1E vs Forked Thread: Is 4E doing it for you?

I would happily run an oD&D or AD&D campaign again, or play in one, but a lot of that comes from understanding the basic premises under which they were designed. In AD&D, I wouldn't be expecting us to reach level 36 (or perhaps even 20!), but rather to run a campaign from 1st to about 12th level, in which the game was run fairly frequently (at least weekly), and players frequently had multiple characters and/or henchmen.

Mechanical distinctiveness is nice, but it isn't required to have an enjoyable game.

Cheers!
 

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See, the non-boring, non-shallow, non-bland stuff was the non-mechanical stuff.

You know, perhaps I enjoy “rules light” games so much because the aspects of the game I enjoy most aren’t covered by mechanics in any system. (OK, make that “most”—there are a lot of esoteric systems out there.) Exploration. Discovery. Problem solving. Deciding whether to go left or right. Deciding whether to make a frontal assault or something more oblique. Looking for out-of-the-box solutions. Knowing when to run and when to push it. Developing a personality for my PC.
Sure, that's my feeling as well, but this is just as easily done in 3e, 4e, and a myriad of other systems out there. This has nothing to do with the mechanics of a game, unless the RP is too heavily codified into the system.

When I ran a B/X campaign recently, the players rarely just stood there and traded blows with the foes, and when they did it was only for a few rounds. Between maneuvering for advantage, using terrain to their advantage, spells, magic items, burning oil, parley, preparation, running, &c. combat seldom got boring.
Do you use a battle map or graph paper to help manage this, and if not, how can you ensure that your mental picture of what is happening matches your players? We did this too, and would find ourselves having to deal with the "wait a sec, I thought you said it was here." or "hold on, I thought I was a lot closer than that, I would never have done what I did last round if I knew that."

That's why we did a lot of narrative with our combat in 1e, and tried to avoid all these issues, and they still came up.
 

Magical Item Acquisition and Leveling Speed: I recall someone long ago disproved the myth of 1e or 2e's "low magic item" and "slow leveling" myth. Both were only possible with DM intervention (giving out less treasure, no XP for GP), which puts it into the realm of houserule, and similar houserules can and do exist for 3e on as well.

Sounds like the thread Quasqueton had comparing the encounters and magic items in the T 1-4 and GDQ 1-7 modules from 1e and the standard 3e adventure path modules. It took me forever to find the thread, I thought I had it bookmarked.

Bottom line: the 1e modules dished out a lot more treasure, and 3e characters run through them leveled faster than they did in the 3e adventures.
 

Do you use a battle map or graph paper to help manage this, and if not, how can you ensure that your mental picture of what is happening matches your players? We did this too, and would find ourselves having to deal with the "wait a sec, I thought you said it was here." or "hold on, I thought I was a lot closer than that, I would never have done what I did last round if I knew that."

That's why we did a lot of narrative with our combat in 1e, and tried to avoid all these issues, and they still came up.
We've always used a gridded chalkboard for our 1e games; it just makes it easier to see who and what is where. That said, it's not like 3e and 4e where a grid is almost essential; we're just after the convenience. :)

And as for the munchkinism in 1e's UA, the answer at the time was to have been regularly reading Dragon, plucking the best development ideas as they were rolled out, and sticking them in your game. Then, when UA came out, you'd already cherry-picked the worthwhile stuff and had a big head start. :)

The mechanics can't give your character its personality. Only you-as-player can do that.

What the mechanics *can* do, and the sooner the better, is push themselves into the background a bit and let us play the game. :)

Lanefan
 

Wow. Housecats, rose-colored glasses, nostalgia. This thread has just about every erroneous polemical cliche in the basher's book.

Rather than point at 3E and 4E as being corporate pablum aimed at robotic consumers of McFun (which is not necessarily true but would counterbalance the insulting cliches)... let me point out the actual difference. It's the same difference that Mearls pointed out vis a vis 4E versus OD&D.

In old school play you challenge the player, not the character. In new school play, puzzles, riddles, tricks, traps and all the meat of exploration are solved by high dice rolls. Suspicious room? Search check. Dodgy NPC? Sense Motive check. Cryptic inscription? Knowledge Whatever check. In old school play, rather than rolling dice for those things you give your gray matter a go.

That's why in new school gaming, combat comes to the fore so much. Since *all* conflicts are resolved by rolling dice and hoping you roll well (and have leet bonuses), there's very little difference between searching the wizard's lab and stabbing an orc: you roll 1d20 and try to get a high roll, and if you roll low you may be in for some damage. Exploration just becomes another occasion for dice rolling, but a less fun one than combat. So why care about it? Bring on the orcs.

In old school gaming, you didn't even get many XP for fighting. Most of it comes from getting away with the loot. Rather than the trap being just another monster (new school), in old school the monster is just another trap: an encounter which if you mishandle it could be deadly, but is ultimately just an obstacle in the way of acquiring the dingus.

