SHARK
First Post
Greetings!
Damn. Yeah, Lumin, I guess you just aren't getting it my man. Us "Old Schoolers" have been there, and seen it all grow and develop from the beginning. Somehow, we don't know what we're talking about? *shrugs*
There is so much in 3.5 that, yes, while much of it provides more *options* than old school AD&D, as you embrace book after book of optional rules, dozens and dozens of skills, hundreds of feats, dozens of races, special race abilities, a ginormous selection of half-dragon/retarded vampire/blessed templates, and dozens of classes--it all becomes a soul-crushing, exhausting headache when compared to:
In AD&D: Yeah, man, your human 15th level Fighter has his magic armor, his magic sword, and he's ready to lead the armies against Sauron. Huh? Yeah, he is a badass in hand-to-hand combat. And he's studied strategy and history, and military knowledge. Go.
AD&D, like was mentioned, on so many tasks and such it was just assumed that your character knew "X, Y, and Z. and maybe something of A, B, and C, too." You just knew it, and did it. A simple roll against your stat, maybe a few modifiers, and that was it. No feats required. No skills required. No tables to consult. No skill ranks to worry about. None of that. You just figured, hey, he would know this easy; or he would have some knowledge of this; or he might have a little knowledge of this. Ok. Roll. Go for it. Done.
3.5 is outstanding, and fun. It has many strengths. I'm a fan. I got the t-shirt. I played for years, and have just about every damned book ever put out for 3.5 in my library. However, after years of playing, it does have it's failures and weaknesses, some of which are not readily apparent. At first blush, some of the edition's strengths--actually appear that way, but down the road, what you thought was a strength actually becomes a weakness or problem area. Add several salient problem areas of 3.5 up, and it becomes far less free-wheeling than AD&D. Much more book-keeping. Much more number-crunching. Much more table-surfing. Much, much more work.
With AD&D--the game I started with back in the day around 1978--is refreshingly simple, easy, and quick. Much more free-wheeling than 3.5. Much less book-keeping. Far, far less of a chore to make stuff up for. I played AD&D for over 12 years. I never did get too much into 2E. Then I played 3/3.5 E for 10 years or more. It's been a long time, but I must say, AD&D--OLD SCHOOL GAMING!--is just a blast, and totally awesome! It's great to be back in the game that started it all, so long ago for many of us.
I like rolling a character up in 5 minutes. I like writing up a room of orcs ready to go in 10 minutes. I like having fights between a dozen party members, and three dozen enemies--and it being done and over with in 20 minutes flat. I like it when a player levels, or I level and NPC--and it's done in 15 minutes.
I like being able to DM the game making most decisions backed up by simple, well-written rules--and making judgement calls and decisions on the fly, that have no or very little basis in the RAW, and doing so with absolute confidence that I'm not mistaken, or haven't quoted some obscure rule properly, or not applied the correct formula or sequence of steps, and on and on. AD&D is just so much fun, and I encourage everyone to try it--or get back into it if you're an old schooler like myself and others here.
Semper Fidelis,
SHARK
Damn. Yeah, Lumin, I guess you just aren't getting it my man. Us "Old Schoolers" have been there, and seen it all grow and develop from the beginning. Somehow, we don't know what we're talking about? *shrugs*
There is so much in 3.5 that, yes, while much of it provides more *options* than old school AD&D, as you embrace book after book of optional rules, dozens and dozens of skills, hundreds of feats, dozens of races, special race abilities, a ginormous selection of half-dragon/retarded vampire/blessed templates, and dozens of classes--it all becomes a soul-crushing, exhausting headache when compared to:
In AD&D: Yeah, man, your human 15th level Fighter has his magic armor, his magic sword, and he's ready to lead the armies against Sauron. Huh? Yeah, he is a badass in hand-to-hand combat. And he's studied strategy and history, and military knowledge. Go.
AD&D, like was mentioned, on so many tasks and such it was just assumed that your character knew "X, Y, and Z. and maybe something of A, B, and C, too." You just knew it, and did it. A simple roll against your stat, maybe a few modifiers, and that was it. No feats required. No skills required. No tables to consult. No skill ranks to worry about. None of that. You just figured, hey, he would know this easy; or he would have some knowledge of this; or he might have a little knowledge of this. Ok. Roll. Go for it. Done.
3.5 is outstanding, and fun. It has many strengths. I'm a fan. I got the t-shirt. I played for years, and have just about every damned book ever put out for 3.5 in my library. However, after years of playing, it does have it's failures and weaknesses, some of which are not readily apparent. At first blush, some of the edition's strengths--actually appear that way, but down the road, what you thought was a strength actually becomes a weakness or problem area. Add several salient problem areas of 3.5 up, and it becomes far less free-wheeling than AD&D. Much more book-keeping. Much more number-crunching. Much more table-surfing. Much, much more work.
With AD&D--the game I started with back in the day around 1978--is refreshingly simple, easy, and quick. Much more free-wheeling than 3.5. Much less book-keeping. Far, far less of a chore to make stuff up for. I played AD&D for over 12 years. I never did get too much into 2E. Then I played 3/3.5 E for 10 years or more. It's been a long time, but I must say, AD&D--OLD SCHOOL GAMING!--is just a blast, and totally awesome! It's great to be back in the game that started it all, so long ago for many of us.
I like rolling a character up in 5 minutes. I like writing up a room of orcs ready to go in 10 minutes. I like having fights between a dozen party members, and three dozen enemies--and it being done and over with in 20 minutes flat. I like it when a player levels, or I level and NPC--and it's done in 15 minutes.
I like being able to DM the game making most decisions backed up by simple, well-written rules--and making judgement calls and decisions on the fly, that have no or very little basis in the RAW, and doing so with absolute confidence that I'm not mistaken, or haven't quoted some obscure rule properly, or not applied the correct formula or sequence of steps, and on and on. AD&D is just so much fun, and I encourage everyone to try it--or get back into it if you're an old schooler like myself and others here.
Semper Fidelis,
SHARK