Remathilis
Legend
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.
Korgoth said: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.
What you are discussing is Avatar vs. Character play. Avatar play assumes the PC is nothing more than the Second Life Avatar of the player who is playing him. What is important is what the player can or can't do, with the dice and character-sheet numbers only resolving things too dangerous to resolve in real life (such as steel on steel combat). IMO, this style of play encourages metagaming (the player knowing trolls hate fire, assuming that a dead-end hall MUST have a secret door) while ignoring character concerns (an elven PC would probably know something about elven society, but since the player doesn't...)
The extreme extrapolation of this becomes "metagame puzzles", or things designed to challenge the player and his grasp of the game, not the character doing the action. Tomb of Horror style traps, use of estoric knowledge (physics, chemistry), general ignorance or uselessness of mental (int, wis cha) scores, or a real-good grasp of the Monster Manual (Run! That giant's a CR 12!) rather than the experiences and personality of the character (my character is a Don Juan, I get nervous talking in public. I'm SoL)
Korgoth said: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.
How is that different from Older D&D? I played my share of Pre-3e D&D, and I recall plenty of "explore here, kill that" adventures. As a matter of fact, many of the "classic" modules assume just that; Keep on the Borderlands, Against the Giants, White Plume Mountain, Temple of Elemental Evil, etc were nothing more than exotic locales where you go from room to room killing things and taking their stuff.
Was there a combat less version of D&D I missed?
Korgoth said: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.
You are, of course, referencing the 1 XP for 1 GP rule of 1e and older, rules that typically were ignored because they led to PCs leveling awfully quick and were done away with in 2e.
Korgoth said:One more not, on "boring Fighters". Fighters are far more interesting 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.
Partial agree. 3e introduced the "yes you can" feat concept that began to weaken DM fiat of a given situation. I do not agree with the sequitor that it made featless fighters "better" since then the ability to do "cool" things laid at the feat of the DM, and lacking clear rules to adjuncate such situations led to near-impossiblness (no, you can't strike the foes hand to disarm him, that is not in the rules) or over-usefulness (called shot to the eye! He's blind now, right?)
Korgoth said: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.
Ah, you can't call out bashers then end on that. Pot. Kettle.