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

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Thurbane said:
Just curious - what's the major drawback of Elven Wizards? I've generally found elves to be quite adequate wizards - the only thing I can think of is the CON penalty resulting in fewer HP.

And a lesser Concentration check, but the trouble isn't that they have a drawback, it is that several other races have bonuses.

Humans get the extra feat and skill points. That feat is really significant; it's funny to see how dominant humans are in the world of 3e. Allow anyone to multiclass, remove level limits, but that bonus feat really makes humans the best races. :)

Halflings get a bonus to AC, to hit (for ray spells), more bonuses from high Dex. Str penalty means nothing to a wizard.

Gnomes get a bonus to AC, to hit, and a bonus to the DC of illusion spells.

Elves aren't quite as good as Halflings or Gnomes, and actually worse with the Con penalty for Concentration checks. It's weird. (The Elf Generalist substitution levels in RotW compensate very well for this, btw).

Cheers!
 

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Just stepping back to an earlier topic we touched upon: the use of henchmen & hirelings in AD&D play.

I didn't come up through that tradition. In our games - though we were aware of the henchman rules - we had pretty much the 1 character to 1 player rule in force. Henchmen and hirelings were alien to our method of play, despite one of our major AD&D campaigns being only 4 PCs.

Looking back at the original D&D's foreword (reprinted in the original Basic D&D book):
"Those wargamers that lack imagination, those who don't care for Burrough's Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do nt enjoy the de Camp & Pratt fantasies, or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sourceries will not be likely to find DUNGEONS AND DRAGONS to their taste..."

When I was introduced to D&D (in about 1981), I was already an avid reader of ERB's Martian books. Later I read some of the Conan books (never a fan), and only in the last few years have I been able to track down the de Camp & Pratt fantasies of Harold Shea, and the Leiber tales of the terrible two.

However, there seems to be a disconnect between these sources and the D&D which got played by people who weren't me. Having a group of 9-12 enter a dungeon is quite alien to the tales of those novels, where one or two people (normally) would be all that entered those dangerous locations.

Is 3E thus closer to the literary sources by promoting smaller groups? ;)

Cheers!
 

Thurbane said:
Oh, I agree completely. I didn't mean to imply that 1E wasn't designed with balance in mind, just that 3E tends to shy away from doing things for "flavour resaons" moreso than what 1E does.

It's interesting to look at what 3e does; it certainly uses more the carrot than the stick when it comes to flavour. (Well, not entirely - see penalties to stats for Half-Orcs ;))

In particular, as mentioned before, see the racial substitution levels in the Races books. Coming to mind:

* Dwarven fighters can gain weapon focus in all axes at 1st level rather than their regular bonus feat.

* Elven wizards gain knowledge of extra spells as long as they don't specialise.

The supplements really add a lot more colour to the game, but certainly 3e uses soft restrictions more than hard ones. (And even with soft restrictions, likes working ways around them, such as the Dwarven sorcerer levels in RoS!)

A new player coming to 3E will see no hard restrictions against a half-orc or dwarf wizard. However, the description in the PHB suggests against it. "Halfling and dwarf wizards are rare because their societies don't encourage the study of magic. Half-orc wizards are rare because few half-orcs have the brains necessary for wizardry."

(There are times when I feel the 3e PHB really needs a bit of Gygaxian prose; the descriptions of the classes is a case in point. They need more life! This isn't to say the 3e writers are incapable of inspirational writing, for there are great passages in the various books, but the 3e PHB comes off as too bland).

Cheers!
 

Hussar said:
No, I didn't like fiddling with the rules specifically because EGG and Co told me what the rules should be.
"There is nothing wrong with using a prepared setting to start a campaign just as long as you are totally familiar with its precepts and they mesh with what you envision as the ultimate direction of your own milieu. Whatever doesn't match, remove from the material and substitute your own in its place." - 1e AD&D DMG, p. 87, section heading "The Campaign," subheading "Setting Things in Motion."

All three primary fantasy settings published by TSR - Greyhawk, the Realms, and Dragonlance - feature significant variations from the baseline provided in the core rules, which is supported by both the spirit and letter of those same rules.
Hussar said:
I didn't allow dwarves to be wizards because 1e told me that they couldn't. This get's back to the schizo nature of the game.

1e RAW: Dwarves, under no circumstances, can be wizards.
1e RAW: Feel free to ignore this.

