Assess this chap's position (3.0 and older versions)

Biohazard

First Post
Hi everyone. Been gone awhile, and getting back into things now. Debating whether to use 3.5 for an upcoming series of one-shots; feel drawn back to older versions of the game :confused: Searching for answers on RPGnet (always a good place to go for help with D&D :p ) and found a thread on "differences between 3.X and earlier versions". Really enjoyed the post that I've copied below, and I'd like your folks' feedback on it. Basically, do you agree or disagree with the points the chap makes? I'm especially interested in feedback on the highlighted portions of the text. (My highlighting). Thanks!

***************
QUOTED FROM RPGnet (I did not write this!!):
[In pre-3.0 editions of D&D] The emphasis was on party interdependence and cooperation, rather than on individual flexibility and empowerment. Multiclassing was greatly restricted and often not worth the tradeoffs, so archetypes were much stronger. Each character was more of a specialist, which meant the party had to work together and cover each other's weaknesses or nobody would survive.

It took more XP to level; XP came 10% from fighting and 90% from treasure taken, so with a frugal/stingy GM it could take a long time to level. On the other hand, if the DM used the official treasure tables it was only a little slower than 3E--but then you were awash in a sea of gold. Classically you spent your gold on training to reach the next level, or saved it up to build your castle when you reached name level (and/or hired armies to engage in power politics.) XP requirements doubled every level until name level, when they became linear.

You generally could not buy/sell magic items. You also couldn't make your own unless you were high level, and it was difficult enough most people didn't bother. Instead if you wanted more magic, you went on more adventures, dropped hints to the DM... and took whatever he gave you. Once you got an item you tended to hang onto it and it became a defining part of your character. Nowadays magic items are a dime a dozen, easy come easy go, like Christmas presents you don't want so you exchange them and buy what you DO want. The joy is gone, replaced with greed.

There was no real balance built into the game; balancing encounters and rewards as a DM was an art form acquired through experience. Instant death was more common and encounters less predictable. Where in 3.X it is generally easier to survive lower levels but harder to survive high levels, in earlier editions low levels were deadly but if you survived to high level survival became easier.

Characters were career-oriented. You chose your class (or multiclass combo) at first level and generally stuck with it to death. At a certain point, typically 9th level, you achieved "name level," automatically acquired a small army of loyal followers and were entitled to build a castle. The emphasis of play now shifted to politics and war, though you still had to save the world and defend your realm from time to time. But the idea was that you had "won the game" and were entitled to retire to semi-NPC status, and your fame and power would be immortalized as a permanent fixture of the campaign.

Basic mechanics were pretty similar, but much simpler. No feats, no skills, combat was far less tactical (no AOO for example). Saving throws were organized by threat category rather than defense category, and there were five of them instead of three. Attacks and AC were pretty much identical except for the numbers being reversed (old AC = 20-AC, old attack number = 20-BAB). Thief skills were percentile and fixed by level; an optional skill system was introduced in 2E which basically amounted to "roll your ability score or less on 1d20". No prestige classes.

The overall power curve was considerably lower, but balanced for lower numbers. Characters had fewer hp, did less damage per attack, etc. Ability scores did not improve as you gained levels. The spell list was shorter and quirkier, with fewer "buffing", "scrying", and "summoning" spells. No spontaneous magic at all; no sorcerers. Clerics did not get domains (except maybe in FR). Clerics were weaker, wizards perhaps more powerful; fighters were better at lower levels but less competitive at higher levels. Certain minimum levels of magic equipment were not assumed in class balance, and many campaigns were far less magic-rich than the default 3E campaign.
There were no NPC classes. There were no real monster templates, and monsters did not have class levels. All monsters used d8 hit dice, and did not get bonuses from ability scores (ability scores were not even listed for monsters.) Monster PCs were rare and generally based on house rules. There were no "half-X" templates.

Compared to 3E, older versions delivered a similar experience but would be "rules light" by comparison. The experience was more party-oriented rather than character-oriented. The game strove more for story and flavor rather than tactical richness; the rules were originally designed to "stay out of the way" and leave room for role-play and creativity, although many (if not most) players didn't seem to get this concept. The game generally had a more "historic medieval" feel in presentation and artwork, whereas the new game has a more Warhammer-esque "dungeonpunk" feel with tattoos and spikey armor and leather strappy outfits and attitude.
The new edition is definitely more sound mechanically, holds together better, and is balanced on a razor's edge. But for all its engineering scientific quality (I won't say perfection, every game has warts) it has lost a lot of the flavor and quirkiness and charm of the original. It is a good game, but it is different... when we changed to 3.X I noticed an immediate and dramatic change in the way players approached and played the game, in the dynamics of play, and in DM prep.

