D&D 5E Changes in Interpretation

I always find this kind of hard to judge, because there's really no objective way to quantify the differences in mechanics. i.e. is the difference between NWPs and Skills more or less than the difference between Vancian and AEDU casters?
It helps to compare like things. For instance, going from NWPs to skill ranks was a huge change. Going from skill ranks to trained skills was not so huge. Going from 6 saving throws to 3 was a modest change, going from 3 saves to 3 defenses was a mathematical flip that looked more dramatic than it was. Going from THAC0 to BAB was a big change, so was going from BAB to the 4e treadmill. Going from vague HD:level correspondence to actual CR levels was a big change, going from CR to monster levels was little more than a refinement. Going from multiple resolution mechanics to d20 vs DC was a big change. Going from d20 vs DC from d20 vs DC as a core resolution mechanic was no change at all. Going from race-based multi-classing and level-limits to modular multiclassing was a /huge/ change. Going from modular multi-classing to feat-based power-swap multiclassing was huge change. Going from Vancian casting, to Vancian & Spontaneous & at-will (Warlock/Warmage) was a big change. Going from three+ casting systems and separate (and un-equal) systems for non-casters to balanced AEDU was a /huge/ change.

And you could keep going...

Personally, I think there's a clear difference between 'modern' 3e & 4e D&D, and the 'classic' D&Ds that preceded them. It's not just in the details of the mechanics, though that's substantial, but in the presentation, philosophies, and attitudes of the community....
 

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It helps to compare like things. For instance, going from NWPs to skill ranks was a huge change. Going from skill ranks to trained skills was not so huge. Going from 6 saving throws to 3 was a modest change, going from 3 saves to 3 defenses was a mathematical flip that looked more dramatic than it was. Going from THAC0 to BAB was a big change, so was going from BAB to the 4e treadmill. Going from vague HD:level correspondence to actual CR levels was a big change, going from CR to monster levels was little more than a refinement. Going from multiple resolution mechanics to d20 vs DC was a big change. Going from d20 vs DC from d20 vs DC as a core resolution mechanic was no change at all. Going from race-based multi-classing and level-limits to modular multiclassing was a /huge/ change. Going from modular multi-classing to feat-based power-swap multiclassing was huge change. Going from Vancian casting, to Vancian & Spontaneous & at-will (Warlock/Warmage) was a big change. Going from three+ casting systems and separate (and un-equal) systems for non-casters to balanced AEDU was a /huge/ change.

And you could keep going...

I would just point out that I disagree with several of your assessments, and I'm sure other would disagree with both of us as well. There's just no way to hang numbers on these things that don't depend on our opinions on the depth of change. So, for example, I see the THACO to BAB change as being the same kind of simple flip that you see in the 3e saves to 4e defenses. Even beyond that, though....how many "not so huge" changes equals a "huge" or big change?

Personally, I think there's a clear difference between 'modern' 3e & 4e D&D, and the 'classic' D&Ds that preceded them. It's not just in the details of the mechanics, though that's substantial, but in the presentation, philosophies, and attitudes of the community....

Personally, I think the changes in the presentation and presumed attitudes are actually more important than the mechanical bits. The shuffling of the mechanical bits is driven by the overall attitude of the design (successfully or not is another matter). Which is one of the reasons that I'm still interested in the 5e's development. Being driven by "serve the fanbase" rather than a designer-selected attitude will make 5e at least unique. (I hope.:angel:)
 

Something I've noticed for some time now, is a very, very strong sense that people are no longer willing to apply any sort of personal interpretation to the rules. That if something is written in the game in a certain way, that way must absolutely be followed, must never be deviated from and must never be given a moment's introspection on how to make it work

I've noticed that flavor in some of the forum posts, but our group doesn't play 4e that way. Some level of consistency is necessary or it all seems arbitrary, but there's still plenty of room for house rules and creative interpretation.

There's also a lot of complexity in the rules, even in 4e, and while it's there for a reason, there are plenty of times when a simpler approximation gets the job done. The point is to have fun, not memorize complex rules.
 

Personally, I think there's a clear difference between 'modern' 3e & 4e D&D, and the 'classic' D&Ds that preceded them. It's not just in the details of the mechanics, though that's substantial, but in the presentation, philosophies, and attitudes of the community....
I have to agree. I started in the late '80s, missed the late '90s and all of the '00s, and when I got back into gaming I was shocked at how things I took for granted are now outright hated by many folks who've played WotC-D&D most of their lives. Having your view of "how D&D should be" is going to be quite different if your "formative" experiences were with 3e rather than B/X. Sometimes I feel, even though we both love D&D, we have such different expectations that we really can't relate. Even though I love 4e! I'm 36. The folks who started playing with 3e are generally much closer to my age, and yet I feel I have more in common with the grognards playing since I was a baby, or even before I was born.

