You got your PHB & DMG in 77 eh?
Time traveller exposed.![]()
In this case, perhaps not.ADnD 2nd edition book? For "the feel of AD&D 1e" Are you mad?
True, but a magic item is still a magic item, wherever it comes from; and 2e wasn't all that different than 1e in its items in any case.Seriously, one of the big things about 2e was changing the feel of AD&D away from 1e.
There's no way to accurately recreate the feeling of AD&D, OD&D, or BECMI in 4th edition. This isn't a knock on 4E, it's simply a manner of the game's functions. A couple of major points:
1) Meta-knowledge is obvious in 4E. You know a creature is a minion because he dies in 1 hit.
So change it. Add in different items. And I've been in several games with different item identification rules.You know what magic items do because the PHB lists them in their entirety and you can identify them in 5 minutes regardless.
They pretty much always are in older editions. Or do you mean that spells were only ever daily powers before 4e? (As for spell resistance, instead spells miss these days).You know that your powers are always available and never fail.
Uh-uh. DCs and effects up to the DM.You know the results of a skill because the book clearly spells it out for you.
Why do you need to make the players' abilities rather than the world mysterious to them? Durations are now normally more random than ever (save ends). And other random variables are normally one shot (hit points) or a part of the world rather than the PCs themselves.In earlier editions, the player finding out how the game world worked was half the challenge. You had spells with random durations, you weren't guaranteed full hit points, and there were many random variables (50% this happens or 5% that guy dies, etc.). To reinstate "old school" ideas you have to make the rules "mysterious" to the players again.
Two key words started that sentence. "By default." The whole premise of this thread is what do you change. By changing the treasure allocation, you aren't even houseruling 4e. You're just moving it off the default setting.2) By default, 4E assumes the players are entitled to treasure and experience.
Again, this is an easy tweak. Change the reward metric, as I suggested. I would also point out that 2e experience points are not gained the same way as 1e experience points; in 2e you gain extra experience points from doing class-ly things. In 1e you gained three times as much experience from treasure (on average) as from fighting, based on published modules.For example, in 4E a major quest (IE the equivalent of an entire adventure) counts as a single encounter which is, on average, 1/10 of your level. Using 2E as an example, story experience earned you relatively the same as every monster and trap's value combined. A 1HD monster only granted you 15xp. This is 1% of a thief's 1st level.
Yes. Spell casting with room to do it isn't now as deadly. And I can't really see how to bring that back (or if I'd want to). You have a point.3) Action economy goes against the "balanced" encounters of earlier editions. Yes, by limiting actions you put characters on even ground. In AD&D your place in initiative could often make or break a battle. Spell casting was always risky because you could very well go dead last and have every single weapon flying your way.
And in 4e if I throw 40 Orc Warriors (L9 minions) at a level 9 party, that's probably to be a very nasty fight unless the wizard specialises at this sort of thing. If it's 37 Orc Warriors, the Chieftain (Level 8 elite Brute), the Champion (Orc Bloodrager - level 7 Elite Brute), and the shaman (an out of his league Eye of Gruumsh) this is going to get extremely messy.Also, in older editions, the difficulty of a battle was determined more by overwhelming numbers than strength of the monster. 40 orcs could take down a level 9 party assuming they didn't have access to auto-kill magic like cloudkill (and that's a valuable spell slot wasted for such an occassion).
And you think terrain isn't vastly important in 4e?At higher levels terrain played more importance in order to box creatures in and fight them one on one or, better yet, trap them with spells like fireball which conformed to its surroundings.
They have - and most new solos are a lot better at protecting their actions. And the way they take down solos like that is by blowing their daily allocation - equivalent to the wizard and cleric burning through their entire spell allocation for the day and leaving just the melee people standing. That gets through a lot if it can be done.In 4E whoever acts the most flat out wins almost all the time. A party of 5 characters can wipe the floor with a solo even 5 levels higher than them purely through lockdown maneuvers (I haven't read MM3 but I hear they made monsters deadlier).
*headdesk*In combat, overwhelming numbers are limited by the self-imposed "balance" of the game.