One more not, on "boring Fighters". Fighters are far more intersting in old D&D where you didn't have feats. Why? Because when you have feats in the game, the cool stunt which the feat governs can only be done by someone with the feat. "Tightrope Fighter" feat introduced? Now only people with the feat can do it. "Fast Draw Knife from Teeth" feat? Now only people with that feat can do that move. Each feat that is introduced limits and constricts what is possible for a character to do.

Perhaps people are too brainwashed by 3E+, and when they see a 1E Fighter with no feats they assume that means he cannot do anything. Wrong! That means he can do everything.
 

In new school play, puzzles, riddles, tricks, traps and all the meat of exploration are solved by high dice rolls.

Mostly agree on traps. (And many of your other points I understand, even if I don't agree fully). However, have a look at the 4e DMG's section on puzzles and riddles. You'll be pleased with what you find. :)

Cheers!
 

In old school play you challenge the player, not the character. In new school play, puzzles, riddles, tricks, traps and all the meat of exploration are solved by high dice rolls. Suspicious room? Search check. Dodgy NPC? Sense Motive check. Cryptic inscription? Knowledge Whatever check. In old school play, rather than rolling dice for those things you give your gray matter a go.
I suggest that you read the 4e DMG advice on saying yes. Also, rolling dice does not invalidate or prevent players coming up with clever plans or interesting choices.

Perhaps people are too brainwashed by 3E+, and when they see a 1E Fighter with no feats they assume that means he cannot do anything. Wrong! That means he can do everything.
You complain about people bringing up nostalgia and rose tinted glasses and polemical cliche and then accuse 3e of brainwashing people. It seems rather hypocritical.

Now if only 1e could have included some advice on just how to resolve "doing everything" life might have been easier. You dont necessarily need rules for everything (and providing them is often counterproductive) but at least some guidelines would have been helpful.

Afterall, one of the reasons AD&D was created was so that the game could support tournament and organised play. Gyagax even talked about not houseruling so that players could easily move between groups or get together at conventionss and all be on the same page.
 
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Wow. Housecats, rose-colored glasses, nostalgia. This thread has just about every erroneous polemical cliche in the basher's book...

One more not, on "boring Fighters". Fighters are far more intersting in old D&D where you didn't have feats. Why? Because when you have feats in the game, the cool stunt which the feat governs can only be done by someone with the feat. "Tightrope Fighter" feat introduced? Now only people with the feat can do it. "Fast Draw Knife from Teeth" feat? Now only people with that feat can do that move. Each feat that is introduced limits and constricts what is possible for a character to do.

Perhaps people are too brainwashed by 3E+, and when they see a 1E Fighter with no feats they assume that means he cannot do anything. Wrong! That means he can do everything.
I love housecats!

In other news, I remember a common problem in 3.x was that I'd houserule how a thing would be done, only to see a book a few months later saying, "You need this feat to do that!" Or Pirate ship battles should go this way! Man, I hated that.

[OT]4e. I will continue to think that 4e is an essentially classless system where 'fighter-like' or 'ranger-like' mechanics are added together to make a 'fighter' or a 'ranger' (fill in any class). So, that combined w/ page 42 (errata'd) makes me feel like PCs of any class should really be able to do anything. Wizard wants to try and make up a spell on the fly? Sure. Fighter wants to jump down and impale a guy? Sure. I think that the feats/powers/etc. Are pretty much an illusion/convenience. That said, I do like the convenience of categorizing things and having a 'fighter' or 'ranger' with a series of commonly used tricks available. In a metaphor, I see 4e as blocks built together rather than ropes tied together. IMO, things are easier to take apart and put together.[/OT]
 

Why? Because when you have feats in the game, the cool stunt which the feat governs can only be done by someone with the feat. "Tightrope Fighter" feat introduced? Now only people with the feat can do it. "Fast Draw Knife from Teeth" feat? Now only people with that feat can do that move. Each feat that is introduced limits and constricts what is possible for a character to do.
While I am no great fan of 3e this isn't particularly true. If you look at the common 3.x core feats, stuff like improved trip, unarmed strike, sunder, disarm etc none of these feats are required to do these things.

In general feats made you better at options which were otherwsie available in the game, at least when looking at physical manouvers.
 

Wow. Housecats, rose-colored glasses, nostalgia. This thread has just about every erroneous polemical cliche in the basher's book.

Rather than point at 3E and 4E as being corporate pablum aimed at robotic consumers of McFun (which is not necessarily true but would counterbalance the insulting cliches)... let me point out the actual difference. It's the same difference that Mearls pointed out vis a vis 4E versus OD&D.