Naturally, these are general trends, not hard-core demarcations.
 

I have to agree. I started in the late '80s, missed the late '90s and all of the '00s, ... your view of "how D&D should be" is going to be quite different if your "formative" experiences were with 3e rather than B/X.
Naturally, these are general trends, not hard-core demarcations.
This is making me think of something else: cohort effects. There were a /lot/ of us who played D&D in the early/mid 80s when it was a fad. Millions, even. Only a tiny fraction stuck with the broader hobby into adulthood, but I guess a lot kept buying D&D stuff. Through 1992, new gamers were still mostly boys and young men starting with D&D. But, Mt:G sucked that demographic away from roleplaying, and Storyteller and LARPing started bringing in a different demographic (not /as/ heavily male, and a bit older). D&D resumed it's 'gateway' status with 3e.

So, there may well be this 'generation gap' in D&D. Not just the systems. Not just the state of the hobby. Not just attitude of the community. But two vague generations of gamers who both started with D&D, both are into it, but lack some critical bit of common ground...

...?
 

I have to agree. I started in the late '80s, missed the late '90s and all of the '00s, and when I got back into gaming I was shocked at how things I took for granted are now outright hated by many folks who've played WotC-D&D most of their lives.

I'm interested in your perspective. Could you give some examples?

I myself started in the early 80's, quit somewhere in the mid-90's for other games, got interested again with 3e (though didn't have the opportunity to play much), and was turned off by 4e.


I'm 36. The folks who started playing with 3e are generally much closer to my age, and yet I feel I have more in common with the grognards playing since I was a baby, or even before I was born.

See, I've been playing D&D since you were 5, yet I wouldn't describe myself exactly as a grognard. I feel no desire to actually play AD&D again. Nothing would induce me to look at a THAC0 table again.

And yet... and yet. I do feel like something has been lost since that time, and it's not just my own youthful enthusiasm. I find it hard to describe, but it's got something to do with over-codification of rules, which leave less room for off-the-cuff GM calls. And yet I also know why 3e did a lot of the codifying it did; the unified mechanic was direly needed, but it also inclined itself to be used all over the place.

Hearing you describe the differences you see may help me clarify my own thoughts.
 

I'm interested in your perspective. Could you give some examples?

I myself started in the early 80's, quit somewhere in the mid-90's for other games, got interested again with 3e (though didn't have the opportunity to play much), and was turned off by 4e.




See, I've been playing D&D since you were 5, yet I wouldn't describe myself exactly as a grognard. I feel no desire to actually play AD&D again. Nothing would induce me to look at a THAC0 table again.

And yet... and yet. I do feel like something has been lost since that time, and it's not just my own youthful enthusiasm. I find it hard to describe, but it's got something to do with over-codification of rules, which leave less room for off-the-cuff GM calls. And yet I also know why 3e did a lot of the codifying it did; the unified mechanic was direly needed, but it also inclined itself to be used all over the place.

Hearing you describe the differences you see may help me clarify my own thoughts.
I hesitate to give concrete examples, since it seems the kind of thing that invites arguments. So first a few qualifiers.

These are first and foremost personal impressions, and formed primarily by my exposure to these and other forums. As such, I expect mileage to vary considerably. And while I may talk about what "D&D is to me", that's the extent of that idea: to me. I understand and support that D&D is other things to other people now, especially since 3e and 4e. I am by no means intending to insinuate that either of those editions are "not D&D".

Also, as I mentioned in my previous post, these are generalizations, not hard and fast categorizations. Some of what I tend to think of as "newer" modes of thinking have been vociferously expressed by people who've played since the 1970s, while I've seen many a blog post by folks who never played TSR-D&D until they got into the OSR.

Lastly, I was "Imprinted" to B/X and BECM, so a lot of what I consider D&D conventions come from that. But I believe this shift that you, Tony Vargas, and I have felt has been in the works since the beginning of the hobby, and in D&D's case may only have been made distinct by the publication of 3e, not caused by it.