Speaking of which the older editions, while giving fewer toys to the players, were MUCH easier to DM. Less prep time, less work running the game, less record keeping, less work to keep balanced. The new game is finely balanced but you have to pay attention to the details to make the balance work; in the older game, once you got the feel of it, things were intuitive and you could gloss over 99% of the rules and just make it all up. (Yes you can do that in the new game too, but if you do that you're not playing 3.X as written and as intended, your playing old D&D with a different ruleset, just like if you whipped up a dungeon crawl in GURPS)

My 2c
Mike
 

log in or register to remove this ad

Um....wrong? Pretty much just wrong.

I see much personal opinion, not much that can be taken as factual and a lot of stereotyping.

In fact, from a very sinister, conspiratorial (and overly imaginative) point of view, I'd label this as propaganda meant to misinform and keep people away from the newest edition of the game.

Just 'my 2c'

J. Grenemyer
 

90% of the RPGNet post seems to be tinted by subjective opinion (none of which I agree with), but the point about characters gaining levels in 3e faster than levels in previous editions is, generally, dead on. Ditto the focus of 3e on individual character optimization in comparison to older editions. That said, those are the only two points in the cited post that I could stand behind and keep a straight face.

[Edit: Actually, I re-read it, and I agree with the last highlighted section, as well (but not for reasons mentioned by the RPGNet poster). I've found DMIng 3x to be a complete whore compared to DMing all of the earlier editions, but less because of things like awarding magic items, than because of all the situation-specific rules. While it's true that one can ignore these rules, doing so has great potential to impact other parts of the game adversely due to the tightly integrated design.]
 
Last edited:

For me, the d20 versions of the game do assue too much magic. It feels as if the game is a magic arms race in a war of hit point attrition. The rules make more sense and are streamlined in some good ways (especially combat), but they are much more encompassing and therefore more complicated in other ways (especially magic). I prefer d20 to older versions and 3.0 to 3.5. I did buy a Basic boxed set today for nostalgia, but I doubt I'll run it. If I were to DM a series of 1-shots, I would use 3.0.
 

Interesting post. Overall, I'd agree with him. Here's my own (condensed) view, focusing on AD&D 1e/2e, which is my preferred version to DM:

1. D&D 3.X is fun to play but a nightmare to DM. I've DM'd every version of D&D except for OD&D, and I agree that 3.X demands a level of rules-knowledge and logical detail on the part of the DM that was absent in previous editions.

2. D&D 3.X has approximately one million rules. They are perfectly balanced and beautiful in their internal consistency, but there are still one million of them. AD&D 1e/2e had about five hundred rules, and they were often arbitrary and at times contradictory. But there were only five hundred of them.

So is it better to have a huge amount of logical rules or a small amount of quirky ones? Largely depends on the person. I love the "small-quirky" rulesets of the older games, but many folks prefer the "gargantuan-logical" rules of 3.X.

3. D&D 3.X is FAR more high-powered than previous versions and is focused strongly on building and "optimising" a powerful character. This is the whole purpose of feats. Each feat functions as a new "card" (so to speak) that can be added to your "deck", building a more powerful character. There is a thematic influence here from Magic: the Gathering, which no one really denies. Whether this is a good or bad thing is another matter, of course.

4. I think the "Dungeonpunk" thing about 3.X has been overstated. Personally, I *love* the art in 3.X. But art is, well, just window dressing. Largely irrelevant.

5. His point about magic items is spot-on. D&D 3.X tends to encourage Wal*Mart magic-item creation. In AD&D 1e/2e, magic items tended to be rare and exotic (unless your DM was a 12-year-old munchkin, of course. ;) ).

6. Speaking of munchkinism, it exists in ANY version of ANY RPG. Look at all those Knights of the Dinner Table comics: the whole point of that strip is that AD&D was notorious for its munchkin players. On the other hand, it is FAR easier (and more fun) to be a munchkin in D&D 3.X. Give it another ten years; we already have 20th level Half-celestial/Half-gelatinous cube blackguard monks. I shudder to think what kind of characters will be popular in the future!

7. It's tough to argue the logical superiority of AD&D on any serious grounds. The game's appeal is largely its simplicity, its charm, its tone. D&D 3.X, however, is a mathematically engineered precision machine. AD&D is an RPG for artists and philosophers and creative types, D&D 3.X is an RPG for logical, mathematically-gifted, scientists. Each has its appeal. Each has its place.

Just my thoughts.

Bye
Chainsaw Mage

5.
 


I disagree.

The greed aspect is a player thing, not a game thimg. Greedy players are greeding in whatever game they play, and ungreedy players are ungreedy in whatever game they play.

Mechanics are now simplier as everything is d20 + X instead of table looking high good for this, low good for this, d20 rolls for this percentage rolls for this...there didn't seem to be must rhyme or reason for the differences in the older editions but thenew games makes sense for the choices.

Prep time for d20 is easy once you learn the rules. I took over a camapgin today and ran a session with zer o prep time based on my knowledge of the system. NPCs, opponents, all of that was easy to do on the fly and fast.
 

