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General Tabletop Discussion
*Dungeons & Dragons
Differential Characteristics of OSR/TSR D&D versus WotC/Paizo D&D
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<blockquote data-quote="DammitVictor" data-source="post: 7944964" data-attributes="member: 6750908"><p>So... for a little bit of background, my favorite version of D&D-- <em>OF ALL TIME</em>-- is AD&D Second Edition <em>Player's Option</em>, including <em>Skills & Powers</em>, <em>Spells & Magic</em>, <em>Combat & Tactics</em>, and <em>High Level Campaigns</em>. This is the last version of D&D published by TSR, and the last version of D&D that could-- <em>arguably</em>-- be said to belong to the OSR; it contains a lot of the changes that would later become the foundations of Third Edition.</p><p></p><p>I've seen a lot of petty arguments about where the line between Old School and Modern should be drawn-- before 3.0? before <em>Player's Option</em>? before Second Edition? Between O- and AD&D, even? (I haven't heard that one before, but I know some people <em>prefer</em> OD&D.)</p><p></p><p>In the interests of refining this discussion-- since it'll never be fully resolved-- and my nakedly commercial interests in appealing to the OSR community, I decided to try starting a discussion of which <em>features</em> of these games make them Old School or New School, and which features of New School games would be considered acceptable parts of an OSR game. I am not really interested in discussing aesthetics or playstyles here, because most of these games are mostly interchangeable with small adjustments-- and because the aesthetics and playstyles of old school D&D varied wildly.</p><p></p><p>So, without further ado...</p><p>[HR][/HR]</p><p></p><p>These are the (non-comprehensive) traits that I generally see as differentiating OSR/TSR D&D from modern D&D:</p><ul> <li data-xf-list-type="ul">Individual mechanics for unrelated tasks. (Initiative, surprise, NWP vs Thief skills)</li> <li data-xf-list-type="ul">Emphasis on randomized character generation.</li> <li data-xf-list-type="ul">Five Saving Throw categories (Rod/Staff/Wand, Petrification/Polymorph, Spell, Poison/Death, Breath Weapon)</li> <li data-xf-list-type="ul">Saving Throw DCs decrease as PC gains levels, and rarely vary based on the attack. Saving Throw progression varies by class group.</li> <li data-xf-list-type="ul">Descending AC and THAC0. (My impression is that most OSR games have abandoned this.)</li> <li data-xf-list-type="ul">Race and Class combinations are limited. (Includes Old/Classic race-as-class.) Nonhuman races have level limits.</li> <li data-xf-list-type="ul">Characters (mostly) retain the same class/classes for their entire careers. (Exceptions: dual-classing, 1e Bard, Classic humanoid spellcasters.)</li> <li data-xf-list-type="ul">XP Progression varies by class.</li> <li data-xf-list-type="ul">Multiclass characters advance by automatically/deliberately investing XP into different classes. (Includes OA Ninja and Classic humanoid spellcasters.)</li> <li data-xf-list-type="ul">Lower Hit Point totals: smaller CON bonuses, smaller Hit Dice, HD progression (mostly) stops at 9th.</li> <li data-xf-list-type="ul">Emphasis on domain-level play after 9th, divine ascension after 30th in Classic.</li> <li data-xf-list-type="ul">Extremely limited non-magical healing.</li> <li data-xf-list-type="ul">Combat attacks other than basic melee attacks use up ammunition or spell slots.</li> <li data-xf-list-type="ul">Ability scores are (mostly) fixed at 1st level.</li> </ul><p><strong>EDIT:</strong> Courtesy of [USER=29398]@Lanefan[/USER] </p><ul> <li data-xf-list-type="ul">Casting spells in combat took time, during which they could be interrupted. Taking damage during casting <em>always</em> ruined the spell.</li> <li data-xf-list-type="ul">Preparing spells took much more time, and a high-level spellcaster who had cast everything might take days recovering.</li> <li data-xf-list-type="ul">Magic items were vulnerable to area attacks and could easily be destroyed.</li> </ul><p>And these are the corresponding traits in modern D&D:</p><ul> <li data-xf-list-type="ul">Unified resolution mechanics. (d20 + bonuses <em>versus</em> DC)</li> <li data-xf-list-type="ul">Emphasis on deterministic character generation.</li> <li data-xf-list-type="ul">Saving Throws:<ul> <li data-xf-list-type="ul"><strong>3.X: </strong>Three Saving Throw categories (Fort/Ref/Will). Tied to specific ability scores, and scales by class/level. (Good/Poor progression.)</li> <li data-xf-list-type="ul"><strong>4e: </strong>Three passive Defenses (again Fort/Ref/Will) with variable ability score associations. Flat scaling with flat class bonuses.