An Examination of Differences between Editions

RFisher said:
The later books often didn't make it clear to us who came along later that a sneaky fighter was OK. Sure, we could house rule it, but if they told us how to handle thieves sneaking & didn't say anything about fighters sneaking, we figured that meant that fighters weren't supposed to sneak.

This to me points again to what I consider the biggest changes in the game as it has progressed through the additions.

I've often made mention of the fact that I think that the 3rd edition rules (and 3.0 in particular) are the best rules D&D has ever had. I consider this to be pretty much unarguable and not even really a matter of opinion. What confuses people is that in saying this, I'm not necessarily suggesting that 3rd edition is a better game than any other edition. Just because a particular edition has the best rules, it doesn't necessarily follow that it makes for the best game. The rules are thier to provide for conflict/proposition resolution, and as guidelines for that the 3rd edition rules are without question better than earlier editions. But there is more to a RPG than merely rules to provide for conflict/proposition resolution. There is this whole metagame and particularly player experience of the game that is in some ways quite independent of the rules.

What I've noticed, and what my earlier topic (high detail versus low detail propositions and proper referee resolution of those events) is basically about, is that in some ways better rules make for a metagame which is IMO worse for the goals of a role-playing game as I understand them, namely, that there will be alot of role-playing going on consequent emmersion into the setting and role by the player. In other words, the goal of the game is not only to get the player to mentally be in the game space where the rules take place, but also to be in the shared imaginary space where ostencibly the game is taking place.

And the problem is that high detail rules that are useful for resolving the popositions about what those imaginary figures do in the imaginary space enlarge that game space to the point that it makes it difficult to be mentally in that imaginary space. My earlier point was this tends to constrict the number of propositions that the player will make about the imaginary space.

A similar filtering process is mentioned here by RFisher, in that I've long noted that anything that isn't explicitly allowed by the rules is typically assumed at a metagame level to be forbidden - even if it makes no sense at all for it to be forbidden at the level of the imaginary space. Because the rules do not specifically allow the fighter to 'sneak', it is assumed that 'my fighter sneaks' is not a proposition that you can offer in the game. You might think that because, for example, 3rd edition rules make it explicit what happens when a non-sneaky character sneaks that high detail rules mitigate this problem and in some ways they do. High detail rules do allow more explicit options, so that, for example, propositions I was fully prepared to accept and arbitrate in earlier editions like 'I trip', 'I grapple', 'I push' are more often proposed by players in 3rd edition because they know that they can do it from the rules. But what I've noticed is the counterpart to this is that the more detailed the rules become, the more blind that the player/DM becomes to possibilities that aren't explicit in the rules. The sheer quality of the rules tends to create the illusion of being all encompasing and always effective arbitrators in a way that earlier editions with really clunky and clearly poor rules never were in danger of doing.

In some ways, regardless of edition, I've had the best luck with players who don't know the rules AT ALL. Lacking any explicit game propositions to dwell on, they revert entirely to inhabiting the imaginary space (rather than the game spacE), and when they do that they will give any proposition that they think can be made in the circumstance. Brand spanking new role players in many ways tend to play the game 'better' than ones with more experience, and in some ways the problem becomes worse (IMO) the latter the edition that the player was forged on. More experienced players tend to play the game more tactically and optimize better, but this is I think we will all agree not nearly the same thing. Accepting that 'better' in an RPG means 'more tactically optimal decisions', is like accepting that the rules for Settlers of Cataan are good rules for a RPG of frontier exploration or that Puerto Rico strongly encourages players to assume the roles of colonial governors and emmerse themselves in this experience. I think that we will all agree that 'Settlers of Cataan' and 'Puerto Rico' have very good rules indeed, but it doesn't necessarily follow that they are good rules for a role-playing game.

Now, I'm not saying that there is anything necessarily wrong with playing D&D as a competitive skirmish level tactical wargame, and some people could quite rightly claim that in many ways this brings D&D back closer to its roots. But, at least in my opinion it was not in being a competitive skirmish level tactical wargame - even one with fantasy elements - where D&D was really innovative.
 

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Hussar said:
I was with you until this point. Buh? Monsters have always scaled with character level. There's a rather large appendix in the 1e DMG that shows what level a given monster should be used at.

Just as a minor point, in Advanced D&D monster level isn't the on the same scale as character level (or dungeon level, or spell level). Monster levels range from 1 to 10 only. The monster level can be compared to the character level to some degree, but that's not to say that six 3rd level characters are necessarily equivalent in strength to six 3rd level monsters. 3rd level monsters tend to be found on the 3rd dungeon level. These are all very general guidelines.