Which is it? It's not like the first one was written as a suggestion. It was specifically hardwired into the game.
No, it is written as a suggestion, as a starting point from which the dungeon master may diverge, as is specifically stated in the 1e AD&D DMG:

1e RAW: Dwarves are non-magical and do not cast magic spells...
1e RAW: ...unless it suits your milieu for them to do so.​

You can cherrypick rules all day long, but the fact remains that race restrictions, class restrictions, level restrictions, racial preferences, et cetera may be changed to fit the dungeon master's own setting per the direction provided by the rules themselves.
Hussar said:
So, here I am, a new gamer, and I'm supposed to ignore the rules? And that's being touted as good game design? There's absolutely no guidance given as to WHY dwarves can't be wizards or Halflings can't be clerics, yet, I'm supposed to make any sort of rational decision to change that?
"Until you are sure of yourself, lean upon the book." - ibid.

And yes, it is "touted" as good game design. Not everyone is as dependent on the rules for direction as you were/are - for gamers who personalize their games, who use the baseline as a starting point rather than a hard boundary, it is most definitely good design. And yes, it was a conscious choice to make it so.
Hussar said:
It's exactly the same if I walked up to Kasparov and told him that knights should be able to move three squares and then one, instead of two.
Why not? If both of you agree to play the game what way, what's the problem?

You do know that there are variant rules for chess, right?
Hussar said:
Some people might like that, but, me, I'll submit to authority.
That's your choice of course, but saying that because you choose to play only within certain rigid parameters that the game itself cannot be played outside those parameters is flat wrong.
Hussar said:
And this is precisely what I was referring to earlier. Shackling me to a specific campaign. Namely some sort of Tolkeinesque setting with extras.

I don't want rules to tell me what my campaign must look like. I want rules to tell me how to build my own. So, 3e starts with a wide open approach and then the DMG, in the Campaign Creation section specifically tells me what I should look at if I want to narrow the focus.
3e did away with hard class and level limits for non-humans (replacing them with soft limits instead), but the races themselves are still "hardwired" ( :\ ) with discrete abilities that "dictate" aspects of a game-universe, just as they did in earlier editions, unless the dungeon master chooses to change them. From post 668 in this thread:
The Shaman said:
Why are elves immune to sleep, more resistant to certain spells, able to see better in low-light conditions, proficient with longsword, rapier, longbow,and shortbow, more alert, and better at finding secret doors without actively searching? Aren't these attributes that describe 3e D&D elves "hardwired into the rules" as well? And if I use these elves as written, aren't they dictating an aspect of my setting? What if I think elves should be presented as they are in Norse mythology? Or in Three Hearts and Three Lions? How does 3e make this possible in ways that 1e doesn't?
Or gnomes: what if I want gnomes that are like those in The Sword of Shannara instead? Or dwarves: what if I want dwarfs like those of Narnia, or the Finnish Kalevala instead? Or trolls: what if I want trolls that turn into stone in sunlight and don't regnerate like those in The Hobbit instead of the trolls from Three Hearts and Three Lions (from which the AD&D and 3e MM troll is derived)?

All of this is "dictates" aspects of the game-world in 3e as well, so again I ask, what's your point?
Hussar said:
1e starts with a narrow focus and gives next to no help when I want to move beyond that.
"...'I don't like this' does NOT equal 'this is primitive/incomplete/badly designed'." - Old Geezer, from RPG.net.
 
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Meaningful failure is a negative consequence. This is obviously possible, even where the rules might nerf meaningful consequence utterly. However, this is different from consequences provided by the rules, and is certainly nothing that we should be expecting from those "poor DMs" who are made better by the ruleset.

If failure itself is a fear, the quality of the DM is only relevant in as much as they provide a potential for failure. As long as the DM is making you roll dice for things, there is a fear of failure in that thing. The failure need not have "meaningful" consequences because rolling the dice and seeing a 1 and not accomplishing what you want to accomplish is a meaningful consequence. Exactly how that plays out will determine what roll was made, but the RAW provides many consequences for failing the rolls without clever DM intervention.

Can you supply examples of negative consequences for failure in 3e that do not occur in 1e? Because this thread contains several examples of the reverse.

Again, I'll repeat my point: 3e has no fewer negative consequences than 1e.

But, sure, I can mention a few negative consequences for failure that occur in 3e and not earlier (by RAW):

1 - Failure on a Diplomacy check for a paladin will fail to sway an opponent.
2 - Failure on a Craft check for a wizard will waste time and money.
3 - Failure on a Bluff check to fient for a druid will mean the enemy retains his Dex bonus to AC
4 - Failure by 5 or more on a Disable Device check for a monk may spring the trap.

These all revolve around the Skill system. While 1e had thief skills, no paladin, wizard, druid, or monk could experience those consequences, thus broadening the scope of possible negative things that can happen to characters.

