[EDITION WARZ] Selling Out D&D's Soul?

Status
Not open for further replies.
Hussar said:
Heh, the funny thing is, we actually have had more than a few polls on exactly this.

I once did a poll about how many people had ever seen what you are describing - players demanding this or that from a DM. By an overwhelming majority - some twenty to one - no one had ever seen it in play. Those who HAD seen it, had seen it from exactly one player. This is a myth that gets promoted by the internet.

Raven Crowking did a poll some time ago about whether or not he should allow a player to play a warforged ninja in his pirates themed game. Again, by a margin of about twenty to one, people supported RC's denial of the player.

The numbers simply do not support what you are saying Thurbane.
Well, as I said earlier in this thread (or was it another?) I don't have any R/T contact with other gaming groups, so, flawed as it may be, the interweb is my only yardstick. From the frequency of these complaints over at WotC forums, I had assumed that they must be fairly common IRL. My own group are all in their late twenties to mid thrities, and most have been gaming for 20 or so years, so we don't generally have many childish tantrums at our own games. :p
 

log in or register to remove this ad

PapersAndPaychecks said:
I sympathise. Your earlier edition DM must have been a very difficult person to get on with.

But the difference between a good DM and a poor one is down to personality, social skills and experience. It's got nothing to do with choice of rules edition. 3.x can't magically give a poor DM the personal attributes to make him or her into a good one. Nor do earlier editions magically make a good DM into a poor one.
Agree 138% :)
 

Korak said:
I just don't think that the rules are a cause of the kind of game-play you dislike. I believe the true factors are just matters of DM and player style, independent of the choice of rules.

Style is obviously extremely important (I think that's pretty much what I said in my previous post) but there are without question official rules in D&D 3e that explicitly affect the character challenge vs. player challenge balance. Rules aren't the only things that matter, but they DO matter.
 

PandP wrote:

In the game I run, the assumptions are: You should have scouted effectively, found the monsters, chosen your battleground, made a plan, and then attacked. If you didn't do that, then any lack of tactical options you have in this fight is your own problem. And: If you don't have enough wealth, you're looking in the wrong places or attacking the wrong targets. And: If you get slaughtered, it's because you attacked without enough information, and then you forgot that retreat and surrender are both options. Darwin would be proud.
===========
QFT! Quoted for Troof!

--Ghul
 

Ridley's Cohort said:
Straw man.

"Things like CR" are completely irrelevant to this scenario.

If you used the encounter design advice included in the 3e DMG, the players would have grown used to the fact that to fight everything they meet will have its inevitable pay out in PC deaths.

If the players insist on being coddled, their arguments (such as they are) are no less persuasive in 1e or 2e.

What?

I was agreeing with someone else, so my argument is irrelevant?

I felt that CR was counter-productive to what i try to accomplish, and you start referring me to a system I don't really care for?

Are you picking a fight with me or something? P&P just answered a question I posed at another messageboard, a conversation you probably weren't following, and you tell me I'm posing a strawman argument, referring me to rules I don't care about or even really remember, it's been so long since I read them? Maybe I'm misreading your intentions, but it seemed you were trying to condescend to me.

I'm not involved in this "superiority of systems" argument, and I really haven't been. If anything, I've stated again and again I use AD&D because I like it and that's good enough for me, and if other folks don't like AD&D so be it. What was the point in that last statement.
 


Ourph said:
Style is obviously extremely important (I think that's pretty much what I said in my previous post) but there are without question official rules in D&D 3e that explicitly affect the character challenge vs. player challenge balance. Rules aren't the only things that matter, but they DO matter.

I'm not sure I had the right impression from your first post. Can you provide a more specific example to illustrate your point for me? What skills or proficiencies (not game concepts, but meta concepts) did a player have to have in previous editions to be a "good" or "skilled" player that are no longer needed or relatively as important in 3e, and what about the 3e rules makes causes that situation?
 

BroccoliRage said:
I love Pharoah, but I'm surprised you think it's less rail-roady than Scourge of the Slavelords. Mind explaining?

In particular, look at Slave Pits of the Undercity in its tournament form. Your options for exploration are very limited.

Pharoah has a basic goal (steal the two quest items), but the path you take to that is quite free - there are multiple paths through the pyramid. (My group took, quite by chance, the easiest one, bypassing all the tough encounters... then got slaughtered when they went back in to look for more treasure. :))

Cheers!
 

