James Gasik
We don't talk about Pun-Pun
Sadly, yes, this is the stuff edition wars are fought over. The game evolves (or mutates, if you prefer) in a new direction, but if you eliminate sacred cows or ghost rules (very nice term, btw), people will instantly claim it no longer feels like the same game.I think it goes well beyond aesthetics within game books - and often has a political aspect - the endless thread here about the Demon Type 5 looking less "cheesesnake" is an example ... but that's not the part that gals me.
What I find frustrating is the way there's a conservatism about rules, and the way that newer editions seem to have to have these "ghost rules" in them - ideas that mattered to older editions and a different play style but persist, making things more complex in the present for no benefit. As an example... Did you know 5E has encumbrance, torch burn time and surprise rules? They don't come up in the majority of games, and the mechanics are silly (Torches last 60 minutes, a 5E turn is 1 minute) - putting aside that most 5E PC's can see in the dark or 5e location design favors smaller lairs and encounters over large dungeons (for reasons related to rest and combat mechanics - but I digress) - that's 60 exploration turns to burn down a single torch... you don't need to track that.
The 5E torch rule is a hold over from earlier D&D editions which focused more on dungeon crawling and used "10 minute turns" - so 6 "moves" before your torch burned down. Much more worth tracking. 5E as played in most cases doesn't need this kind of rule, and if it did it would need to be adapted to the actual style of play (or at least the length of exploration turns...) but the rule exists because it's inherited and it just floats around the rulebook making spooky noises.
Now if WotC were to remove this rule or similar vestiges of editions past ... I suspect a number of fans would freak out. The problem is that this means new editions of D&D can never really be streamlined or intentional about creating a play style - it's always obscured by a haze of ghost rules to keep old players happy.
Sometimes, this can become very ironic, however. Someone I play with, who has been playing D&D since it's first decade of existence, will complain very loudly about how the spell Goodberry makes tracking rations pointless. Which, in truth, tracking rations has been rather pointless for a long time in D&D (I still remember my 3.5 Druid supplying the entire party and their mounts with food daily with nothing but my bloated Survival check- "edible bugs and tubers", went the joke), but it continues to be a thing.
So when he took his turn at running a 5e adventure, his solution was to remove the calorie value of the spell, introducing "diet Goodberries". Which I found amusing because, in order to preserve the "feel" of D&D (in his mind), he did by taking something away from the spell that it's had since first edition AD&D!*
*Possibly longer, I don't know exactly when the spell was added to the game.
It's like the Darkvsion vs. Infravision debate. Lots of things had Infravision in AD&D (heck, Gnomes had Ultravision in 1e!), yet when people see lots of things having Darkvision now, that's a problem- I often hear people say they want to go back to Infravision, "because it has limitations". Thing is, when you point out that turning darkness into dim light is still largely inferior to using torches and the like, they either pretend that's not the case, or if pressed, will say "it's too hard to enforce that penalty"- as if enforcing the penalty of what can/cannot be seen clearly with "heat sight" isn't also a chore.
What it comes down to, really is "I was used to the game running one way, that's the way I prefer, anything else is unwelcome". What's really amusing is how Darkvision suffered a massive nerf in 2014 (previously, it just worked, no penalties beyond not being able to see color), but nobody seems to ever comment on that.*
*It can also be seen as something of a nerf to Low-Light Vision as well. Sure, it works in darkness, but "treating darkness as dim light" is far from 100% superior to:
"Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day."