Crothian said:
I disagree.

The greed aspect is a player thing, not a game thimg. Greedy players are greeding in whatever game they play, and ungreedy players are ungreedy in whatever game they play.

There's some truth to this, of course, but you'd have to agree that certain games encourage certain behaviors. D&D 3.X tends to encourage power-gaming, character optimization, and magic item creation/accumulation. It's like saying, "Football isn't violent. Violent athletes are violent in whatever game they play." But in football you kind of *have* to be violent to succeed. Similar "greed" in D&D 3.X (although I think "greed" is the wrong word).

Crothian said:
Mechanics are now simplier as everything is d20 + X instead of table looking high good for this, low good for this, d20 rolls for this percentage rolls for this...there didn't seem to be must rhyme or reason for the differences in the older editions but thenew games makes sense for the choices.

Mechanics are simpler in 3.X, but the downside is that there are about fifty million more rules. So it's a mixed blessing.

Crothian said:
Prep time for d20 is easy once you learn the rules. I took over a camapgin today and ran a session with zer o prep time based on my knowledge of the system. NPCs, opponents, all of that was easy to do on the fly and fast.

The problem with this comment is that it's true of any RPG at all and doesn't really address the issue of complexity. Obviously an RPG is easy to run if you master the rules inside and out. The issue, however, is *how difficult is it to master those rules*?

D&D 3.X? I shudder to think of trying to master that game. I love to play it, but I'll never run it again.
 

Chainsaw Mage said:
There's some truth to this, of course, but you'd have to agree that certain games encourage certain behaviors. D&D 3.X tends to encourage power-gaming, character optimization, and magic item creation/accumulation. It's like saying, "Football isn't violent. Violent athletes are violent in whatever game they play." But in football you kind of *have* to be violent to succeed. Similar "greed" in D&D 3.X (although I think "greed" is the wrong word).

Well, I'm going with greed since that is the word that was said but if there is a better one that describes this I'm all ears.

I've never seen a greedy D&D player in my games. I have at one shot con games and gamedays and heard stories and seen them on the boards, but I have never seen this behavior in my own games. I don't think games encourage anything, they are what they are. But they might have a tendency of attracting certain types of players to them. Maybe 4 out of 5 greedy players perfer d20 to the national brand. But the game is easy to play without the greed, least for me it is and that's 5 years running on that.

Mechanics are simpler in 3.X, but the downside is that there are about fifty million more rules. So it's a mixed blessing.

Maybe a dozen more rules, yes there are more but they are consistant and its easier for a player and DM if they can do actions which there are rules for then not. That was one of the problems with the older editions, they didn't have rules for common things some players like to try.

The problem with this comment is that it's true of any RPG at all and doesn't really address the issue of complexity. Obviously an RPG is easy to run if you master the rules inside and out. The issue, however, is *how difficult is it to master those rules*?

D&D 3.X? I shudder to think of trying to master that game. I love to play it, but I'll never run it again.

Well, I'm not a master of 3.x see my answers to rules threads and I'm as wrong as I am right. But I'm confidant in my ability to run, I don't let the game run or control me, and it seems to work for everyone involed. I had an easier time learning d20 then I did GURPS. Maybe its becasue I started d20 5 years ago and the three core books were easy to master and it was easy to just a few new books and their rules to my game each month as my library increased. I actually think when people say d20 rules are complicated they are actually refering more to the thousands of books for the system then the basic rules. The basic core rules are really not that hard to master. It's the other stuff that is not always as well written and meant to be used together that causes the most problems I've seen on the boards.

Now, I'm not saying D&D 3rd ed is easy for everyone, I've seen more then my fair share of DMs that did not do a good job with the system. I'm a big supporter of the right game for the right GM and group. THis is another problem that not many people seem to realize, they might not be cut out for this game.
 

I think a bit part of the "AD&D was better" feel is simply that most of AD&D seemed to be missing.


DMing was easier because the rules were so bad you just ignored them and made some other ones up.

You can still do the same with 3.5. If noone at the table knows a rule, you don't have to stop and look it up. Make up something else.

But if you don't know - there's a rule.

Same goes for monsters, xp, treasure etc etc. Before 3.0, you had no idea (without actually having seen a monster in action) how well it would perform against a party. Now you have some idea - CR is not perfect, but it's a lot better than nothing.

Somehow people turn this into a bad thing for 3.5. I really don't get it.


Oh, and magic items have always been a problem. Lets face it - a +1 sword will never be magical and wonderful. It's cooler than a normal sword, sure, but it's not going to leave players going "oooh" and "aaah". Same goes for most of the numerical bonus-style items.

And "no buying and selling of magical items" was another thing that was always nonsensical. I know it was a common thing for our games to have +1 weapons sitting about doing nothing, and us being unable to sell them because of some wierd law of nature or something...
 

Remove ads

Top