Hint: The reason minions get people to blow area powers is because if they do not, they will be overwhelmed. Minions do more damage for the encounter budget than anything else. They simply don't survive very long. You kill the minions fast because you need to. Otherwise you will be overwhelmed.The concept of minions functions less as a means to overwhelm the party but as a means to get them to waste their actions or blow their area powers which are generally daily or encounter.
It's only not compatable if you take the default assumptions and then claim that they are the only way the game can be played. As the mere existence of Dark Sun demonstrates, they are not. So simply saying the default methods are not compatable with old school methods adds nothing to the thread unless you are saying why they can't be changed. Which you are not.There are tons of other design changes with 4E but it's simply not compatible with "old school" methods.
And it takes surprisingly few tweaks to change the style of a game.I'm saying that a game's rules define its style.
Or strugling for survival in the face of a post apocalyptic nightmare world where every day of water is precious and if you go to town the secret police are going to look harshly on you (Dark Sun).The DM can change the rules to suit his purposes, true, but it doesn't change the fact that 4E is about heroes fighting monsters
And the rules could never possibly be used for a high fantasy game. I mean it's not as if it uses the same basic rules as Burning Wheel or anything...just like Mouse Guard is about frontier exploring mice,
Actually, Dogs in the Vineyard works for any high individual conflict game where violence is not necessarily the first resort.Dogs in the Vineyard is about religious knights snuffing out sin,
Yeah, you got me there - but then I've never really thought about using the Maid rules. Or even reading them. On the other hand I know people have used My Life With Master to run such diverse games as Paranoia, a mother in a trailer park with her kids, a mediaeval court, Repo! The Genetic Opera, and someone was planning to use them to run a game of Changeling. It just takes a little imagination and a very few house rules (if that).and Maid is about playing an anime maid.
So change it. Add in different items. And I've been in several games with different item identification rules.
They pretty much always are in older editions. Or do you mean that spells were only ever daily powers before 4e? (As for spell resistance, instead spells miss these days).
Why do you need to make the players' abilities rather than the world mysterious to them? Durations are now normally more random than ever (save ends). And other random variables are normally one shot (hit points) or a part of the world rather than the PCs themselves.
Two key words started that sentence. "By default." The whole premise of this thread is what do you change. By changing the treasure allocation, you aren't even houseruling 4e. You're just moving it off the default setting.
Again, this is an easy tweak. Change the reward metric, as I suggested. I would also point out that 2e experience points are not gained the same way as 1e experience points; in 2e you gain extra experience points from doing class-ly things. In 1e you gained three times as much experience from treasure (on average) as from fighting, based on published modules.
*headdesk*
Balance is a tool that gives the DM better information. Just because the advice says that something is generally the best course of action doesn't mean that a DM needs to DM that way. The DM simply has a better idea of what will work.
It's only not compatable if you take the default assumptions and then claim that they are the only way the game can be played. As the mere existence of Dark Sun demonstrates, they are not. So simply saying the default methods are not compatable with old school methods adds nothing to the thread unless you are saying why they can't be changed. Which you are not.
And it takes surprisingly few tweaks to change the style of a game.
Or strugling for survival in the face of a post apocalyptic nightmare world where every day of water is precious and if you go to town the secret police are going to look harshly on you (Dark Sun).
And the rules could never possibly be used for a high fantasy game. I mean it's not as if it uses the same basic rules as Burning Wheel or anything...
Actually, Dogs in the Vineyard works for any high individual conflict game where violence is not necessarily the first resort.
Can you recreate AD&D feel in 4e? I'm sure you can. But it would be a very personal design choice.
Arumvorax's description of what AD&D was is entirely correct....for him. Much of what he describes did NOT describe my 1e experience at all. Not the campaigns I ran or played in. The games he describes were hardcore, with DMs acting as direct opponents in some cases. Our games rarely ever ran like that. We were heavy into narrative and metaplot almost from the beginning. There wasn't an air of 'foolish players, you shouldn't have done that! Now I'll show you why you're all wrong!' I knew of games like that and didn't see anything wrong with them, but that wasn't the style we enjoyed. We were recreating some of our favorite fiction and ideas, playing more as a shared narrative than a tactical exercise more related to the kind of play you'd see in Wizardry.