In old school play you challenge the player, not the character. In new school play, puzzles, riddles, tricks, traps and all the meat of exploration are solved by high dice rolls. Suspicious room? Search check. Dodgy NPC? Sense Motive check. Cryptic inscription? Knowledge Whatever check. In old school play, rather than rolling dice for those things you give your gray matter a go.

That's why in new school gaming, combat comes to the fore so much. Since *all* conflicts are resolved by rolling dice and hoping you roll well (and have leet bonuses), there's very little difference between searching the wizard's lab and stabbing an orc: you roll 1d20 and try to get a high roll, and if you roll low you may be in for some damage. Exploration just becomes another occasion for dice rolling, but a less fun one than combat. So why care about it? Bring on the orcs.

In old school gaming, you didn't even get many XP for fighting. Most of it comes from getting away with the loot. Rather than the trap being just another monster (new school), in old school the monster is just another trap: an encounter which if you mishandle it could be deadly, but is ultimately just an obstacle in the way of acquiring the dingus.
I think you hit the differences very well. I would go one thing further and say combat in 3E and 4E is the one situation where the "gray matter" still counts for the most - since it's not just rolling dice, it is decided for what to roll the dice - do I attack the Hobgoblin Fighter or try to grapple the Goblin Shaman? Do I cast Fireball or is Scorching Burst enough? Do I try to heal the Fighter or do I cast Divine Favor?

Outside of combat, the "decision trees" are far shorter. You don't have to worry about deciding stuff like "Do I search the area to the altar first, or do I search the chest first?" In most cases, these decisions just don't matter.

There might be ways to combine "die roll"-solutions with gray matter - for example, if you had only 3 search rolls per day (only relevant for "difficult" searches), you'd have to decide if you really want to spend two of them on this room (maybe finding some nice treasure), or reserve your dice rolls for later (maybe the Orc Chiefs private "sanctum"?).
(To bring up my favorite example for everything that is good in gaming: Torg does this in a way. Sure, you can always roll skill checks, but if they really count, you might want to spend one of your precious possibilities or a drama card to improve the result. You are way more likely to succeed this way. Of course, you might need this possibility or card in a later scene...)

The interesting question might be - why did we exchange gray-matter for skill rolls? Who is to fault for that?
A lot has been thought about GNS, and I suppose I can do this again here.
It is not really "gamist" to just have a single dice roll for it, if we assume gamisn is about the players dealing with challenges. Because they aren't, they are just rolling dice. There is no strategy involved.
So, was it our desire for "simulation" or believability? The game system had to model this skill, because after all, we are not really in that scene, right? It's our character, and he has the skills, not you.
Maybe the error began when stuff like Int, Wis or Cha became attributes (which, IIRC, was always the case). If my character has an intelligence value, anything requiring intelligence should be governed by that value, not my own intelligence. Otherwise, I am not playing my character!

Of course, there are also "gameplay" reasons to do this - without game rules, you will need to rely on social contract, personal player vs player and player vs DM relationships to have the game work. You might face a DM that doesn't like your solutions, and only allows one way to success. So if you do not explicitly say: "I look below the vase", you will never get the hint you needed. The Gray Matter is cool stuff, but not all people use it equally. A DM can "challenge" his players by being smarter then them, but he can also challenge them by being dumber.

So, in the end, I suppose there are no perfect solutions. I think games and game subsystems that support a kind of "resource management" work best, because this creates less dependency on reading the DMs or the module writers mind, and likewise makes it easier for the DM to find ways to challenge his players. But that's not a perfect solution, and never will be - if your fun is figuring out if an NPC is lying by thinking through what he has said and done, neither rolling a Sense Motive Check (no resource management) or casting a Detect Thought spells (resource management) will be satisfying.

One more not, on "boring Fighters". Fighters are far more intersting in old D&D where you didn't have feats. Why? Because when you have feats in the game, the cool stunt which the feat governs can only be done by someone with the feat. "Tightrope Fighter" feat introduced? Now only people with the feat can do it. "Fast Draw Knife from Teeth" feat? Now only people with that feat can do that move. Each feat that is introduced limits and constricts what is possible for a character to do.

Perhaps people are too brainwashed by 3E+, and when they see a 1E Fighter with no feats they assume that means he cannot do anything. Wrong! That means he can do everything.
Yes, it might be a "brainwash" effect, and it was definitely a flaw I saw in 3E - once you had a feat for some ability previously undefined, you needed that feat to pull it off.

But did you? Why not do it the 1E way? Why not allow: "Sure, I'll allow this, if you tell me how do to this?" Maybe with a penalty (or is the demand of the DM to be "convinced" by the player already penalty enough?), but why not? If it's in the rules, it is possible and must be done using the rules, if it's not in the rules, it is impossible and you must create rules.

I suppose that famous page 42 in the 4E DMG is an attempt to "fix" the believe that you can only do what is explicily in the rules by - ironically? - giving you rules to adjudicate it.
 

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