AND THIS:
Wik, you have *got* to sit in on a Victoria Rules game sometime. Hell, you're even in the right city!
And you're bang on about the classes, particularly the Fighter - the mechanical similarities matter not once personality enters the scene...
Lan-"Fighter for 25 years and counting"-efan
2 and 6 on your list really make things easier for casters; I'd suggest too easy.You can add alot to that. I don't think that gives the full extent of the simplifications that were in common use by people who thought they were and say they were playing 1e.
I never saw your #5 altering races, but I did see:
- Not being strict about the turn sequence or predeclaring your actions.
- Not tracking segments within the round, or the casting time of spells.
- Not paying attention to spell material components.
- Not alternating attacks when several combatants had multiple attacks in the round, and instead resolving all attacks when the players turn came up.
- Using simplified surprise rules (ei, multiple rounds of surprise aren't possible)
- Not disrupting spellcastering when the caster is struck by attacks.
Agreed.Plus alot of the simplifications I saw tended to make the game less balanced. Thieves sucked hard at high levels anyway, but without multiple surprise rounds of backstabbing, they had virtually no way of handling anything by themselves. Wizards ruled when spells got off in a single segment, material components were assumed to be on hand regardless of how esoteric/rare/cumbersome, and casting couldn't be disrupted, and so forth. The game was just better when you played it by the rules, and house rules made by players that actually knew the rules tended to be better reasoned thought out. There are still aspects of the D&D and 1e AD&D game that I think are superior to 3e, and in some ways both were tactically superior simulations to 4e because they did a better job of making the game resolve in a less 'turn based' fashion.
Indeed, yes. Well, that's been my (our) experience too. Likewise, with Dragon Warriors, and similarly 'rules-lite', 'old skool' games.OD&D provides a framework for any character imaginable to be brought to life, rather than requiring players to fit their imagination to the prescribed rules.
In OD&D, the sparsity of rules means a PC can try anything, rather than being limited to its class features, feats, powers etc.
It's fantastic, too. I believe Mongoose's website has some previews and extras in PDF form - in the Flaming Cobra section. They're just the pubishers, not the gamers responsible for revising, editing, layout, etc., by the way.Dragon Warriors! I understand that's out in a new edition. (As in reorganized and slightly revised "edition edition", not WotC "Gentlemen, we can rebuild him. We have the technology." edition.)
That's a profound misrepresentation of how OD&D classes are played.
In a game with 4 fighting men and 4 magic users we can have:
...you get the idea.
- A savage barbarian from the steppes
- A nimble swashbuckler
- A stealthy scout
- A holy warrior for a church
- A pointy-hatted mage
- A witch who consorts with spirits
- A monk who controls the elements
- A scruffy hedge wizard
OD&D provides a framework for any character imaginable to be brought to life, rather than requiring players to fit their imagination to the prescribed rules.
In OD&D, the sparsity of rules means a PC can try anything, rather than being limited to its class features, feats, powers etc.
Yep. There's often an assumption that a taste for older D&D editions is pure grognardism, but the fact is that many of us have gone all the way through to the latest releases (to 4E in my case) and found that the increasingly complex rulesets offered only diminishing fun and more frustrating constraints on imagination
I think this is too polarized a take on why people enjoy complexity in character rules. To me, what you say here supports the player that wants their character sheet to reflect that they were a sailor for 5 years before becoming an adventurer. But I don't think your assessment is quite accurate for the person who wants to be the best swordsman ever.What the older games don't provide is the mechanical character building mini game that some players enjoy as much if not more than playing the actual game itself.
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If a completed character is an image then the game system is the medium used to render that image. In OD&D/BD&D the player just draws the character they want to play freehand and starts the game. A player who enjoys assembling characters needs to form that image with individual component puzzle pieces until the desired image is created.
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I think this is too polarized a take on why people enjoy complexity in character rules. To me, what you say here supports the player that wants their character sheet to reflect that they were a sailor for 5 years before becoming an adventurer. But I don't think your assessment is quite accurate for the person who wants to be the best swordsman ever.
This feels like a delineation between simulationist vs. gamist, and my impression of what you wrote is that you feel complexity in character creation falls solely in the simulationist camp. I don't think that's so.
If the only type of character individuality you're looking for is based upon background, personality, special effects (to steal a HERO system term), and similar attributes then I would agree. None of this is going to be challenged by other elements of the game/world unless it's to produce an interesting/relevant story. On the other hand, if you want to be a swashbuckler that can perform outlandish combat maneuvers or a holy warrior that can call upon his/her god to perform healing miracles or a witch that consorts with spirits and therefore has special powers related to them, it's going to be a challenge to effectively play that out in a game that doesn't provide concrete mechanical support for it.
Note I said difficult; it can be done of course, but with serious support from the GM that falls into the heavy house ruling category. Alternatively, if there are rules in the game to support options like these, you'll have a much easier time playing the character the way you intend.
Completely agree with this. I was under the (mistaken) impression that your previous post was suggesting otherwise.That would be a misunderstanding. The complexities of character building can apply to both gamist and simulationist playstyles. Take a look at D&D 3E and 4E. 3E leans more toward a simulationist style while 4E features a more gamist approach. Both systems utilize building block components based character building though. 4E hasn't been around as long so the collection of available components is not as large.
In short, it doesn't, hence my follow up comment that it can be done through house rules. I'd say we're more or less agreeing on this except I'd argue that having such support come from an "official" source is more desirable to many game tables. Since not all games are created equal, it would likely behoove many games to have such mechanical distinctions codified without the need of house ruling. Such official rules eliminate concerns of GM favoritism (perceived or actual), unbalanced mechanics (in theory at leastQuite so. Why does mechanical support have to come from an "official" source. If my swashbuckler fighter can perform certain stunts due to special training does it really mattter that it is because I worked them out with the DM instead of picking them from a list? The only time such a heavy handed tome of law is needed is for organized play such as RPGA stuff so your character can play in multiple games with the same rules.
Remember that early D&D was supposed to be heavily house ruled. The rulebooks provided the basic structure for the DM to build his/her game from. The fact that 2 OD&D games being played in the same town might not resemble each other in the slightest with regard to flavor or mechanics was a strength of the system, not a weakness.