1e does use inches as its explicit movement speed - go re-read the movement rules on p101 (at least in my copy of the 1e PHB). If you're going to cry false, get your facts right. And why would movement be measured in inches unless you were expected to measure it somehow? For in-character adjudication it's a meaningless quantity, but for tabletop + minatures from a wargame it's perfect. And for anything other than tapemeasures, it's an absurd quantity. Now I'm well aware that you and almost every other group ditched measuring the inches. But ditching one of the rules is a house rule rather than the rules of the game.
For one, I never said 1E didn't use inches. I said it didn't use this "system", by which you described it.
Interesting, considering this quote from the 1E PHB:
Movement scale is kept as flexible as possible in order to deal with the
multitude of applications it has,,i.e. dungeon movement (exploring and
otherwise), city travel, treks through the outdoors, and combat situations
arising during the course of any such movements. Your referee will have
information which will enable him or her to adjust the movement rate to
the applicable time scale for any situation.
What's even more interesting is that you are equating "inch" rated movement to "wargaming".
Guess what: 4E uses inches for movement speed as well as ranges!
1 square = 1 inch... So... 4E is a
wargame right? Please say yes, because if you're going to be a hypocrite about that, man, we need to just stop the conversation right now.
1E breaks movement down on a variety of scales based on indoor/outdoor environments, etc. In order to emphasis the varying locales you'll encounter.
Your original quote tried implied that the wargaming method of using a tape measure, etc. were employed during all 1E D&D games... Gimme a break, dude.
This is straight up false equivocation.
You miss the point. More hit points mean that death is less of a lottery. If you're effectively playing russian roulette and dying to a single die roll (I suppose it was 2e which introduced the domestic cat, bane of low level wizards) then death is going to be regular and meaningless. In 4e you do not die to an errant roll and so can trace where things went wrong.
I think you miss the point. Just because death doesn't happen on the 1st hit in 4E, doesn't mean that death is
any more meaningful for the game.
1E wasn't about straight up, tactical battles. It was about using strategy, careful planning, and exploration to get the advantage on your foes and be in a situation where you never get hit in the first place.
A completely different method of play. So, if we're comparing "meaningful" death, then you can't possibly compare it based on
amount of HPs. Because, despite that, death in 1E and 4E is very much left open to interpretation by the group playing the game. I've ran sandbox 4E games where death came sometimes swift and sometimes often. You know what happened? Death (and more importantly, survival) became
more meaningful.
It meant you overcame something. You survived. You made it. Congrats.
The actual numbers have little to do with it.
And none of them have a combat system remotely as complex as 1e. A solid wargame core with no skills is completely different from a system like Dread or 3:16 that is almost statless. Apples to oranges comparison here.
Really? You're going to pick out two games and say that encompasses all indie games? Hilarious.
Your original point was, 1E doesn't have skills, therefore: wargame.
Now, it's because 1E's combat is complex. I say again, 4E's combat is robust. Does that mean it's a wargame?
Let us not forget it uses inches as movement measurement... lol
I think that selecting your powers encourages you to chose
exactly how you approach the world and what you do under stress.Rather than when the chips are down approaching the world as Sword + Board Fighter #27. A burly fighter who puts his shield between the enemy and his mates moves differently in 4e from one who mostly wants to




the enemy up - and has different powers. Powers that reflect and expand on who he is and how he approaches the world.
Wait a minute... So, because my character doesn't have a "power" that says, "You use a shield" that means I can't portray a fighter who uses a shield to protect his allies?
Wtf?
How does that make sense
at all?
In Basic D&D I can portray both thank you very much, without the need for powers, by simply
doing those things in the fiction! I can play a fighter who rushes ahead and "




s up the enemy" or I can play a fighter who yanks the wizard behind his shield and defends him.
I don't need a power to do this.
Another apples to oranges comparison. Without powers you can just swing your axe, roll to hit, and roll damage. "I hit him for 8 damage." And according to Old Geezer on RPG.net, that was how it was played at Gygax's table. Narrative isn't enforced by the rules of 1e. And basic combat is explicitely covered by the rules.
Well, for one, "I swing my axe" is a narrative... So, if you are required to say, "I swing my axe" well, that's fiction isn't it?
"I use Stomping Dragon of the Fiery Helljism..." isn't really fiction is it?
It's the difference between "I use my shield to block..." vs. "I use AC."
One references a rule. The other references fiction. Can you tell the difference?