Note that few of these involve direct punishment for error, too. They don't have to. Failure by itself is avoided, even if you're not going to die from it.

I certainly agree with you that, from a design standpoint and up to a certain point "the challenge, for D&D, is to make that as easy as possible so I spend time playing the game instead of re-designing the game." The game should be both playable "as is" and should encourage customization for those who want to put in the effort. Who find the effort...entertaining.

What I do not think, though, is that 3e is "as easy as possible" to play "as is". Many, many of the changes that I have made to the rules are intended specifically to ease certain parts of play, and to make other parts of play more fun. I would go so far as to say that ALL of the changes I have made are for that purpose.

Certainly 3e is not the holy grail of gaming systems, but it is the best edition of D&D to support both the customization and rules fiddling for those who desire it (as one who loves it myself, having rules logic explained makes it immensely easier) as well as minimizing the need to do it for those who don't care to do it to get the game they want.

It's not perfect, but it is the best D&D we have for that.

I have never, in my life, encountered a democratic, capitalistic, or evolutionary standard of quality.

Funny, because those are the standards of quality *least* likely to be based mostly on subjective personal accounts. Democratic standards allow the game to be answerable to it's customer base. Capitalistic standards similarly force the game to meet a popular need. Evolutionary standards force the game to change along with that need and customer base or become irrelevant. And chess, for that particular point, has lasted because it's need has not changed. Much like the crocodile, it does what it does well enough that it doesn't need to change. :) The needs of those enacting pop fantasy certainly have changed, as MMOs and the Harry Potter movies can help show, and as the immense popularity of 3e can provide evidence for.

They're still very culturally subjective, but rather than depending upon one core collective's opinion of greatness, it attempts to get as many people as possible to share that opinion, and that group then sways the product's development, resulting in a product suited for it's niche (capitalistic), with as broad a niche as possible (evolutionary), who is subject to change based on popular opinion (democratic).

Those standards met, you have a high-quality product. All successful and popular things meet those standards, though some do through design, and some do through accident.

It is, of course, possible that I've only gotten experience with one half of the bell curve, but it is far less likely considering the range of locations and players my experience encompasses.

The nature of your "if you build it, they will come" method of attracting players means that you have minimized the players that disagree with your methods from the outset, because these players do not seek you out. They could exist in great numbers.

All I'm really saying is that your experience, good as it is, has a filter on it that weeds out those you wouldn't have fun with. That doesn't mean that those people should be excluded from the study, though. And it does mean your experience is less than the 1,000 strong that WotC's is.

Please read the quote that you are responding to and tell me where I said that it was based upon a specific rule or series of rules.

Okay.

There is a very big difference between the flavour and attitude of 1e and 3e, which examining the rulebooks makes quite clear.

I'm asking you to show me where the rulebooks make it clear. It should be a simple excersise in comparison. Give me a passage from 1e including it's "flavor and attitude," and give me a passage from 3e including it's different "flavor and attitude."

Give me more than one, if you'd like to *really* convince me. :)

Otherwise, I can only assume the difference is, as I have been told before, in the DMs, not in the editions.

You and I define "Art" very differently. We'll see how many Ford Truck jingles last as long as The Scream or the Mona Lisa.

I believe the composers, singers, and creators of those jingles would certainly call themselves artists. You're going to take away that title because it's not grand high art of powerful and eternal cultural significance? It's pop art, but D&D is pop fantasy, not grand high creativity on par with perfection of the human form or a representation of dramatic emotion. There are some Andy Warhols in D&D who can create high pop art, but even Andy knew that commercial and crass things need to be considered and woven into the work, not ignored in favor of some concept of purity and ultimate purpose.

It is clearly fallacious to accept the approval of the majority as evidence for a claim. For example, suppose that a skilled speaker managed to get most people to absolutely love the claim that 1+1=3. It would still not be rational to accept this claim simply because most people approved of it. After all, mere approval is no substitute for a mathematical proof. At one time people approved of claims such as "the world is flat", "humans cannot survive at speeds greater than 25 miles per hour", "the sun revolves around the earth" but all these claims turned out to be false.

Where this falls short is the idea that the quality of D&D is not falsifiable, subject to tests, or otherwise scientifically verifiable. No one individual can, in any controlled experiement or logic test, objectively determine what the "best D&D game" is. What the best D&D game is falls then to statistical determination, which, while still subjective, is at least subjective to a great number. As a product that is sold, the greater the number, the more successful the product, the better suited that product is for it's audience.