Anyhoo, the first and most primary one I've noticed, and it seems you have as well, is a breakdown in the trust between DM and players. I was first struck by this difference reading some threads about "Rule 0". To me, Rule 0 is basically what Moldvay wrote in the intro to BD&D:
Moldvay Basic said:
While the material in this booklet is referred to as rules, that is not really correct. Anything in this booklet (and other D&D booklets) should be thought of as changeable -- anything, that is, that the Dungeon master or referee thinks should be changed....The purpose of these "rules" is to provide guidelines that enable you to play and have fun, so don't feel absolutely bound to them.
This, to me, is the quintessential D&D experience: in essence an incomplete game that leaves room for customizing by individual groups to find the kind of play they like.* But I've seen no few posts by folks calling this "bad design", or saying, "The designers aren't doing their job," or "Why am I paying for a game I have to finish?" Phrases like "Consult the DM about X," or "Y is decided by DM's discretion!" litter my B/X and BECM books, but such "rules" would be derided by many as lazy design.

Related to this is the constant denigration of DM adjudication as "DM fiat", "Mother may I", "playing the DM". This is particularly where the trust issue comes to the fore. Lots of ASCII and bandwidth have been used to debate this issue, but I think this post pretty much sums up how I feel.

Back when I first started playing, gridless was the order of the day. Just about every game was gridless by default. Some games, like AD&D, Marvel Super Heroes, and GURPS included rules for playing on a grid or map, but this was not considered the default, or even a particularly common mode of play. I think it's safe to say, at least as far as D&D is concerned, that the pendulum's swung the other way. No edition of D&D now is viable without extensive rules for playing on a grid. I hasten to add that this is by no means a criticism or complaint. I enjoy 4e, in all its gridded glory. But I have seen threads by folks who've only played WotC-D&D, asking, "How do you play without a grid?" No knock on them; that's the D&D they "grew up" with. It just makes me feel old.

Conceptions of characters is another one. This is something I do think 3e had a big part in. People seem to desire mechanics to interact with the world, mechanics that have a notation on their character sheet, whether it be backgrounds, or themes, or traits, or skills. The idea of character-customization (to say nothing of optimization) has become very much a part of mainstream D&D. Lots of folks complained about 4e shrinking the skill list, when to me, I'd be just as happy if even 4e's skills were gone. I very much like 5e's conception of skills: not a resolution system, just an optional system of bonuses to ability checks for a little extra flavor. Skills have long been something people have wanted from D&D, going all the way back to the introduction of the thief, and certainly BECMI's Weapon Mastery provided all sorts of extra codified options, so it's not just that. The desire to assign ability scores rather than role them up is another part of it. Back in the day, you played D&D if you liked rolling up characters. If you wanted point-buy, skills, and the like, you played one of the other systems out there. I think lots of folks played both; I certainly had lots of D&D books and lots of GURPS books. Now, as recent threads and polls have demonstrated, there are many D&D players that react to rolling ability scores like vampires do to holy symbols. That boggles my mind and again makes me feel old.

Mike Mornard (Old Geezer) has said of the old days, "Anything not explicitly forbidden was permitted," while the paradigm these days is, "Anything not explicitly permitted is forbidden." I don't think there's hard line here -- much of the continuing push for more rules through D&D's history was driven by people who didn't feel like they had that freedom. They wanted things to be explicitly permitted before they felt comfortable doing them. And even the newer games place a premium on freedom of improvisation and choice through the games -- 4e's DMG really pushed "Say 'Yes'." But I do think a tipping point has been reached, and the minimum necessary rules to be a commercially viable D&D are much, much higher. I don't think even Rules Cyclopedia would be a viable flagship product model for D&D these days. People want the thick books like the WotC-D&D core three, and they want splats.

To sum up, I would consider this a fun D&D game:
Roll for ability scores and HP.
Quick, minimalist character generation.
DM adjudication and houserules to expand on minimalist rules.
No skills, feats, or powers.
No map or minis.
Non-unified XP tables with "dead levels".
Dungeon crawls a primary mode of play.

There are a lot of folks who would hate this game. WotC-D&D, on the whole, doesn't really cater to it. A common meme on certain "old school" boards is that "They changed D&D to appeal to people who hated D&D." I don't think that's literally true. I think a lot of changes in 3e came from and were desired by D&D fans. The designers were, after all, 2e players and designers. And likewise, a lot changes in 4e came from fans of 2e and 3e, and were attempts to a D&D that specifically supported what the designers felt was the dominant mode of play. But sometimes, sometimes, in the hour of the wolf when I'm paging through edition wars and reading folks express extreme distaste for the above list in the strongest, most profane terms...I find myself agreeing with that meme, if only for a little bit. I don't know if I would had I not missed gaming through the late '90s and 2000s...