At 1st level, you met orcs and goblins. At 5th you met trolls and maybe small giants. At 8th and 9th you got into the bigger dragons and demons.

At 1st level, if you wandered down to the 8th dungeon level, you'd probably run into 8th level monsters. Silly you.
 



IIRC (I don't have my DMG in front of me), while creatures in AD&D more-or-less scaled according to the level of the dungeon (and one hopes that the level of the dungeon scales to the level of the PCs!), one could potentially encounter any sort of monster in the wilderness.

I remember when I read the DMG for the first time (after reading through the Basic, Expert, and Companion sets) and being struck by the lack of guidelines for determining which magical items to give out at which levels. If the generation of treasure and magic is truly random, a 1st-level character could potentially wind up with a +5 sword.
 

dcas said:
IIRC (I don't have my DMG in front of me), while creatures in AD&D more-or-less scaled according to the level of the dungeon (and one hopes that the level of the dungeon scales to the level of the PCs!), one could potentially encounter any sort of monster in the wilderness.

In a certain sense this is true because the encounter tables for the wilderness areas depended not on the creatures level but its rarity. However, DM's were strongly encouraged to make thier own tables and select creatures suitable for the region, which effectively would have restricted monsters in much the same fashion that dungeon levels did.

I remember when I read the DMG for the first time (after reading through the Basic, Expert, and Companion sets) and being struck by the lack of guidelines for determining which magical items to give out at which levels.

It's easy to miss alot of things in the DMG with all that dense prose and the seemingly random shifts between topics. Try page 91-93. Guidelines; not rules.
 

Celebrim said:
In a certain sense this is true because the encounter tables for the wilderness areas depended not on the creatures level but its rarity. However, DM's were strongly encouraged to make thier own tables and select creatures suitable for the region, which effectively would have restricted monsters in much the same fashion that dungeon levels did.

Only if the DM decides that there's a low level region, a mid level region, and a high level region. Otherwise, if it's a swamp, there's a chance there's a big frickin' black dragon in there, regardless of whether you are a 1st leveller looking to kill bullywugs or a demigod.

The only "CR" style advice in the 1E DMG is where GG talks about not being a jerk DM and just cackling while obliterating the PCs. Aside from saying "be tough, but fair" the books don't really discuss the mathematical aspect of encounter design.

Nor should they, IMO. Newbies will slog through it the same way us old timers did (trial and error) and those of us who have been playing forever and a day should no better than to throw ridiculous monsters/traps/whatever at the PCs.
 

I love the "challeneg by dungeon level" arrangement of OD&D (and 1E, sort of) because combines the best of balanced and status quo challenges and, most importantly, puts the players rather than the DM in the decision-making role. Provided they know that each level of the dungeon is theoretically balanced for characters of that level (and it's necessary for this system to work that the players know this), they can choose their challenges accordingly -- a 3rd level party that's feeling lucky (or foolhardy) can venture onto the 4th or 5th level in hopes of achieving greater reward for greater risk (and with no one to blame but themselves if things go badly); or OTOH a 4th level party that feel like playing it safe (perhaps because they're below-strength from some players being absent) can "slum" on the 2nd or 3rd level, and while they'll only get modest rewards (XP awards in OD&D are a ratio of character level to dungeon level, so 4th level characters adventuring on dungeon level 2 earn 1/2 XP, on deungeon level 3 they earn 3/4, etc.) they also have a much decreased risk of getting wiped out in an unlucky encounter.

This system makes absolutely no sense in terms on in-milieu logic or verisimilitude, but in a pure game sense it's brilliant.
 

While it's all very well and good to say that you could meet orcs when your 1e fighter was 8th level, how often did this actually happen in play?

Look through any module for 6-8th level play. How many straight up orcs do you find? Conversely, how many stone giants do you find in Cult of the Reptile God? Or Village of Hommlet?

While it's true that there was very little written about scaling encounters, it was still done in practice. What I said before about going from orcs to demons is true in pretty much every published adventure.

It may be explicit in 3e, but, scaling was certainly done in 1e.
 

Hussar said:
While it's all very well and good to say that you could meet orcs when your 1e fighter was 8th level, how often did this actually happen in play?
There are quite a few orcs in Steading of the Hill Giant Chief, and adventure intended for 9th+ level characters.
 

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