Recreating a 1e feel would be totally different for us than for others. Our AD&D game had me turn into a half-demon through the use of a magic pearl, fight alongside orcish objectivist samurai against a purple worm, enslaved in an ancient city-state, fighting elemental dragons and pretending to be a zombie to fool an ogre invasion. It didn't always make a lot of sense, but it was HELLA-FUN. And really, that's what 1e was to us.
@Neonchameleon I'm not going to quote everything you wrote but a few key things:
-Use magic items not in the PHB (count 1 point for every new item you create)
-Use a system of identify that isn't "fondle object for five minutes"
-Redefine the way experience points and encounters are designed
-Give more oomph to spells/rituals (1 point for each spell/ritual you redesign)
-Make traps deadlier and conditions more debilitating (1 point for each one you change)
-Devise a system where monsters can join in a battle without lopsiding the fight and ruining the action economy
-Devise a system of handing out treasure that doesn't ensure players can buy every magic foo under the sun or don't come out empty handed
-Change extended rest so it doesn't instantly heal you of cancer in 8 hours
This is personal opinion but I feel it cheapens a game when I have to tell people "That chapter on items? Forget it, I'm not using it."
I could come up with different identify rules but that's another balancing act within 4e's strict internal structure.
If you want an AD&D feel the first thing I suggest is making daily powers encounter powers. Players should want to use items because in almost every condition a PCs at-will abilities are better than an item's dailies.
I mean not being 100% sure something won't blow up in your face.
I can't interrupt an enemy's power in 4e.
Because there is no mystery when you know how everything will work. You know that the trap around the hall will only burn through your healing surges meaning another day to rest.
You know the monster's disease doesn't pose a real threat because you have 3 different attempts at 50% each to recover.
Magic items are already listed for the players so where's the mystery in discovering them?
Magic items in 4e are completely worthless.
The Dark Sun setting is awesome because it insists on using inherent bonuses and tossing away magic item bloat.
That's closer to the AD&D feel right there.
The change is a fundamental part of the game. The "default" is what's assumed in in every single 4e book.
If I change one thing in 4e then I follow a domino effect for each source I use.
No, I'd rather nix magic items altogether but most 4e players aren't expecting that.
Another domino effect. I could reduce the amount monster's are worth but combat in 4e takes long enough as is.
If I change experience then I'll also have to change how parcels are obtained or just do away with parcels altogether. This means careful management of what treasure PCs get, when, and where.
If you ignore the rules then your game will fall apart. That last statement is based on personal experience but I have yet to play a single D&D game where more than a handful of house rules didn't turn into an absolute mess.
The number of games that go from level 1 to 30 is disproportionately less than games that end after a few levels.
Dark Sun does absolutely nothing the game wasn't intended to do. DMG1 already had inherent bonuses. They removed the ridiculously retarded 3/3/3 rule and instead give an abstracted "supply" list. They added in a couple of features from PHBIII to incorporate psionics and profane magic.
What's your definition of few because judging by the number of points you quoted, by the number of bullets in the average poster's laundry list of ideas, by the number of times this topic has appeared since Essentials was released and Wizards teased us by reusing the Basic Set red box I'd say the tweaks you have to make are more than a few.
Your mileage varies, of course, but I'm trying to speak primarily in mechanics. AD&D's modular design gave you the freedom necessary to say "damn the rules, full speed ahead!" Your experience in 1e was a free reign narrative and I argue that this is only possible in a game that doesn't stress so many tactical options.
The Essentials Red Box perfectly encompasses everything 4e is about and I feel this closes the argument. "Heroes don't hide, heroes don't refuse adventure hooks, and heroes throw themselves in danger" to sum the entire thing up. Every edition of D&D ever has described the PCs as great heroes but they never said "BTW your hero is assumed to act in this manner..." until now.