Unless you have a "theorm for D&D quality," popular opinion is a perfectly valid way to measure the quality of D&D.

What other measure could one possibly use that would be less subject to individual variance?
 

MerricB said:
However, there seems to be a disconnect between these sources and the D&D which got played by people who weren't me. Having a group of 9-12 enter a dungeon is quite alien to the tales of those novels, where one or two people (normally) would be all that entered those dangerous locations.

Is 3E thus closer to the literary sources by promoting smaller groups? ;)

You're basing this point on fallacious reasoning. ERB, REH, Jack Vance, all created stories that were rife with the main character leading large bands of men. The fact that many of those men never made it through to the end of the adventure (yet the hero inevitably survived) makes no difference, as that is what often happened with AD&D henchmen and hirelings as well. :]

Go back and review ERB's A Princess of Mars, The Gods of Mars, Thuvia Maid of Mars, REH's Queen of the Black Coast, The Pool of the Black One, Vance's The Fallible Fiend and Lieber's Rime Isle for examples of large bodies of henchmen and followers being led by the various fictional heroes of those authors.
 

Wow...lots to catch up on after a weekend...

First thing, from way upthread: Hussar, the jungle module you were trying to remember is probably Hidden Shrine of Tamoachan.

Definitions of failure and consequences: PC failure can of course take many forms, there's no disputing that. But, what of these forms *matters* to the average player? I'd say any of the following will matter to almost any player: death, major equipment or monetary loss, permanent level drain, permanent significant stat loss. In a gray area, mattering to some players but not all, would be: failure to complete the in-game mission, death or loss of an important NPC, failure to uphold pre-determined standards or ethics either as character or party, damage or loss known to be temporary, and the like. Forms of failure likely to matter to a very small number of players: a failed in-game romance, failure to uphold a standard or ethic that makes no in-game sense e.g. a Fighter that has sworn to harm none, a failed in-game business venture, etc.

From what I can tell, of the 4 major "failure types" (death, $ loss, level drain, stat loss) 3e has kept death as it was and greatly increased stat loss, while reducing level drain and almost eliminating equipment or monetary loss, as opposed to 1e. However, there are some here who also seem to want to drastically reduce or eliminate death as a consequence, thinking the lesser failure types to be just as significant. In some specific campaigns this might very well be true...players might gnash their teeth for weeks over failing to rescue the princess...but in most cases I'd say the challenge for players lies mostly in avoiding the 4 major failure types, while the challenge for DM's is to present them all, at least somewhat fairly (most of the time :] ), with all involved knowing things can and inevitably will go wrong.

There's something of an undercurrent running through some posts here and elsewhere that seems to suggest players and their characters should not be able to significantly fail...that yes, there might be temporary setbacks but in the end the Good Guys always win, even if they take on the foes they're supposed to leave well enough alone. Granted, sometimes this happens...a party gets in over its head and still prevails, and that's fine; the stuff of true heroism, in fact...but if the luck of the draw suggests the party's gonna get squashed this time, then pull out both barrels and let 'em have it! (caveat: a DM fiat to keep one PC alive if all is lost can at least preserve some continuity...) But in order to have their successes mean anything, they have to know they can just as easily fail.

Lane-"this post is probably grumpier than I feel"-fan
 

Lanefan said:
From what I can tell, of the 4 major "failure types" (death, $ loss, level drain, stat loss) 3e has kept death as it was and greatly increased stat loss, while reducing level drain and almost eliminating equipment or monetary loss, as opposed to 1e.

Most people seem to think that equipment is much more important in 3E than previous editions. How do you figure that $$$ loss is decreased? There's loads of sundering stuff available, and IIRC, spells can destroy equipment too. Oh, and there are the rust monsters and some jellos that can do it too.

One of my players drew the jerk-off card from the deck, and was ready to retire his character :\
 

Kamikaze Midget said:
If failure itself is a fear, the quality of the DM is only relevant in as much as they provide a potential for failure. As long as the DM is making you roll dice for things, there is a fear of failure in that thing.

Roll 1d6. If you roll a 1 or 2, you fail. There is no consequence for that failure. Are you trembling in your boots yet? :lol:

Anyone else care to try this experiment? Anyone else terrified by that chance of failure?

Sheesh!

Again, I'll repeat my point: 3e has no fewer negative consequences than 1e.

But, sure, I can mention a few negative consequences for failure that occur in 3e and not earlier (by RAW):

1 - Failure on a Diplomacy check for a paladin will fail to sway an opponent.
2 - Failure on a Craft check for a wizard will waste time and money.
3 - Failure on a Bluff check to fient for a druid will mean the enemy retains his Dex bonus to AC
4 - Failure by 5 or more on a Disable Device check for a monk may spring the trap.

