Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Does/Should D&D Have the Player's Game Experience as a goal?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9239715" data-attributes="member: 6790260"><p>I really don't think it required DMs being "cruel." Which is sort of the point. Some things expected magic items. Others didn't. Cruelty, ignorance, or simply lack of forethought can cause a "essentially no magic items" game to run aground on such a thing.</p><p></p><p></p><p>I meant 3e, but 2e isn't that far off either. I just find that, because 2e was <em>pretty much</em> backwards-compatible with 1e, it has far too much baked-in stuff for the "Gygaxian" experience. 3e was designed that way from the ground up; 2e was that way mostly because of the changing culture-of-play. (There are more specifics here, but I'm trying for more brevity.)</p><p></p><p></p><p>But those statuses stick to you. They have to be removed by a spell, generally speaking, or occasionally a potion or whatever. The status changes...once.</p><p></p><p>Things changing both rapidly and repeatedly is what I refer to as "volatility." 3e status doesn't really change repeatedly, particularly as you get into the higher levels, and the early levels (where they actually did do balance testing) are still pretty deadly, but both monsters and PCs don't have the resources yet for rapid change. Once they do, the power level has ratcheted up enough that it's, as mentioned, more 'rocket tag" than "volatility."</p><p></p><p>To use a <em>very</em> loose analogy, 1e (and to a lesser extent 2e, mostly due to culture-of-play as mentioned) is like a firefight between two sides where each side has a small number of very powerful grenades, and the ability to (attempt to) strategically predict where enemy soldiers will be; whoever <em>prepares best</em> wins. 3e starts out as a firefight where both sides have relatively ordinary guns with low ammo capacity, so things change relatively slowly, and grows until both sides have rapid-fire, high-capacity bazookas; whoever has initiative wins.</p><p></p><p>5e tries to thread the needle, reducing the top-end power but still giving out some rocket-propelled grenades, but also reducing the ability to predict the enemy first, but also leaving big gaps in defenses that can be exploited, so there's still <em>elements</em> of both sides of things.</p><p></p><p>Games like 4e, PF2e, and 13th Age, on the other hand, lean into a style of play where actual character <em>death</em> is pretty rare (not impossible; I've seen two deaths before 4th level in a 4e campaign), but the status of both individual players and the battle overall can swing <em>wildly</em> from "oh crap, this is bad" to "WE ARE THE KINGS OF COMBAT" to "bloody hell this isn't good" over the course of literally a single round, and where each individual character may go from top form, to barely surviving/bleeding out, to back in the action over the same span of time. By comparison, both "Gygaxian" and "Lancian" experiences are quite low in volatility--because once the initial salvo is done, you either already know the winner, or you're in for a slow slog. The one area of volatility 5e actually does have is often reviled: so-called "whack-a-mole" healing. Folks want statuses that linger, that keep you down for the count, not ones that quickly change from round to round or even turn to turn.</p><p></p><p>The difference between actual trench warfare (where progress was either lightning fast because the defensive lines collapsed completely, or glacially slow because they held strong) and a high-stakes street fight. Both have ambiguity, both have tension, but the former (generally) locks up all the tension in the first round or two, while the latter mostly spreads the tension out across 4+ rounds. Both are serious combat, but one is (generally) with an eye toward the combat <em>theater</em>, while the other is more with an eye to the combat <em>field</em>. (Hey, there's a non-judgmental alternative to "war vs. sport"!)</p><p></p><p></p><p>I think culture-of-play may be involved here, too, but RAW you're probably right. Many folks used the "max HP at first level," and IIRC that was officially the rules of PF1e. That might be where my description is rooted (since I actually have more experience with PF1e than actual 3e/3.5e now.) If you stuck to rolled HP even at first level, then yeah, 3e could be quite deadly for the first 1-2 levels, and then got somewhat less so for levels 3-6ish, and then the rocket tag started to creep in, inflating the numbers again.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9239715, member: 6790260"] I really don't think it required DMs being "cruel." Which is sort of the point. Some things expected magic items. Others didn't. Cruelty, ignorance, or simply lack of forethought can cause a "essentially no magic items" game to run aground on such a thing. I meant 3e, but 2e isn't that far off either. I just find that, because 2e was [I]pretty much[/I] backwards-compatible with 1e, it has far too much baked-in stuff for the "Gygaxian" experience. 3e was designed that way from the ground up; 2e was that way mostly because of the changing culture-of-play. (There are more specifics here, but I'm trying for more brevity.) But those statuses stick to you. They have to be removed by a spell, generally speaking, or occasionally a potion or whatever. The status changes...once. Things changing both rapidly and repeatedly is what I refer to as "volatility." 3e status doesn't really change repeatedly, particularly as you get into the higher levels, and the early levels (where they actually did do balance testing) are still pretty deadly, but both monsters and PCs don't have the resources yet for rapid change. Once they do, the power level has ratcheted up enough that it's, as mentioned, more 'rocket tag" than "volatility." To use a [I]very[/I] loose analogy, 1e (and to a lesser extent 2e, mostly due to culture-of-play as mentioned) is like a firefight between two sides where each side has a small number of very powerful grenades, and the ability to (attempt to) strategically predict where enemy soldiers will be; whoever [I]prepares best[/I] wins. 3e starts out as a firefight where both sides have relatively ordinary guns with low ammo capacity, so things change relatively slowly, and grows until both sides have rapid-fire, high-capacity bazookas; whoever has initiative wins. 5e tries to thread the needle, reducing the top-end power but still giving out some rocket-propelled grenades, but also reducing the ability to predict the enemy first, but also leaving big gaps in defenses that can be exploited, so there's still [I]elements[/I] of both sides of things. Games like 4e, PF2e, and 13th Age, on the other hand, lean into a style of play where actual character [I]death[/I] is pretty rare (not impossible; I've seen two deaths before 4th level in a 4e campaign), but the status of both individual players and the battle overall can swing [I]wildly[/I] from "oh crap, this is bad" to "WE ARE THE KINGS OF COMBAT" to "bloody hell this isn't good" over the course of literally a single round, and where each individual character may go from top form, to barely surviving/bleeding out, to back in the action over the same span of time. By comparison, both "Gygaxian" and "Lancian" experiences are quite low in volatility--because once the initial salvo is done, you either already know the winner, or you're in for a slow slog. The one area of volatility 5e actually does have is often reviled: so-called "whack-a-mole" healing. Folks want statuses that linger, that keep you down for the count, not ones that quickly change from round to round or even turn to turn. The difference between actual trench warfare (where progress was either lightning fast because the defensive lines collapsed completely, or glacially slow because they held strong) and a high-stakes street fight. Both have ambiguity, both have tension, but the former (generally) locks up all the tension in the first round or two, while the latter mostly spreads the tension out across 4+ rounds. Both are serious combat, but one is (generally) with an eye toward the combat [I]theater[/I], while the other is more with an eye to the combat [I]field[/I]. (Hey, there's a non-judgmental alternative to "war vs. sport"!) I think culture-of-play may be involved here, too, but RAW you're probably right. Many folks used the "max HP at first level," and IIRC that was officially the rules of PF1e. That might be where my description is rooted (since I actually have more experience with PF1e than actual 3e/3.5e now.) If you stuck to rolled HP even at first level, then yeah, 3e could be quite deadly for the first 1-2 levels, and then got somewhat less so for levels 3-6ish, and then the rocket tag started to creep in, inflating the numbers again. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Does/Should D&D Have the Player's Game Experience as a goal?
Top