</li> <li data-xf-list-type="ul"><strong>5e: </strong>Six Saving Throws based on Ability Scores, tied to Proficiency Bonus. Non-proficient Saves do not improve.</li> <li data-xf-list-type="ul">Saving Throw bonuses and Saving Throw DCs both (generally) increase with level.</li> </ul></li> <li data-xf-list-type="ul">Ascending Base Attack/Proficiency Bonus versus ascending Armor Class and Defenses.</li> <li data-xf-list-type="ul">Any Race is allowed to advance in (mostly) any Class. (Exceptions: racial PrCs and archetypes in Pathfinder.)</li> <li data-xf-list-type="ul">Multiclassing:<ul> <li data-xf-list-type="ul"><strong>3.X/5e: </strong>You pick a class at each level. In 5e, this is an optional rule and is limited by your ability scores.</li> <li data-xf-list-type="ul"><strong>4e: </strong>Standard multiclassing allows you to spend 1 feat to swap out 1 class power, multiple times. Hybrid multiclassing allows you to gain some of the class features of two classes and split your power selections between them.</li> </ul></li> <li data-xf-list-type="ul">Higher Hit Point totals: Larger CON bonuses, larger Hit Dice, HD progression continues to max level. Monsters have <em>much higher</em> HP totals.</li> <li data-xf-list-type="ul">No intentional shift in endgame.</li> <li data-xf-list-type="ul">Much more non-magical healing:<ul> <li data-xf-list-type="ul"><strong>4e: </strong>Healing surges and Second Wind.</li> <li data-xf-list-type="ul"><strong>5e: </strong>Hit Dice.</li> </ul></li> <li data-xf-list-type="ul">More options for at-will ranged attacks, depending on class.</li> <li data-xf-list-type="ul">Ability scores increase as PCs gain in level.</li> </ul><p><strong>EDIT:</strong></p><ul> <li data-xf-list-type="ul">Spellcasting is instantaneous, but provokes an Attack of Opportunity. Spellcasters can make a Concentration check to negate the AoO, or to complete the spell even if they are damaged.</li> <li data-xf-list-type="ul">Preparing or readying spells takes an hour or less regardless of the quantity or level of spells.</li> </ul><p>And then there are the following <em>unique mechanics</em> that are present in modern D&D that may be of interest:</p><ul> <li data-xf-list-type="ul"><strong>3.X/4e: </strong>Prestige Classes and/or Paragon Paths/Epic Destinies.</li> <li data-xf-list-type="ul"><strong>4e: </strong>Class-specific At-Will and Encounter attacks. (I know this one's controversial, but the <em>execution</em> isn't the <em>concept</em>.)</li> <li data-xf-list-type="ul"><strong>4e/5e: </strong>Ritual Magic-- replacing spell slots with time and money for certain spells.</li> <li data-xf-list-type="ul"><strong>3.X/5e: </strong>Archetypes/Subclasses. Similar to AD&D 2e Kits, but usually much more substantial.</li> <li data-xf-list-type="ul"><strong>5e: </strong>Advantage/Disadvantage.</li> </ul><p>[HR][/HR]</p><p></p><p>So... that's about as much as I could think of that differentiates OSR/TSR D&D from WotC/Paizo D&D. What other points am I missing?</p><p></p><p>And then... which features of Modern D&D would you consider acceptable in a game that otherwise looks and acts like an OSR game?</p><p></p><p>My own opinions to follow.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 7944964, member: 6750908"] So... for a little bit of background, my favorite version of D&D-- [I]OF ALL TIME[/I]-- is AD&D Second Edition [I]Player's Option[/I], including [I]Skills & Powers[/I], [I]Spells & Magic[/I], [I]Combat & Tactics[/I], and [I]High Level Campaigns[/I]. This is the last version of D&D published by TSR, and the last version of D&D that could-- [I]arguably[/I]-- be said to belong to the OSR; it contains a lot of the changes that would later become the foundations of Third Edition. I've seen a lot of petty arguments about where the line between Old School and Modern should be drawn-- before 3.0? before [I]Player's Option[/I]? before Second Edition? Between O- and AD&D, even? (I haven't heard that one before, but I know some people [I]prefer[/I] OD&D.) In the interests of refining this discussion-- since it'll never be fully resolved-- and my nakedly commercial interests in appealing to the OSR community, I decided to try starting a discussion of which [I]features[/I] of these games make them Old School or New School, and which features of New School games would be considered acceptable parts of an OSR game. I am not really interested in discussing aesthetics or playstyles here, because most of these games are mostly interchangeable with small adjustments-- and because the aesthetics and playstyles of old school D&D varied wildly. So, without further ado... [HR][/HR] These are the (non-comprehensive) traits that I generally