The method of failure has changed. The consequence has not.

In 1e, you could fail to sway an opponent, waste time and money, and spring a trap. In 1e there were also ways you could attempt to deprive opponents of their Dex bonus to AC, and you could fail in doing this.

At least this makes clear why you don't think that there are fewer consequences for failure in 3e; you are conflating consequence with method.

Certainly 3e is not the holy grail of gaming systems, but it is the best edition of D&D to support both the customization and rules fiddling for those who desire it (as one who loves it myself, having rules logic explained makes it immensely easier)

I agree with this.

as well as minimizing the need to do it for those who don't care to do it to get the game they want.

But I disagree with this. IME and IMHO, "straight" 3e is blander than straight 1e or RC D&D.

Funny, because those are the standards of quality *least* likely to be based mostly on subjective personal accounts.

If they were standards of quality, you might be right.

Here's a simple test: What is the democratic, capitalistic, or evolutionary standard of quality? How is "quality" defined in the paradigms you suggest?

What you suggest here, btw, would support the claim that 1e is superior to 3e because, although no longer supported, it still has a large fan base. Like the crocodile, it survives. That some other animal later evolved has no bearing on it. It thrived in an environment simular to that of 3e (large amount of support), and also survived when the environment changed.

The only "evolutionary" evidence of "quality" then would have to occur when 5e came out, and we could measure how many were still playing 3e.

Of course, this reasoning is itself fallicious, because the idea that quality is determined by popular mandate is fallicious, as demonstrated earlier ad infinitum ad nauseum.

The nature of your "if you build it, they will come" method of attracting players means that you have minimized the players that disagree with your methods from the outset, because these players do not seek you out. They could exist in great numbers.

All I'm really saying is that your experience, good as it is, has a filter on it that weeds out those you wouldn't have fun with. That doesn't mean that those people should be excluded from the study, though. And it does mean your experience is less than the 1,000 strong that WotC's is.

Although, examining the market research data, we discover that WotC used roughly the same sort of filter, by eliminating anyone who would have been introduced to D&D in 1e's heyday.

I'm asking you to show me where the rulebooks make it clear. It should be a simple excersise in comparison. Give me a passage from 1e including it's "flavor and attitude," and give me a passage from 3e including it's different "flavor and attitude."

Give me more than one, if you'd like to *really* convince me. :)

Is there anyone else here who does not believe that there is a difference in flavour between 1e and 3e? Is there anyone else here who does not believe that there is a difference in attitude between 1e and 3e?

In other words, is this worth my time to do?

Where this falls short is the idea that the quality of D&D is not falsifiable, subject to tests, or otherwise scientifically verifiable.

<snip>

popular opinion is a perfectly valid way to measure the quality of D&D.

You don't notice any disparity between these statements?

You are correct when you note that quality is, by definition, only subject to subjective analysis. If you, therefore, say that you believe something is better because it sells more, you might be making a true statement (if you believe that). If you say that something is better because it sells more, you are making a false statement because there is no direct correlation between sales and quality, and because the fact that there is no direct correlation can be demonstrated.

The edition of the game you like the best is the one that has the highest quality for you. The edition of the game that I like the best is the one that has the highest quality for me. For the ruleset, I agree that 3e is superior (for a large part due to the OGL, which has allowed some options to be published which are superior to those WotC initially provided, and which make customization easier). For flavour and attitude, I believe that 1e is superior. The best edition, IMHO, would combine elements of both.

I do not expect any individual to share this valuation with me.

(This should not be confused with qualities, such as the hardness of materials, that can be evaluated with far more objectivity.)


RC
 

Numion said:
Most people seem to think that equipment is much more important in 3E than previous editions. How do you figure that $$$ loss is decreased? There's loads of sundering stuff available, and IIRC, spells can destroy equipment too. Oh, and there are the rust monsters and some jellos that can do it too.

One of my players drew the jerk-off card from the deck, and was ready to retire his character :\


Mearls seems to think so, with his rust monster redesign.

In 1e, when you were targetted by, say, a Fireball, your equipment had saves that did not level with you. At the very least, you were going to lose something. In 3e, your equipment uses your save so long as you are holding it or it is on your person.

There was a time not so long ago when the relative strengths of PCs and giants was brought up, and I suggested that a PC should simply sunder the fire giant's sword. There was some analysis afterwords, the point of which is that the sunder option is still weighted heavily toward the attempt failing.


RC
 

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