*And even though Gary Gygax wrote rules up the wazoo for AD&D, and said they shouldn't be changed, that very conceit was shown to be false by the concurrent sale of D&D. It's hard to make the case that such rules are necessary for the game when D&D is offering pretty much the same experience at a fraction of the page count.
 



Anyhoo, the first and most primary one I've noticed, and it seems you have as well, is a breakdown in the trust between DM and players. I was first struck by this difference reading some threads about "Rule 0".

Related to this is the constant denigration of DM adjudication as "DM fiat", "Mother may I", "playing the DM". This is particularly where the trust issue comes to the fore.

Yes. You're definitely on to something here. The whole 'Mother may I' thing leaves a bad taste in my mouth every time I hear it, but I couldn't articulate why until now:

DM and players seem to trust each other less. The rules delineate what can be done to protect the players from the DM, it seems at times.

I can see how this came about. There is nothing so magical as a great DM... but the flip-side is that there is nothing quite so horrible as a really bad one. Codification of rules MAY help insulate groups from some of the horror, but it may also insulate them from some of the magic.

I'm one of the lucky ones. I found a truly great GM and have stuck with him. :) It comes naturally to trust him to do his thing. If I put something on my sheet, I know he'll take it into account, in his own byzantine fashion. (No doubt in ways I wouldn't have expected!) That's not 'Mother May I'. It's 'We're building this game together, and I trust you to hold up your end.'

Back when I first started playing, gridless was the order of the day.

Don't get me started. I've never played on a grid, and never want to.

I'm really opening myself up to trouble now, but I find representations like that impair my imagination. It's the same reason why movies based on books virtually always fail badly in my eyes... By depicting a great scene, they shrink it down and freeze it. If the film's vision of it is different from mine, there is a dissonance; but it might even be worse when our visions are more consonant. The scene existed in my mind as a... majestic overlapping of possibilities. The visual medium, by its nature, must select one of them.

So with the grid, at least for me. It also doesn't help that I'm really not interested in tons of tactical options; that's not the game I want to play.

Concptions of characters is another one. This is something I do think 3e had a big part in. People seem to desire mechanics to interact with the world, mechanics that have a notation on their character sheet, whether it be backgrounds, or themes, or traits, or skills.

As you say, this started very early in the hobby. Personally, rolling up characters has always been a trial for me, in part because I suffer from a Dice Curse. (You laugh, but we all know somebody like me, yes?) I can't roll above 8 on 3d6 when it counts to save my life.

I get the idea of 'meeting your character' instead of creating him... but this really is a Great Divide in gaming mentalities, I think. I've always preferred 'creating', and the dice got in the way. I do think the 'default' position has changed a lot over the years, though. It used to be almost all 'meet', now it's almost all 'create'. Probably we could all stand to broaden our horizons a bit.

Mike Mornard (Old Geezer) has said of the old days, "Anything not explicitly forbidden was permitted," while the paradigm these days is, "Anything not explicitly permitted is forbidden." I don't think there's hard line here -- much of the continuing push for more rules through D&D's history was driven by people who didn't feel like they had that freedom. They wanted things to be explicitly permitted before they felt comfortable doing them.

Your last sentence there hits the nail squarely on the head.

Some people seem to need to see it in black and white before they feel able to do it. There's a spectrum in these matters... 3e skills are a little too granular for my taste, while 5e seems about right.

There's also the fact that bigger books full of more rules probably make WotC more money. There are some great, rules-lite indie games out there, but they're not making millions of dollars.

To sum up, I would consider this a fun D&D game:
Roll for ability scores and HP.
Quick, minimalist character generation.
DM adjudication and houserules to expand on minimalist rules.
No skills, feats, or powers.
No map or minis.
Non-unified XP tables with "dead levels".
Dungeon crawls a primary mode of play.

No powers? Surely that doesn't include spells, or Turn Undead, or similar things, right? And there's the rub.

Me, I'd just as soon not have XP tables at all, and let the GM dictate when the party levels. There are some things just not worth simulating 'realistically', and character growth is one of them.

*And even though Gary Gygax wrote rules up the wazoo for AD&D, and said they shouldn't be changed, that very conceit was shown to be false by the concurrent sale of D&D. It's hard to make the case that such rules are necessary for the game when D&D is offering pretty much the same experience at a fraction of the page count.

Heh. My group always mocked those overbearing Gygaxian phrases. "Uh oh, guys, looks like we're not playing An Official Advanced Dungeon & Dragons Game!" "Yeah, so?"
 

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