanic.
With the possible exception of the simplest versions of Basic, genuinely zero versions of D&D or its direct descendants (like PF) are actually rules-light games. Some editions may be lighter than others, but genuinely not one of them is a rules-light game. As others have said, ultralight games exist that are literally one page, sometimes less. I ran a DW game for several years (before I started adding supplements) where the entirety of the rules-text my players needed to know--including unused character playbooks--fit into a 26-page PDF.

By comparison to literally any clearly rules-light game, essentially every version of "D&D" ever published is an ultraheavy game.

The only way you could argue that any version of AD&D was "rules-light" is that so many people ignored or completely missed so many of the game's rules that it was effectively true that most people used no more than 90% of the actual game, and many many people used less than 50%. But "we didn't use half of the rules text due to ignorance, apathy, or avoidance" is not in any way a claim that the game itself is rules-light; it is simply that many people, whether accidentally or intentionally, ripped out huge chunks of the game and just did not use them.

There's also what do you want to do with a rules-light game - I can play a one shot game using a Jenga tower. I wouldn't want to play a campaign using that as a mechanic, for instance.
Sure. But no one in their right mind would argue that Dungeon World is of comparable "weight" to AD&D1e. AD&D1e is a behemoth compared to DW. It's just patently ridiculous. Maybe--maybe--you could argue that AD&D1e was a "early installment weirdness" very patchy effort at rules-medium? But huge chunks of AD&D1e's clunky, weird, baroque rules got ossified into Eternal Tradition, rather than being (as they were in most cases) pure ad-hoc, and occasionally off-the-cuff, solutions to problems as they cropped up.

Which, incidentally, that is another great reason why AD&D (1e or 2e) is not and never was a rules-light game. Massive amounts of its rules-text are scattershot stuff Gygax invented for his home game that then became laid down as mandatory expectations. That's why we have a Van Helsing vampire hunter Cleric. That's why we have the arcane/divine magic divide. That's why you had the absolutely impenetrable "saving throw" categories. Etc., etc. Now, don't get me wrong, Gygax had some very savvy ideas about game design and there's quite a bit of cleverness in the rules, particularly given this was the bleeding edge of game design at the time. But to call the grotesque melange of (almost always) patternless rules "light" in any way or form is either bad comedy or worse logic.
 

By comparison to literally any clearly rules-light game, essentially every version of "D&D" ever published is an ultraheavy game.

The only way you could argue that any version of AD&D was "rules-light" is that so many people ignored or completely missed so many of the game's rules that it was effectively true that most people used no more than 90% of the actual game, and many many people used less than 50%. But "we didn't use half of the rules text due to ignorance, apathy, or avoidance" is not in any way a claim that the game itself is rules-light; it is simply that many people, whether accidentally or intentionally, ripped out huge chunks of the game and just did not use them.
This is nonsense.

If the rules are optional, the core game is what you weigh.
 

That's not what I am talking about. Those aren't "heavy rules" they are part of the gameplay loop (as @Charlaquin said).

What I mean is a game with 1000 character options
AD&D 1e has literally 60 pages of spells. And spells are character options. By contrast a PbTA character sheet is two sides and contains all options for that class on every level up other than "pick an option from another class". Even by your own standards AD&D is not in the same room as rules light.
and a bunch of situational modifiers and multiple steps to achieving singular and simple results
And here the equivalent is working out what and how to roll. d20 low? d20 high? Are saving throws a d20 or percentile (for e.g. system shock). To climb are you rolling stat or thief skills? When even working out what and how to roll takes work you don't have a rules light system.
System where you have to count up a bunch of situational modifiers before you can make the roll to do whatever.
Which is why 5e rolled all the modifiers into Advantage. So this doesn't apply.
Basically, modern D&D system isms.
Where "modern" includes things D&D hasn't done in a decade.
 

. . . I think the worst thing is sitting there waiting for your turn to act in the game and make something happen.
Amen. Turn-based activity is pretty painful. You might say it feels like "crawling" versus walking.

That's not what I am talking about. Those aren't "heavy rules" they are part of the gameplay loop (as @Charlaquin said).

What I mean is a game with 1000 character options and a bunch of situational modifiers and multiple steps to achieving singular and simple results are "rules heavy" and make dungeon crawling unfun. Complex, long, grindy combats. System where you have to count up a bunch of situational modifiers before you can make the roll to do whatever. Basically, modern D&D system isms.
See, I would think that the additional situations that warrant additional rules (in some games) mentioned by @AnotherGuy would suggest rules-heavy instead of rules-light. They can make the crawl fun (or not), but they definitely contribute to why it's called a "crawl."

Clunky character rules can slow down the crawl, too, but I'd expect the effect of those to be felt way beyond the dungeon. Should the thread title be "role-playing requires rules-light to be fun" instead? Or "too much combat requires rules-light to be fun?"
 

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