see as differentiating OSR/TSR D&D from modern D&D: [LIST] [*]Individual mechanics for unrelated tasks. (Initiative, surprise, NWP vs Thief skills) [*]Emphasis on randomized character generation. [*]Five Saving Throw categories (Rod/Staff/Wand, Petrification/Polymorph, Spell, Poison/Death, Breath Weapon) [*]Saving Throw DCs decrease as PC gains levels, and rarely vary based on the attack. Saving Throw progression varies by class group. [*]Descending AC and THAC0. (My impression is that most OSR games have abandoned this.) [*]Race and Class combinations are limited. (Includes Old/Classic race-as-class.) Nonhuman races have level limits. [*]Characters (mostly) retain the same class/classes for their entire careers. (Exceptions: dual-classing, 1e Bard, Classic humanoid spellcasters.) [*]XP Progression varies by class. [*]Multiclass characters advance by automatically/deliberately investing XP into different classes. (Includes OA Ninja and Classic humanoid spellcasters.) [*]Lower Hit Point totals: smaller CON bonuses, smaller Hit Dice, HD progression (mostly) stops at 9th. [*]Emphasis on domain-level play after 9th, divine ascension after 30th in Classic. [*]Extremely limited non-magical healing. [*]Combat attacks other than basic melee attacks use up ammunition or spell slots. [*]Ability scores are (mostly) fixed at 1st level. [/LIST] [b]EDIT:[/b] Courtesy of [USER=29398]@Lanefan[/USER] [LIST] [*]Casting spells in combat took time, during which they could be interrupted. Taking damage during casting [i]always[/i] ruined the spell. [*]Preparing spells took much more time, and a high-level spellcaster who had cast everything might take days recovering. [*]Magic items were vulnerable to area attacks and could easily be destroyed. [/LIST] And these are the corresponding traits in modern D&D: [LIST] [*]Unified resolution mechanics. (d20 + bonuses [I]versus[/I] DC) [*]Emphasis on deterministic character generation. [*]Saving Throws: [LIST] [*][B]3.X: [/B]Three Saving Throw categories (Fort/Ref/Will). Tied to specific ability scores, and scales by class/level. (Good/Poor progression.) [*][B]4e: [/B]Three passive Defenses (again Fort/Ref/Will) with variable ability score associations. Flat scaling with flat class bonuses. [*][B]5e: [/B]Six Saving Throws based on Ability Scores, tied to Proficiency Bonus. Non-proficient Saves do not improve. [*]Saving Throw bonuses and Saving Throw DCs both (generally) increase with level. [/LIST] [*]Ascending Base Attack/Proficiency Bonus versus ascending Armor Class and Defenses. [*]Any Race is allowed to advance in (mostly) any Class. (Exceptions: racial PrCs and archetypes in Pathfinder.) [*]Multiclassing: [LIST] [*][B]3.X/5e: [/B]You pick a class at each level. In 5e, this is an optional rule and is limited by your ability scores. [*][B]4e: [/B]Standard multiclassing allows you to spend 1 feat to swap out 1 class power, multiple times. Hybrid multiclassing allows you to gain some of the class features of two classes and split your power selections between them. [/LIST] [*]Higher Hit Point totals: Larger CON bonuses, larger Hit Dice, HD progression continues to max level. Monsters have [I]much higher[/I] HP totals. [*]No intentional shift in endgame. [*]Much more non-magical healing: [LIST] [*][B]4e: [/B]Healing surges and Second Wind. [*][B]5e: [/B]Hit Dice. [/LIST] [*]More options for at-will ranged attacks, depending on class. [*]Ability scores increase as PCs gain in level. [/LIST] [b]EDIT:[/b] [LIST] [*]Spellcasting is instantaneous, but provokes an Attack of Opportunity. Spellcasters can make a Concentration check to negate the AoO, or to complete the spell even if they are damaged. [*]Preparing or readying spells takes an hour or less regardless of the quantity or level of spells. [/LIST] And then there are the following [I]unique mechanics[/I] that are present in modern D&D that may be of interest: [LIST] [*][B]3.X/4e: [/B]Prestige Classes and/or Paragon Paths/Epic Destinies. [*][B]4e: [/B]Class-specific At-Will and Encounter attacks. (I know this one's controversial, but the [I]execution[/I] isn't the [I]concept[/I].) [*][B]4e/5e: [/B]Ritual Magic-- replacing spell slots with time and money for certain spells. [*][B]3.X/5e: [/B]Archetypes/Subclasses. Similar to AD&D 2e Kits, but usually much more substantial. [*][B]5e: [/B]Advantage/Disadvantage. [/LIST] [HR][/HR] So... that's about as much as I could think of that differentiates OSR/TSR D&D from WotC/Paizo D&D. What other points am I missing? And then... which features of Modern D&D would you consider acceptable in a game that otherwise looks and acts like an OSR game? My own opinions to follow. [/QUOTE]
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