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Greybeards & Grognards 2 "Who Dies" and My Life In Gaming Editions.

khyron1144

First Post
The first one didn't really work out the way that I had hoped for. I think a lot of it is sleep deprivation while writing the initial essay. I think this one is better, I hope you do too:


Grey Beards & Grognards 2 Who Dies (And My Life In Gaming Editions)?
By
JustiN Orion Neal Taylor

I am about 25 years old. I have been involved with the D&D game in some way since about the time I was nine. One of the earliest things that I got into the game with was the Ravenloft Realm of Terror boxed set. I thought at the time that games came in boxes, only being familiar with board games.

I eventually also picked up the D&D Basic red box (at a Good Will, no less) and the board game-like version of basic D&D that had a paper dungeon map and heavier paper stock stand ups. I still had no idea what to do with Ravenloft at this time, but had read it backwards and forwards about three times that year alone. Eventually I used the rules in the book with the board game-like D&D set to create a dungeon on a piece of graph paper and had my dad try to play in it. I had no idea how to run an RPG or design an adventure at the time.

Flash forward to middle school and I’ve picked up the Advanced Dungeons & Dragons 2nd edition Player’s Handbook and Dungeon Master’s Guide. I also met my friend Jarod, who is my only friend from that era I’ve stayed in contact with. I’m now a better DM, but I still don’t understand what makes and RPG different from Hero Quest or Monopoly other than the possibility of playing it with only a graph paper map (no board).

In high school, I discover Vampire: The Masquerade and learn more about the RP aspects of RPGs. I believe there may be some cause and effect there. I run entire sessions of both Vampire and D&D with zero dice rolled and zero rulebooks consulted mid-adventure. I also run both games very tactically on occasion. On a road trip during these years, I pick up copies of the AD&D 1st edition Player’s Handbook and Deities and Demigods Cyclopedia (sadly a later printing without the Elric and Cthulhu material).

I’m in my freshman year of college when the third edition of D&D comes out. I eventually acquire all three of the core rulebooks as well as The Creature Collection. It feels like a very different game system than I’m used to, but I still have a blast playing it.

Last year, I picked up an old issue of Dragon from the tail end of the 1e era. It contains the second installment of the Game Wizards column to be entitled “Who Dies?” The two “Who Dies?” articles are about the new 2nd edition of the game that’s coming out.

There are a number of points raised in the “Who Dies?” articles that got me thinking about how the 1e to 2e changeover may have differed from the 2e to 3e changeover. Believe it or not, I do not want to start an edition war (for readers on my forum or the CBG or ENworld and Jerod, this comment is mostly directed at people on the WotC boards). I have my preferences. You have yours. Different salves for different wounds.

One comment made in the second “Who Dies?” article is particularly telling, in my opinion. The author states that 100% backwards compatibility was a major design goal. He then goes on to state that any change from the previous edition will lower backwards compatibility from that 100% standard, so it is not an attainable goal. The highest possible standard of compatibility would be strived for, though.

I honestly don’t think that this degree of backwards compatibility was a design goal in 3e. This is just my gut feeling, but inverting the AC system and adding a new class that had never been in any version of D&D before (Sorcerer) are moves that don’t seem like they fit with as much backwards compatibility as we can get as a chief design goal.

Another point he raises is that certain character classes had to be cut from the current edition, either because of balance issues (Barbarian and Cavalier) or for party harmony reasons (Assassin). He goes on to say such a thing is not that big of a problem for players loyal to those classes because they can be carried over from 1st edition rules, if the group really wants to. This indicates a fairly high degree of backwards compatibility. I believe this to be true. One could play a 1st edition Assassin in a 2nd edition game, if you had a willing DM and a 1st edition Player’s Handbook.

It doesn’t really work the same way for a 2nd edition to 3rd edition character. There may be a class called Fighter in both games. They might both use d10s for hit dice. They might both have wide access to weapons and armor, but they are not as mechanically identical as they should be to ensure a high degree of backwards compatibility.

If I have a point, and don’t assume that because I took the time to type this up in Word and subject it to spelling and grammar checks and email a copy to my best friend and post it on my forum and x-post it here that I have a point, it is this: 3e is a cool game, but it does not maintain enough backwards compatibility to be thought of as essentially the same game as the previous versions of D&D.
 
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WayneLigon

Adventurer
Good. I don't want it to have 100% backward capability - I don't think that's possible, and the desire (if it was truly a desire and not just a marketing ploy) of TSR to have it so was pure foolishness. You can't stay compatible with the past and advance the game at the same time to take advantage of things that other games have been doing for decades.

At some point in game design, just as in other fields, you finally have to let the past die. If nessesary, you bash the pasts brains out with a ball-pean hammer and bury it in the backyard on a moonless night. Eventually, that's what gets done with everything that overstays it's welcome.
 

khyron1144

First Post
WayneLigon said:
If nessesary, you bash the pasts brains out with a ball-pean hammer and bury it in the backyard on a moonless night. Eventually, that's what gets done with everything that overstays it's welcome.


That sounds rather strong and hostile, which is not the tone I was hoping for. I did not say 2e was absolute perfection, especially once all the handbooks and Player's Option books were added on, and 3.x is absolute crap for droping so much of the good stuff from the past. I may think it, but that is not what I want my primary message to be.
 

Henry

Autoexreginated
khyron1144 said:
I honestly don’t think that this degree of backwards compatibility was a design goal in 3e. This is just my gut feeling...

