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

Chainsaw Mage said:
The thing I find frustrating about 3.X is that because the rules are so detailed, everyone's a rules lawyer. Players can find about a million loopholes to screw the DM, whereas such loopholes didn't exist in the AD&D 1e/2e days.

No, everyone is not a rules lawyer. People who rules lawyer the old game, do so in the new game but people that don't rules lawyer other games don't rules lawyer this game. There are a few loopholes, yes, but again it takes a player who likes to exploit things to do so.

THe key to gaming is finding people that game the way you like to. If you don't have rule lawyers or exploiters in the group, these problems disappear.
 

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Chainsaw Mage said:
The thing I find frustrating about 3.X is that because the rules are so detailed, everyone's a rules lawyer. Players can find about a million loopholes to screw the DM, whereas such loopholes didn't exist in the AD&D 1e/2e days.

Dude. There were plenty of rules and loopholes in the old systems, especially 1E. Thing was that they were so obtuse and random that it wasn't worth the time for most players to look them up or remember them, but trust me, I knew some players that did. In general, the rules are much easier to remember and clearer to decide in 3E than the older systems. There were also plenty of movement rules that even required rulers as the movement was in inches. "Is this indoor or outdoor movement?" Thing was that nobody used it. You don't have to use the tactical system in 3E either. We don't. We just ad hoc it like the old system and the DM decides when there is a chance for AoO.
 

jdrakeh said:
No, I recall those rules... but again, they weren't really any more difficult than many of the situation-specific, feat-based, attacks in D&D 3x (IMHO).
As someone who has DM-ed for all editions of the game (except the three white books, for which I was only a player), I'll just say "NO" to that statement. Running the unarmed combat rules in 1e requires looking at two tables (in addition to the THAC0 tables, under some interpretations) and reading them and the associated texts, not to mention that conditions under those rules change from round to round with no real rhyme or reason. I find it extremely hard to believe that SIMPLE (yes, simple) rules like those for Cleave (you drop an opponent, you get an extra melee attack. How hard is that?) even vaguely compare.
Like I said earlier, though - it's all in how people process information and what works for them. Those rules in AD&D 1e worked (and still do) for a lot of people. So they don't work for you? Well, bully for you! That said, your assertion that said rules are 'impossible to actually use' just doesn't stand up.
I'm sorry, but that's a pretty thin assertion. Very complicated chaotic rules may be easier to read for some people than others, but it's a perfectly reasonable statement to say that rules like the above-mentioned unarmed combat rules are in fact, incredibly difficult to use compared to their 3e counterparts. Lawyers make distinctions like this all the time with respect to regulatory schema. RCRA and CERCLA are "minefields," whereas simpler stuff (the New York State BCL, for instance) is just more straightforward. You're entitled to your opinion, but layout and ease of use go a bit beyond mere subjectivity. That's why we pay writers, proofreaders, editors and printers to handle these things competently.

In short, when viewed through the comforting lens of nostalgia, previous editions of (A)D&D seem less rules-focused and simpler. In practice, with the likely exception of the color-coded boxed sets (Red Basic, Blue Expert, etc.; what's the name for that version?) there were just as many rules ambiguities and just as much confusion. The only reasons why I can see all these complaints about 3.x's rules complexity surfacing are the following:

1) People assume into the mix the vast range of player options in 3e while forgetting all the optional stuff that was out there in 1e/2e. You want "one million" rules? Check out the 1e UA, DSG, WSG, umpteen Dragon magazines, and the optional additions speckled throughout the DMG and occupying several pages at the back of the PHB. Skills, each with a different modifier to the ability check and a different number of required proficiency slots (not to mention the different proficiency advancement tables by class); crazy whacked-out rules like the psionics stuff; rules for attaching a grappling hook, climbing a slope, and crossing a bridge all using different types of mechanics and all scattered in different sections of books; NPC reaction tables; jousting rules spelled out across a 20-page article; et cetera. Or how about 2e Skills and Powers/Combat and Tactics/Spells and Magic? 3e has a huge number of options, but at least they're straightforward, easy to learn, use the same mechanics, and are generally easy to look up (especially if you use a searchable computer-based SRD).

2) Obsession with errata and FAQs. I will agree that people simply didn't use to treat D&D like a piece of federal legislature or business software; they do now, and that's 90% of the problem. D&D rules really aren't that complex as long as you're willing to lump it and go with a reasonable interpretation. The problem is that people (maybe just the folks on these boards) seem to want answers to their rules questions codified, and the rules themselves amended and refined like the fish fumet at the French Laundry. No one really forced that sort of thing in 1e/2e, so maybe it just seemed simpler. I have one rules lawyer in my group, and let me tell you that he's gotten infinitely more tractable with 3e rules running.

3) The Internet. Everyone gets to voice their opinions about the rules to the designers, to WotC Customer Service, and to each other, which IMHO has led to a lot of snowballing on the topic of "broken" rules. (I also see this as a consequence of MMORPGs and of the increased overlap between programmers/engineers and gamers; not that gamers haven't always included a strong techie quotient, but, quite simply, more people are in that industry now.) So everything gets poked and prodded to the point where someone looking at these boards for the first time would think that NOTHING works right in 3e.

