To go way back to the OP, this illustrates the issue.
In AD&D, if you want your wizard to trip an orc, the DM has to improvise a mechanic: probably something based on the wizard's Str or Dex with the difficult set arbitrarily.
In 3E, the rules set it out for you. First you make a melee touch attack, which draws an opportunity attack from the orc unless your wizard has the Improved Trip feat (which he doesn't, because he's a wizard). If you succeed, you then make opposed Strength checks (the defender can use Dexterity if it's higher), modified by size, with another modifier if the defender has more than two legs.
If you fail this check, the defender can initiate another such check to try to trip you back.
Which system has the stricter rules here?
True, though the tottering niche protection offered by 3e is upheld somewhat by class and cross class skills.In 3e, different characters can distribute skill points in different ways. This is one thing that weakens the character class system, but it strengthens the far-reaching and thoroughly quantified "character build" system.
I thought of that after I posted, but then figures since 3E has seperate rules for both tripping and grappling/overbearing, it would still have to be considered more rules-heavy regardless.I reckon "tripping" would come under Overbearing (DMG p. 73).
Possibly.I think I have hit a few nerves in here about this issue...
No.... with good reason.
We're very lucky to have someone to explain to us what most of us actually experienced first-hand. Damn unreliable human perception/memory! For extra credit, can you explain where I was on and around the weekend of July the 4th, 1984? I believe that was when I first discovered cheap Scotch, in my friend's basement, but my memories are a little sketchy.The misconception that 3E is more restrictive than AD&D came about primarily because of a misinterpretation of what "old-school" meant.
I lump 2e in with old school, too. Can you explain to me how that's incorrect using your marvelous powers of 2nd and 3rd hand observation? I dare you!People like to lump "old-school" with AD&D, when this is fundamentally wrong.
I'll wager even Matt Finch doesn't consider himself the sole authority on "old-school D&D". You can ask him yourself. He posts around here. Or you can wait a few years and then read what some other people were saying about the subject on the Internet.As Matthew Finch points out, Old School meant 0E.
Keep trying!I've taken many of your arguments into consideration, but I still don't see it.
Which, by your admission, you didn't witness. You wouldn't happen to be pulling our (collective) legs with the thread, would you?To deny this is to simply not understand the history of Dungeons and Dragons and it's evolution over the years.
To deny this is to simply not understand the history of Dungeons and Dragons and it's evolution over the years.
"Everyone else is insane!!!"I think I have hit a few nerves in here about this issue, with good reason. I'm challenging a principle that a lot of you have held firm to for a very long time. A long held opinion about something doesn't just change overnight.

No. It isn't. You can trust the creators of "old school" RPGs, and creators of "new school" RPGs, on that. Just ask them. Or look up some of their statements, conversations, whatever. Really, do yourself a favour. You're not posting with anything substantial to back you up, so far. you'd be better off doing so - for your own sake, if nothing else.People like to lump "old-school" with AD&D, when this is fundamentally wrong.
O RLY?The D20 Core mechanic was designed from the very beginning to give more flexibility to the D&D game system. These are not my words, they're the words of those who helped create D&D 3rd Edition.
rofl!You can look it up on Wikipedia
See above.you can go back and look at the drawing boards and all the commentary made by the designers of 3rd Ed.
Oh, the irony![blah blah blah - nothing substantial, let alone factual, yet again...] is to simply not understand the history of Dungeons and Dragons and it's evolution over the years.


(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.