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General Tabletop Discussion
D&D Older Editions
3E and the Feel of D&D
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<blockquote data-quote="Greenfield" data-source="post: 7887173" data-attributes="member: 6669384"><p>I must have missed the "No evil PCs" rule change. Our group has avoided them, but they aren't forbidden.</p><p></p><p>The big change from Thief to Rogue was the change from the Thief abilities table (percentage chance of success based on level) to the skill-based model. That made it possible to have a character who specializes in stealth, or city-focused skills (open locks, pick pockets (sleight of hand), etc.), or being a dungeon scout and so forth.</p><p></p><p>Thieves/Rogues get a lot of skill points but their class is so skill focused that the typical PC can't keep all of the class-specialty skills maxed or up to date. I see that as a good thing, encouraging players to select a style and specialty to master.</p><p></p><p>The same is true of Bards: Lots of skill points, but so very few that are Charisma based and in class. In another thread someone complained about skills like Perform that seemed to fragment the focus on skills. Again, I see that as a plus: "Perform", as a generic, shouldn't make a character an expert guitarist, singer, stand up comedian, orator, poet, jusggler, singer and tightrope walker. The Player has to pick a style and an area of specialty.</p><p></p><p>But all of this adds personality, which was largely lacking in 1st Ed. I could make a Fighter of just about any level in ten minutes, with five minutes to spare. Spellcasters were the same, with the only difference being which spells they had in their books or preferred to prepare. </p><p></p><p>So in that sense it <em>changed</em> the feel of the game.</p><p></p><p>I seem to recall that one of the early pitches for 5e was that it was intended to depend less on rules and more on maintaining the "classic D&D feel". The problrm, of course, being that you only know what that "classic feel" was if you'd played the earlier editions. New players would be left in a wilderness.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7887173, member: 6669384"] I must have missed the "No evil PCs" rule change. Our group has avoided them, but they aren't forbidden. The big change from Thief to Rogue was the change from the Thief abilities table (percentage chance of success based on level) to the skill-based model. That made it possible to have a character who specializes in stealth, or city-focused skills (open locks, pick pockets (sleight of hand), etc.), or being a dungeon scout and so forth. Thieves/Rogues get a lot of skill points but their class is so skill focused that the typical PC can't keep all of the class-specialty skills maxed or up to date. I see that as a good thing, encouraging players to select a style and specialty to master. The same is true of Bards: Lots of skill points, but so very few that are Charisma based and in class. In another thread someone complained about skills like Perform that seemed to fragment the focus on skills. Again, I see that as a plus: "Perform", as a generic, shouldn't make a character an expert guitarist, singer, stand up comedian, orator, poet, jusggler, singer and tightrope walker. The Player has to pick a style and an area of specialty. But all of this adds personality, which was largely lacking in 1st Ed. I could make a Fighter of just about any level in ten minutes, with five minutes to spare. Spellcasters were the same, with the only difference being which spells they had in their books or preferred to prepare. So in that sense it [I]changed[/I] the feel of the game. I seem to recall that one of the early pitches for 5e was that it was intended to depend less on rules and more on maintaining the "classic D&D feel". The problrm, of course, being that you only know what that "classic feel" was if you'd played the earlier editions. New players would be left in a wilderness. [/QUOTE]
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