With powers and without narrative in 1e you have next to nothing. But the 4e system, what happened was that the person using that power moved carefully round their target in a set direction, and hit them hard knocking them to the floor. Much more interesting than "Chop. Eight damage." Which would be the 1e comparison.
Really? That's funny, because in my recent B/X game, we did exactly that. The DM was running Keep on the Borderlands, and we entered a room with a high priest that had platemail and a mace, casting evil spells at us.
Guess what we did? We carefully maneuvered to get in past his army of zombies, set up a grapple attack and then knocked him down, so that our Fighter could move in and stand over him to keep him down, while me (the Thief) used my blade to cut our Cleric free from a snake that had been summoned by the priest to entangle him. I took my blade and wedged it in and sliced the snake's neck off. Lots of blood, but at least the Cleric was free.
Wow. I guess "Chop. Eight damage." isn't the only thing you can accomplish in old school D&D (and, we were using B/X! Notorious for being super rules light!).
I'm not saying you can't do this in 4E. You won't hear me say that. But, in 1E it wasn't an "after the fact" description we added after using Power 319, which knocks target prone, Power 406 that lets you keep them prone, Power 27 that lets you deal 14 damage, etc...
No, we were immersed in the fiction, and what came about was directly because of the details of what was actually happening.
I have played 1e AD&D/OSRIC. The combat system was the most fundamentally disempowering I have ever played as a RPG, and that despite a good DM (hi, S'mon). (I've had far more disempowering games - I'm talking about the system here). The combat rules mean that in a high pressure, high lethality situation you get to decide what you are doing once every minute. That's how long a turn is.
A round is 1 minute. A segment is 6 seconds... No?
Again, from the 1E PHB:
In adventuring below ground, a turn in the dungeon lasts 10 minutes (see
also MOVEMENT). In combat, the turn is further divided into 10 melee
rounds, or simply rounds. Rounds are subdivided into 10 segments, for
purposes of determining initiative (q.v.) and order of ottocks. Thus o turn is 10 minutes, a round 1 minute, and a segment 6 seconds.
Usually, what you are doing falls within the segment time frame, based on initiative.
Not to mention, in B/X, a turn was 10 seconds... Not much closer to 1 minute.
From the Moldvay Basic book:
TIME: Time in D&D adventures is given in turns of ten minutes each. A turn is not a measure of real time, but is a measure of how much a character can do within a given time frame. A character may explore and map an area equal to his or her movement rate in one turn.
MOVEMENT: In the D&D, rules movement is given in the number of feet a character may move in one turn. All characters are able to move 120' or feet in one turn when exploring a dungeon.
SCALE MOVEMENT: If miniatures figures are used, the actual movement of the characters can be represented at the scale of one inch equals ten feet.
TIME IN ENCOUNTERS: "Normal" time in D&D games is measured in turns of 10 minutes each. ... Time in encounters is measured in rounds of 10 seconds each.
You are making some serious exaggerations here.
You can not adapt to changing situations or exploit openings like that.
I can't? Wow. See my example above. I'd say that was all about adapting to changing situations...
And a minute is much too long to describe what you are doing - with swords and spells flying around, what happens in fifteen seconds is IMO far too much. Even six is pushing it. Any description you give of what you are doing is either a broad brush, a photo snapshot, or requires massively writing the scene. And then you only get to make an attack roll once in a minute most of the time - an absurdly long time for things to last.
See above.
I prefer T&T bucket of dice approach. Get the combat out of the way rather than having a lot of rules for it - and rules geared to tabletop wargaming at that. If you just roll a bucket of dice and say it was a confused skirmish, and here was the outcome, it works. But plotting out minute-long turns doesn't.
Again, see above. Lots of misinformation here.
Which left it as a hacked wargame. This is not to in any way denegrate Gygax or Arneson. They were doing amazing things with the tools they had available. But we have better tools now than having to use hacked wargames.
Better tools? You mean like 4E's inch-based, miniature required tactical combat system?
Hmmm....
Of course. They wanted to play wargames, not hacked wargames that were groping towards becoming good roleplaying games. And D&D was better at what it did than anything that had come before. We've just learned a lot since then.
"Good" of course is a subjective matter. And, I'd never say that B/X, BECMI, 1E, 2E, 3E, etc... don't have their faults. They do.
But, they were all damned good RPGs.
And, 4E is
too.
But, this thread is about a
specific fault of 4E. Something that we can look back at older editions and see what went wrong.
You seriously need to go back and read the rules for 1e AD&D if you want to continue this conversation.
I'd never say I knew all the rules 100% by memory. But, I think I have a decent grasp. But, how about taking a bit of your own advice here?