Korak said:
I'm not sure I had the right impression from your first post. Can you provide a more specific example to illustrate your point for me? What skills or proficiencies (not game concepts, but meta concepts) did a player have to have in previous editions to be a "good" or "skilled" player that are no longer needed or relatively as important in 3e, and what about the 3e rules makes causes that situation?
The usual complaints relate to rules that enable a player to roll dice to overcome a challenge instead of using his own abilities or to achieve a desired result immediately without needing to roll dice, for example:

1. Rolling a Diplomacy/Bluff/Intimidate check instead of using his own interpersonal skills.
2. Taking 20 on a Search check to find a trap or a secret door instead of being patient and waiting for the dice to roll his way.
3. Rolling a Knowledge check to discover the abilities of an encountered monster or a Spellcraft check to discover the effects of magical phenomenon instead of finding out by trial and error.

To illustrate the difference in approach, consider the proverbial Gordian knot. A 3e player would put skill ranks into Use Rope, increase his Dexterity with magic items or spells, use other spells or abilities to boost his skill check, and then take 20. A 1e player would do what Alexander the Great did and just cut it with his sword. 3e encourages rules mastery and creativity in using the rules. 1e encouraged a more unstructured, "out of the box" kind of creativity.
 

Korak said:
I'm not sure I had the right impression from your first post. Can you provide a more specific example to illustrate your point for me? What skills or proficiencies (not game concepts, but meta concepts) did a player have to have in previous editions to be a "good" or "skilled" player that are no longer needed or relatively as important in 3e, and what about the 3e rules makes causes that situation?

I'm not Ourph, but I believe I can have a go at answering this.

The change here happened in the early 1980's, and it's not so much about "previous editions" as being specifically about early 1e (and the Basic game versions which came out at the same time).

Later in the 1e period, and certainly by the time 2e came out, there was assumption that the purpose of the game is to generate Story, and the way to do that is for the DM to devise a Plot. I blame Tracy Hickman, personally; he started it with Pharaoh and made it worse with Dragonlance.

But earlier D&D was much more gamist in its approach. The mechanisms were a bit primitive and required a lot of suspension of disbelief: A "campaign" was a single, huge megadungeon comprising many levels of several hundred rooms each, with monsters and puzzles placed fairly arbitrarily within that megadungeon. There were usually several staircases between levels, and often chute traps or elevator rooms or other ways of getting the players to change levels involuntarily. Each level was tougher and more rewarding than the one before.

The 1e DMG had huge amounts of content devoted to this apparatus. There were whole appendices (Appendices A, C and G are probably the critical ones) comprising many packed pages, and these described in detail precisely what monsters should be encountered on what levels and precisely how much treasure they should have.

The players then chose their path through this complex megadungeon, and this is the first point I want to extract in answer to the question. They decided when to change levels, so they chose their own level of difficulty/reward.

Then in the 1980's, that paradigm somehow changed. Monster Level (which was 1e's relatively rough and ready version of CR) was used to populate whole modules rather than regions that the player could choose whether or not to enter. This mirrors how CR is presently used, and it's the principal point I object to about CR.

To come back to your question, the matters relevant to "good" or "skilled" play from this 1970's style related to ways and means of adventuring in areas at the limits of your character's ability:
  • Scouting. You found out what you were up against by spells such as Wizard Eye or Augury, or else you captured a prisoner and extracted the information from it (which I think was the original purpose of spells like Charm -- to enable good-aligned players to use this tactic without needing to resort to torture).
  • Escaping. You learned to cut your losses and flee or surrender when necessary.
  • Planning. You learned to lure difficult monster onto grounds of your own choosing and kill them from ambush (the 1e Surprise rules were absolutely mean).
  • Negotiating. Particularly if you weren't a good-aligned player, you learned to bribe monsters to go away if the encounter didn't look likely to be profitable -- or to accept a bribe from them to go away.
All these are perfectly possible in 3e, of course. But it's my perception that most 3e players don't scout ahead, don't take prisoners, don't run from battle or surrender, don't negotiate with hostile NPCs, and when attempting to kill a powerful monster, always go directly for the frontal assault.

I think a lot of the problem is that in the 1980's a character death became quite a major drama. Sometimes, there were tears.

In the 1970's, many players were miniatures wargamers and they were accustomed to taking casualties. There was a very callous doctrine of acceptable losses. Rolling a new character only took about five minutes, so you just sucked it up and re-rolled and pitched back in at the next opportunity. But the later style with super-elaborate character generation made death much more of a pain, and it somehow became the DM's job to make sure the players survived.

And, of course, you could resolve a melee involving a party of 12 characters and their 19 henchmen and hirelings -vs- a dozen bugbears, two dozen goblins and their dogs in about ten minutes, so combat took up much less gaming time.

I'm not pretending this 1970's style was perfect. It certainly had its problems! But I think it contains valuable lessons to be learned in today's game.
 

Status
Not open for further replies.

Pets & Sidekicks

Remove ads

Top