2E vs 3E: 8 Years Later. A new perspective?

Spell said:
which is the great point of contention if you have followed the discussion so far. i don't think that option two is easy at all, unless you throw away much of the game balance, and convince your palyers that it's something worth doing. :)

To be perfectly honest, this argument just doesn't hold up.

First off, 2e wasn't balanced to begin with, at least not in the same sense that 3e is supposed to be balanced. Hence, if you were perfectly okay with the 2e way of doing things, losing the 3e version of balance should be of minimal concern.

Second off, having no guidelines doesn't "free" you. It merely leaves you in the dark. The constraints of designer assumptions are still all around you, you just can't see them. As a result, you are likely to lurch from one unfounded belief to another, having to grope your way to figuring out what is made explicit in 3e, and thus figuring out how to modify the system to a version you desire.

Is it easy to convince a player to vary from the 3e assumptions? Sometimes yes, and sometimes no. It usually depends on the player and the variance you want to make.

But that's not the issue.

The issue is this: is it easier to understand what the effects various alterations in your campaign power are going to have relative to the assumed version of the game used by the designers when they put things together? There really is no question but that the answer is that it is easier under the 3e version where they tell you up front what the assumptions they made were.
 

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Spell said:
you know, i think i would like being a player in one of your games. :)

Thanks.

If you care to, occasionally check out the stickied open recruiting thread in the pbp talking the talk forum here. Due to the nature of pbp there is player attrition and I open up recruiting again for my games there (I currently run two pbp games here, linked in my sig).

I try to be up front with my players about my play style and the purposes of my house rules.
 

Reynard said:
I disagree with both of these assertions. For 10 years of play, I found the NWP system to be perfectly viable for expanding upon the core concepts linked to the character's class and race and providing the player with tools to not only flesh out his character, but engage the adventure and the setting outside of combat. Your experiences may be different, of course, but that fact doesn't negate mine.

Sure, I can make a fire with two sticks as well. That doesn't mean a match isn't a better tool for the job.

The 2e NWP system (and we are talking about the published 2e NWP system here, not a perfect NWP system that we may have wished for, or a house ruled system, or anything else) was an extremely weak and poorly designed system. The NWP slots were too few to make an impact, the individual NWPs were too poorly defined, the rate of skill acquisition was too quick (one NWP took you from "no ability" to "as good as a professional at the job" with one slot), and the system for advancing your NWP provided abilities was horribly weak.

I'm going to call it what it was: a hasty, poorly done patch thrown together in the face of developing skill based systems like GURPS, HERO, and even Rolemaster.

The problem with the way 3E handles it is that it integrates these out-of-combat, supoplementary, character-centric skills into the classes and class abilities and therefore they become just another number crunching exercise. The rogue spends all these skill points on tumble and balance and bluff for their combat advantages -- and well he should. But if those skill points were seperate from the core abilities of the rogue, then those same skill points could be spent on things that give the character versatility and/or depth as NWPs were used.

You mean like all those 2e rogues who spent their NWPs on things like Tumble and Jumping and Blind-Fighting? I'm sorry,but while your argument is interesting, it would be more persuasive if it matched the facts better. The reality is that the NWPs in 2e were just as combat heavy as the skills in 3e, probably more so since you had so many fewer to spend and hence, if you took a combat related NWP it pretty much precluded you from doing much to "flesh out" the noncombat elements of the character.

Looking at page 76 of the 2e PHB, it looks like the NWPs essentially amount to a truncated (and more conbat focused) grouping of traits that became skills and feats in 3e. Now, you may have had wonderful players who did nothing but take Brewing, Carpentry, and Pottery with their NWPs, but the 2e rules as written pretty much point towards using NWPs as supplements to your character's combat related abilites as much, if not more than the 3e rules point towards that with skills.
 
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Spell said:
well, they were not. have you checked how much of the PHB is devoted to the combat section? how many spells are connected to combat vs. those than have other effects? how many NWP have nothing to do with combat?

I'll take these in order:

1. The 3e PHB or the 2e PHB?

The 3e PHB: 27 pages.

The 2e PHB: 23 pages, plus another 4 pages convering "Encounters" that covers material covered in the 3e Combat chapter.

2. About the same for both editions.

3. At most, the same number as the number of noncombat related skills in the 3e PHB, primarily because almost all of the noncombat NWPs can be replicated with Profession, Knowledge, or Craft skills. Listing them seprately doesn't get you a cookie. It just means you have used a couple dozen words to say something you could have said with a quarter as many. Literary surplusage is not a virtue when writing.

now, you might like the way things were implemented, but you can't say that the level of "combat madness" was the same in earlier editions of the games.

Sure I can. Because it was.

i remember we laughed at powergamers and avoided them like the plague. then 3e comes out, et voila! sidebars on "power combos" right in the middle of dragon, as if that was meant to be the way to play the game. at the same time, no ecologies or habitat entries in the MM. and combat references spilling out almost everywhere in the system.