For example, what would happen if the same character became a half-demon in 4e? Would you change his race into a tiefling? Would you write up a couple of encounter powers and change ability scores around? Or would it simply be hand waved as a cosmetic change? In all cases but the latter, it's a major change to the way the character is run and the assumed "balance" of the game. The DM would have more work on his hands as he ad-hocs new situations based on something that goes against what 4e assumes.
This is a lot of crap and this is a very touchy subject but my question remains unanswered: why go through the effort of modifying a game to do something it wasn't designed to do?
This is a difficult subject because there's no real evidence, but from personal experience I've never played in a long lasting game based on heavy house rules. House rulings are an accepted (and expected) result of playing a game but when your rules reach a point where the resulting changes is longer than another game of the same type, just play that game!
I wonder what will happen 30 years from now assuming D&D is still ongoing. Will we see topics like "4e feel with 9e rules?"
I'm now going to ask you a simple question: Have you ever played 4e with a group that liked the game? Because you sure don't understand it from your list.
You mean use magic items not in PHB1,2,3, Adventurer's Vault 1 or 2, Primal/Martial/Arcane/Divine/Psionic Power, either DMG, or any world guide? And then don't use the new Essentials item rarity rules?
As for not creating magic items, next you'll tell me not to create homebrew monsters.
Changing exps is a simple tweak with far reaching consequences. As for encounters, the goal is to play in a specific style. You can play in that style without setting encounters for it?
Spells are a major factor in the AD&D feel making it very necessary. Rituals are, in almost all conditions except raising your character, a waste of resources. Majority of them do little more than save you time from more manual labor.Unnecessary.
How about none? But homebrew traps are now banned? I guess I'll just have to put away Grimtooth's Traps.
Wait, what? 4e works fine with multiple monsters and attacks in waves.
Already been done by the official (Essentials) rules.
And once more you demonstrate a lack of understanding of 4e rules even from the earliest books. Cancer would be an obvious use of the condition track (normally poisons/diseases).
It depends why. Because I'm not telling them "forget it, I'm not using it". I'm telling them "I want to run a game in this style. Here's what I think will make the mechanics fit the rules."
4e is more robust than people give it credit for. So are most games.
Wait, what?
I've got weapon breakage rules in one of my current games. From Dark Sun.
Unless it's poisoned. Because many poisons use the condition track. Or it's a chute leading somewhere. Or...
Once again you are ignoring the condition track. Used by such things as Quori brain seeds, rot grubs, mummies, and lycanthropes. Fail that first recovery roll - and (a) it gets worse and (b) you now need two successes to recover.
You mean the players never read the DMG back in the day.
I don't know. But you've clearly never read AVII. Or the DMG/DMGII and artifacts. Or seen any of the new item rules.
In the same way that most +1 swords in the old rules were worthless. Right. Special pleading.
Rules that came from the DMGII. And because the math was clear I drew houserules that predated that.
"The AD&D feel?" What? Monty Haul?
The whole point is to make combat less rewarding. I'm not suggesting changing the size of encounters. Just the reward the PCs get at the end.
So apparently you can not put treasure in an adventure? And consider yourself able to run an old school game? Parcels are merely a means of keeping score.
That's why you keep them simple and clear. Which is what I'm proposing. Mangling subtle numbers so everyone trips over themselves is a problem. Also: Calling Raven Crowking - 100 pages of house rules, wasn't it?
AD&D was as far as I know, almost never run straight out of the book.
And how many games do you know that ran from 1-20 in previous editions?
And by doing so elegantly changed the feel.
See above for quite how wrong your list was. I quoted two. Changing identify is a third.
I'll add exception based design to the list of things you don't quite get.
The tactical options are just that. Tactical. Once weapons are drawn. And you only have a few seconds to think. Outside combat, 4e is rules light.
Straw man. The red box also points out that hiding in the wagon would be stupid. That the goblins would find you anyway so you'd have to fight. Straw man twice over. The red box does give you an option to hide and stab the goblins from behind. That way you end up as a rogue. Straw man three times over. You start the scenario already in danger. It's hardly throwing yourself in danger if it has come to you.