Anyway, just my opinion. I have plenty more to disagree with about the initial statement, but not enough time...
 


Chainsaw Mage said:
I'm surprised also that no one has mentioned the slow-moving, tactical, wargame flavor of combat in 3.X. In AD&D it was "I rush across the room and hit the orc with my sword!" In D&D 3.X, it goes more like this:

Player: I rush across the room and hit the orc with my sword!"
DM: Whoa, slow down there, shorty. Now how far is it to the orc? Count the squares.
Player: Oh, uh, okay. [Counts] Looks like 12 squares.
DM: At a scale of one square equals five feet, that's 60 feet. You can only move 30 feet and attack, unless you take a charge action. Do you wish to use a charge action?
Player: Uh, sure.
DM: Be advised, however, that if you use a charge action you will suffer an Armor Class penalty until the end of the next melee round.
Player: Okay, fine. (Sighs, tries to get back into the spirit of the game) I charge!
DM: You enter a threatened square. Although the orc is ten feet away, he has a longspear with reach. Thus he can strike you with an attack of opportunity if you leave this threatened space. Do you wish to leave and continue your charge?
Player: (Sighs deeply) Sure, why not?
DM: (Rolls some dice) The orc strikes you with his longspear as you leave the threatened square. He has the Expertise feat, meaning at his discretion he can subtract his Base Attack Bonus from his attack roll and add it to his damage roll. You take (rolls) 8 points of damage.
Player: Okay, fair enough.
DM: Well?
Player: Well what?
DM: You continue your charge, right?
Player: Oh, was I still charging? I had forgotten. (Pauses, looks around at the group) Say guys, do any of you feel like playing Betrayal at House on the Hill?

Quoted to laugh at the hyperbole. You had this in 1st edition as well, including spears set against a charge, an AC drop due to charging that lasted the rest of the round, and a limit on the max charge range. The only real difference is there's an expertise feat that doesn't behave at all as you describe (you're thinking power attack) and that can all be handled silently by the DM.

You can, of course, still have players yell "I charge in and attack the orc" in 3E as well and run just as nicely as you think you could have in 1st edition. The real difference that you are perceiving is the use of miniatures, optional for both editions of the game, and the attention to the rules you attribute to the 3E game and lack of attention to the rules you attribute to the 1st edition game.
 

Hmmm... now that I'm on the topic, I think that one of the main reasons 1st edition seemed a lot more rules lite than 3E is because people started ignoring rules wholesale, especially when they got cumbersome.

How about the number of blows a shield can fend off in a round? And did anyone ever use this rule?
How many of us threw out the repeated 20s in the combat tables in favor of just using the THAC0?
How much fun was the difference between indoor and outdoor ranges (not that the difference translated to areas of effect)?
And back on that unarmed combat thing: how many of us ditched the rules in the DMG for something homebrewed or from another source?
How about losing your Dex bonus to AC if the ranged attack came from a siege engine or giant-thrown boulder?
How about weapon vs AC type rules? How monks hit anything in those days with their open hand attacks, I don't know.

It seems to me there were plenty of complex rules in 1st edition to the point where I'd hesitate to call it rules-lite.
 
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billd91 said:
Hmmm... now that I'm on the topic, I think that one of the main reasons 1st edition seemed a lot more rules lite than 3E is because people started ignoring rules wholesale, especially when they got cumbersome.

How about the 1 in 6 attacks are against an AC 10 head unless you have a helmet?
 

Chainsaw Mage said:
I'll say it again: 3.X appeals to a different type of gamer than the older games. All you math, science, accounting, engineering types--you're in heaven with 3.X!
I'll say it again: Don't make assumptions that aren't supported by the evidence.

Look at me. I nearly failed maths at high school, and never studied any science in my final year (and took biology, the softest science they offered, in my second-last). I've got a Bachelor of Arts with a triple major in English, history, and studies of religion, with Honours in the latter.

I prefer Third Edition because it is elegant and coherent. I don't find anything to admire in a system which is incomplete and must be patched up with house rules to run in a consistently enjoyable manner, or in one which even the creator admits includes rules which make no sense to him.

The less work I have to do to make the game system run smoothly, the better, and the more time I have to work on the setting, plots, and characters.
 


ruleslawyer said:
but it's a perfectly reasonable statement to say that rules like the above-mentioned unarmed combat rules are in fact, incredibly difficult to use compared to their 3e counterparts.

Well, my point was that statements like that are entirely subjective. In point of fact, I find (and apparently a few others do, as well) that the 1e combat rules are easier to use than the 3x situation-specific feats. That is, the practicality of said rules depends entirely upon who is applying them. Anyhow, up until now, that's not what was said. What was said was that the AD&D 1e unarmed combat rules rules were...

Storm Raven said:
impossible to actually use

This assertion is flatly untrue. You know, given that some people used them (and that some people still do). And you can say that "depends on perception" is a weak argument, but it's true. It's a fundamental fact of life - opinions differ and no given opinion is right or wrong when it comes right down to it (right and wrong are qualifiers that can only be attached in good faith to conclusively proven facts).
 

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