By the most optimistic of a accounts, less than a twentieth of the 3e player base read Dragon. The number was probably much smaller than that. And if you actually looked at the "power combos" you might have noticed that using one of them would give you a really good "one-note" sort of ability, at the cost of being able to do much else as effectively. In other words, just because you were a halfling monk who blew all his feats on save enhancers and could succeed on a save against most things didn't mean you were really anything special as a result. Most of the "power combos" listed in Dragon were at best, fun oddities.

As for ecology and habitat entries, I was glad to see them gone. And I think that my sentiment was shared by a lot of players. D&D, at its core, was intented to be a game that allowed each group to design their own game world. The worst thing introduced in D&D was the long-winded "ecology of" articles that tried to tie down various creatures to a particular set of assumptions. I don't want to know the "ecology of" the medusa. I want to make medusas fit my campaign world. in 1e, this was the way the rule books worked for most monsters. Further, anything in the books that won't be seen by the players is a waste of space. Like an adventure that tells you the irrelevant geneaology of the BBEG's henchman (that has no impact on the events in the module or elsewhere), telling me the mating habits of the gray render is a pointless piece of information.

2e was hemorraging players. The number of people playing the game had drastically declined from the heyday of the early- to mid- eighties. One possible reason was the long-winded, overbearing, unneccessary monster ecology descriptions. 3e ditched them to attract back gamers who had left the fold (so to speak).

sorry, i don't think this is a matter of experience. it's a way of presenting the system to new players and oldies alike. it's a shift in attention for the design team.

Or, you decided up front you didn't like 3e and conformed your viewing of the game to match your expectations.

if role playing mechanics weren't well implemented in previous editions, the solution shouldn't have been: "ok, screw those, we're concentrating on combat", but "wait a second, what can we do to make things better for those that want role play heavy campaigns?!?!"

They did do that. The response of most "role-play" oriented DMs was to say "no way am I gonna allow some character sheet stat tell me how good somebody is at dimplomacy! The player has to come up with flowery speeches and convince me even though they are actually stutterer who can't string three words together."


like? the alignment is toned down. non adventuring specific skills (farming, woodcutting, and so on) are either confined in knowledges, crafts and professions, or just not in the game.

Toned down? How? By having as many, if not more classes and spells dependent upon it? Exactly how has alignment been "toned down"? (Of course, I'd have ditched alignment entirely, as an archaic and poorly thought out system).

Tell me one NWP that is "not in the game" in 3e. And why is making things easier to use (by combining a variety of related skills into groups) a flaw rather than a benefit?

feats are mostly just an excuse to rake in combat bonuses and "cool" tactical manoeuvres.

Some are. Others are ways to improve your skills (even noncombat skills), give you the ability to do cool stuff with spells (even noncombat spells), or even make magic items (even noncombat ones). Still others provide odd noncombat perks (like spell like abilities) that can't be replicated otherwise.

where is this famed customization?

It is sitting right there, under your nose. You just missed it in your indignation.
 

PapersAndPaychecks said:
Point of fact: Nonweapon proficiencies were introduced into 1e with Oriental Adventures, which preceded the Dungeoneer's Survival Guide.

Opinion: They sucked. As, in my opinion, do most skill systems in heroic fantasy.

I mean, what was the consequence of creating a proficiency for Horse Riding? -- Player characters started falling off their horses. What was the consequence of creating a proficiency for Read/Write? -- You started to get characters that couldn't read. What was the consequence of a proficiency for swimming? -- Player characters drowned because they couldn't swim.

Duh.

In the game Mr Gygax wrote, player characters were heroes and the mundane stuff was handwaved. I endorse this approach and reject NWPs.

That's one interpretation.

Unfortunately, what happened around a lot of tables was people still fell off horses, drowned when they hit the water, and couldn't read because the DM said that, with no rules covering something, you couldn't do it.

If I'm hit with a lance while jousting, wouldn't it be nice to have some sort of mechanics that could tell me if I fall off or not? Considering the HUGE number of bolt on mechanics that we saw in Dragon to cover exactly these kinds of questions, I would say that a lot of designers disagreed with Mr. Gygax.
 

Storm Raven said:
To be perfectly honest, this argument just doesn't hold up.

First off, 2e wasn't balanced to begin with, at least not in the same sense that 3e is supposed to be balanced. Hence, if you were perfectly okay with the 2e way of doing things, losing the 3e version of balance should be of minimal concern.

Second off, having no guidelines doesn't "free" you. It merely leaves you in the dark. The constraints of designer assumptions are still all around you, you just can't see them. As a result, you are likely to lurch from one unfounded belief to another, having to grope your way to figuring out what is made explicit in 3e, and thus figuring out how to modify the system to a version you desire.

Is it easy to convince a player to vary from the 3e assumptions? Sometimes yes, and sometimes no. It usually depends on the player and the variance you want to make.

But that's not the issue.