I'd almost guarantee that it really was one of the last on the list of goals, based on conversations I had with playtesters and designers about 2000-2001. Mainly, the first goal was to streamline the game, and make it such that actual play was simpler, and rules meshed very well together. Whether they went too far in this goal was and is still debated to this day. :)

...that I have a point, it is this: 3e is a cool game, but it does not maintain enough backwards compatibility to be thought of as essentially the same game as the previous versions of D&D.

That will be debated by a small section of D&D players to the end of tabletop gaming. :) However, the thought process by the designers were that the changes to the basic rules were necessary to make the game appealing to gamers of the current generation, or at least MORE appealing to the current generation. The market according to their research had consistently shrunk from year to year, so they took some radical steps to get back that interest (the Open Gaming License was another radical step that in my opinion paid off big time for them). The end result was a game that still kept some of the most basic "sacred cows" (levels, classes, hit dice, saving throws, "Vancian" spells, etc.) but the streamlining killed off the compatability between editions.

In 3E to 4E, whenever it comes, will there be so large a divide? I cannot tell. However, my gut feeling is that it will be more like the changes from 1E to 2E, than the gulf from 2E to 3E.
 

molonel

First Post
khyron1144 said:
I honestly don’t think that this degree of backwards compatibility was a design goal in 3e. This is just my gut feeling, but inverting the AC system and adding a new class that had never been in any version of D&D before (Sorcerer) are moves that don’t seem like they fit with as much backwards compatibility as we can get as a chief design goal.

You just shuffled a card from the bottom of the deck, there. The quote you gave said that it was a major design goal.

How did major get elevated to "chief"?

I think the designers strove for a lot of lot of backwards compatibility. Most of it, you probably don't even notice. To-hit rolls, saving throws, classes, races, magic items, spells. I've plugged a lot of 1st Edition players into the game, and we speak a lot of the same vocabulary.

If ALL they wanted to do was make 3e backwards compatible, they would have. But the designers have specifically stated that they had other design goals in mind: streamlining the system (which is why they inverted the AC system), and yes, sometimes throwing in new elements like the sorcerer.

Nothing that you've presented in your piece indicates that anyone said backwards compatibility was the #1 design goal in 3rd Edition.

khyron1144 said:
It doesn’t really work the same way for a 2nd edition to 3rd edition character. There may be a class called Fighter in both games. They might both use d10s for hit dice. They might both have wide access to weapons and armor, but they are not as mechanically identical as they should be to ensure a high degree of backwards compatibility.

That's because giving players options was another of their explicitly stated design goals. Fighters in 3rd Edition are more interesting than 1st Edition AD&D fighters. I've played both. If they'd made 3rd Edition fighters identical to 1st Edition fighters, then they would have been cookie cutter, uninteresting and a lot more dull.
 

S'mon

Legend
molonel said:
That's because giving players options was another of their explicitly stated design goals. Fighters in 3rd Edition are more interesting than 1st Edition AD&D fighters. I've played both. If they'd made 3rd Edition fighters identical to 1st Edition fighters, then they would have been cookie cutter, uninteresting and a lot more dull.

Hm, I think 3e Fighters are more complicated (playing 3e I almost always play Fighters) but not necessarily more interesting. In 3.5 especially, pretty much every Fighter PC has greatsword, power attack and cleave. Unless he's Large with a spiked chain and combat reflexes. The worst thing about 3e Fighters though is that their skills are all worthless. A B/X Fighter can track, hide behind a tree, jump a crevasse, whatever the player attempts & GM allows (or rolls a stat check for). My 3e Fighters can climb (if I stick to chain shirt), maybe jump (likewise) but nothing else. Especially, per the RAW they can't effectively interact with anyone other than by Intimidate.
 

Numion

First Post
All I know is that my gut says maybe.

Kidding aside, no it's not backwards compatible, and that's IMO good. I don't really even care if 4E is compatible with 3E or not. Every edition should stand on its own merits. If 4E is good enough, I'll buy it.
 

billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
Eventually, backward compatibility has to give way to other design goals, particularly when those other design goals are the chief goals you want to reach. There is some backward compatibility in 3E, more than enough to call it D&D. But there's also a lot of redesign that isn't backward compatible and I'm fine with that because most of the changes are pretty good. That's the real test. Do the changes in design make for a good game? I think 3E/3.5 has answered that with a resounding yes.
 

molonel

First Post
S'mon said:
Hm, I think 3e Fighters are more complicated (playing 3e I almost always play Fighters) but not necessarily more interesting. In 3.5 especially, pretty much every Fighter PC has greatsword, power attack and cleave. Unless he's Large with a spiked chain and combat reflexes. The worst thing about 3e Fighters though is that their skills are all worthless. A B/X Fighter can track, hide behind a tree, jump a crevasse, whatever the player attempts & GM allows (or rolls a stat check for). My 3e Fighters can climb (if I stick to chain shirt), maybe jump (likewise) but nothing else. Especially, per the RAW they can't effectively interact with anyone other than by Intimidate.

Compared to what? A 1st Edition fighter who nearly always had a longsword, full plate and a shield, a huge strength and no skills at all?

Why would anyone want to be backwards compatible with that?

I've seen hammer-wielding fighters, greataxe specialists, sword and board, axe and board, polearm specialists, archers (more in 3.0 than 3.5, but that's another discussion), tripping specialists, battlefield control specialists, Two-Weapon Fighting specialists, dex fighters who are more duelists.

Yes, fighters on average have lower skill points. They have a larger skill list than you allow, though:

The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

But they are definitely more interesting, unless you consider cookie cutters fascinating.
 

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