Having changed a PC into an undead flaming zombie, I can only say that this isn't the case.
Why use a BMW engine rather than one belonging to a kitbash car?
And I have listed precisely two house rules. You have added a third (item identification).
If I want to retain mystery, I would not use magic items found in any books players are expected to own and use. That instantly rules out 80% of your list.
My point isn't an aversion to creating magic items, it's the fact that I'm doing extra work for no reason. The magic items in D&D are fine as is but they should not be in the player's hands if the game expected to keep any sense of wonder or unknown to the players.
I don't know what your point is here. The AD&D style is that experience comes from recovering treasure and completing quests. The 4e style is fighting monsters. Your defense is to reduce monster experience and assign an experience value to the treasure.
My offense is that the "I roll and find it" skills like perception negate the point of even hiding treasure because "Oops, I rolled a 30 and found your hidden cache."
The only way to fix this is force the characters to specifically designate what they're searching for but this now undermines a major skill.
Spells are a major factor in the AD&D feel making it very necessary. Rituals are, in almost all conditions except raising your character, a waste of resources. Majority of them do little more than save you time from more manual labor.
I'm not talking about waves, I'm talking about the battle increasing beyond the experience point budget. Waves are easy. 10 minions that appear after the previous group of 10 is an easy fight. 40 minions at once is not an easy fight.
My point is that large battles in 4e are not manageable because so many things happen during a round. In Gygax's modules, alerting a base would have every single enemy rushing to get you at once. In 4e, I have to use waves or suffer from "I move this guy here, opportunity attack, this guy here, interrupt, this guy there, okay another interrupt, this guy..."
So Essentials keeps a newly created player from having more wealth than a player who actually levels up? That's another hit on the parcel system as devised; in a 10 parcel system with the level + 5 rule, two people in a 5 man party will always come out empty handed.
DM: Player B has blinding sickness. Make a heal check.
Player A: I'm a level 8 cleric and use my heal check in his place. +5 from wisdom, +4 level bonus, +5 trained bonus, the other 5 characters aid me for a total +24 bonus. I roll a 2 and succeed.
Based on the leaked DM sheet, essentials reduces the difficulty for skill checks.
I didn't even count the other typical bonuses such as background, feats, and items.
That's the exact same thing. "Don't expect to use this material because I'm changing it *presents printed paper of changes*"
I can list the number of times my players use an item's daily powers on one hand. It basically amounts to the same number of times a player normally uses a daily (read: when facing a solo or overwhelming minions).
I already explained the flaws of the condition track when it comes to skill checks.
I could make a trap that inflicts a disease or saps healing surges but the party will just leave and return the next day.
Honestly, no. I never did until I started playing as DM.
I haven't incorporated artifacts into my games so the DMG's lists aren't appealing.
Knowing that your equipment was just as important as your skill.
If combat is so demanding, why am I getting fewer rewards? Players will grow frustrated that their hard work amounts to nothing.
No, it means you'll have to ensure players don't get stiffed because Player A got a level + 5 items the past three levels while Player C received level + 1 items the entire time.
And Crowking pretty much wrote an entire OGL game... unless you consider things like Castles & Crusades to be nothing but houserules.
I ran it straight from the book. Now you know one person.
So what's the difference between modular and exception? You don't step on the toes of another rule in modular. In AD&D, a modular game, I can add a rule without conflicting with another and use them both at the same time. In 4e, if I want inherent bonuses, I have to remove magic items; I can't have both without also boosting monsters.
If you say so. Excuse me, I'm going to use my nature lore to completely map out my back yard.
What kind of bluff do I need to convince the police officer the blunt in my mouth was actually a toothpick?
An perception DC 12 is enough to see the barely noticeable pot hole in the ground, yes? *Yawn*
I don't feel like talking to the dragon, I roll diplomacy and handle it myself.
By all means, please post how you did it. I hope it was more interesting than +2 con, +2 dex, encounter power "flaming punch."
While you're busy making it, I'm going to go over here and just run the game you're trying to poorly emulate.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.