The issue is this: is it easier to understand what the effects various alterations in your campaign power are going to have relative to the assumed version of the game used by the designers when they put things together? There really is no question but that the answer is that it is easier under the 3e version where they tell you up front what the assumptions they made were.
Well, there is one thing to note. 3E seems also a lot more "rules-heavy" as a whole. Which means the assumptions affect a lot of rules, which makes changing the assumptions even harder.

So, basically, in 2E, the assumption were hidden and you didn't really know what would be affected. But there were less things affected (and if there was no real game balance to begin with, could you really make things worse?)
In 3E, the assumptions were written down. Challenge Ratings & Rewards by CR/EL, Wealth by Level Guidelines, Magic Item Creation Rules. But there were a lot of rule subystems, and all aspects where heavily playtested to get a good (but still not perfect) game balance.
Change the assumptions, and the changes affect a lot of things.

Less magical items? Fighters have basically 2 boosters for their primary offensive ability: Magical Weapon and Strength Enhancement. Wizards have only 1 - intellect enhancement.

So, the "best" way might be a very rules-lite system that describes all assumptions. But then, you're only having a few rules! You might have to "guesstimate" a lot, and will this help at goals like game balance or "predictability" of actions within the game? (If there is no Ride skill, do I fall of the Horse if i have Dex 10 but written "grown up among nomads" in the background flavor of my character? What if I have Dex 16 and grew up in a secluded cloister?)

There is no perfect solution. Each has its advantages and disadvantages, and you must decide what your focus is.
Though in either case - rules-heavy or rules-lite, stating the design assumptions always is a good idea.
 

Is 2e really a rules light game though? Between the PHB and the DMG, you have 500 ish pages of rules. That's not how I'd define a rules light game. About the biggest rules difference between 2e and 3e is in combat maneuvers. You could craft magic items in 2e. A 6th level cleric could make scrolls for example. 9th level and you could make potions.

The main difference here being that the actual method for crafting potions was left in the hands of the DM. The DM was told to come up with formulas and the like in order to make creating potions part of the campaign. In 3e, the formula is set and the DM doesn't really have to do any work at all.

In this case, I would actually say that 3e is rules lighter. If you want to make a potion in 3e, spend the cash, have the feat and spell and the potion is made. In 2e, you had to go out and craft an entire set of rules for that specific potion and if you wanted to make another potion, you'd have to craft a new set of rules.

Lack of specific rules does not make a game rules light. Not when the work is then handed off to the DM.
 

Mustrum_Ridcully said:
There is no perfect solution. Each has its advantages and disadvantages, and you must decide what your focus is.
Though in either case - rules-heavy or rules-lite, stating the design assumptions always is a good idea.

QFT.

Personally, having played 2e from 1999 and 3e since it came out, I find 3e astronomically better than 2e. I've met more than a few people whom 2e drove away from gaming and who came back due to 3e, and while my experience was nowhere near that bad, I personally can find very little in 2e which wasn't improved in the transition to 3e.
 

Hussar said:
That's one interpretation.

Sure. I did preface that by being very clear it was only my opinion. ;)

Hussar said:
Unfortunately, what happened around a lot of tables was people still fell off horses, drowned when they hit the water, and couldn't read because the DM said that, with no rules covering something, you couldn't do it.

I agree that such perversions of the game Gary Gygax wrote were rife. I don't agree that "Non-weapon Proficiencies" were the solution to them.

Hussar said:
If I'm hit with a lance while jousting, wouldn't it be nice to have some sort of mechanics that could tell me if I fall off or not?

Eh, I'd rather have had workable mechanics for adventuring in the planes. ;) Imo those are still missing.

There's a whole lot of potential situations in 1e that aren't covered or are left to GM fiat. If you don't like, or don't trust your GM, then this isn't the system for you.

Mind you, on the plus side, it had functioning morale rules and an organised and intelligible system for dealing with hired NPCs. ;) I find these a tad more useful than a detailed analysis of jousting.

Hussar said:
Considering the HUGE number of bolt on mechanics that we saw in Dragon to cover exactly these kinds of questions, I would say that a lot of designers disagreed with Mr. Gygax.

Oh, sure. I've disagreed with Mr Gygax on game design myself. (Those who follow OSRIC won't have failed to notice the absence of psionics, weapon speed factors, weapons -v- AC type rules, or the sad and much-lamented lack of obscure polearms in the weapons tables, among rather a lot else.)

This is one of my points of agreement with him.
 

Heh, I'll agree with you on the morale rules. I miss those. I can see why they got chucked, but, man, I liked 'em. Now every fight seems to go to the death. :(

However, you don't need a detailed analysis of jousting. The Ride skill is what, three paragraphs? Fairly short ones at that. In a fantasy game, mounted combat should come up from time to time. That's not an unfair expectation. With a lack of any resolution mechanics, it can be a right PITA.

While Non-weapon profs might not have been the most elegant solution, they at least went some direction into normalizing a number of situations that came up with some regularity - can I swim? read a book? ride a horse? All pretty straight forward things from gaming.
 

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