D&D 5E My Players Didn't Like 5e :( Help Me Get Them Into It!!

Fascinating convo that has nothing to do with my original topic :D

I decided to just play PF with them and finish out high level play, since it is what they want, and run a 2nd game with 5e for someone else as a solo game.

And now, back to the debate! Additionally, I would like to say these forums are pretty awesome as far as civility. I stopped reading the official 5e forums, the rules lawyers there are super condescending. Keep up the civil discourse!
 

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Yet other authors have taken these characters and played with them adding powers and capabilities
Or different powers & abilities, sure. In any given story, or even series, though you don't typically see a re-cycled character do every thing it ever did in any other story, plus some new stuff. It doesn't accumulate the way D&D just aggregated everything remotely supernatural ever done in anything even adjacent to the fantasy genre and plopped it all into a giant list of 'spells.'

You just argued for why martials shouldn't have mythic abilities. They are not gods.
That's often argued. Hercules isn't a valid model for a D&D fighter, because he was a demi-god. Yet you're here arguing Circe, who basically had a 1e Wand of Polymorphing, and not much else, justifies the power of D&D casters, even though she's of divine (Titan) origin, on both sides of her family.

By D&D standards he was probably a 5 or 7th level wizard. A 10th level fighter. A bit of druid, maybe 3rd or 4th. A bit of rogue. And an angelic being.
Yep, he was on the high end of the magic power scale in a definitive work of High Fantasy, and a supernatural being (so, something D&D shouldn't even be aiming for, if Hercules if off limits), yet D&D went ahead and medeled all the powers he displayed with low-level spells.

That's straying pretty far from the genre, and in the direction of casters being far more powerful than there's any reason for them to be.

At every level a caster is more powerful than a martial in breadth. Even a 3rd or 5th level wizard can do more than a 10th level or higher martial in terms of scope.
You have described the failure of D&D to balance classes, yes. You have not justified it, merely described it. To justify it you'd have to figure out a reason that game balance is bad for games (it's not), or that the genre supports casters being wildly powerful - yet the most powerful casters in the proximate inspirations for D&D display not a fraction of the things that D&D casters can do.

They lose because it would be unsatisfying to have them win.
And, the way PCs are statted has to reflect that. And, similarly, classes need to be balanced, because it would be decidedly un-satisfying to everyone else at the table if one of the players did everything.

Or because magic use usually has some debilitating effect which D&D decided not to incorporate.
Another example of D&D casters being excessively powerful relative to genre, yes. Magic in genre has many and varied drawbacks, limitations and consequences. It takes exotic materials, long periods of time, runs terrible risks, and has dire consequences for the caster or even the whole world. It's fairly rarely a fire-and-forget grenade. But, D&D, for essentially 'gamist' reasons, dropped all of the consequences and most of the limitations on magic, in favor of that Vancian model - that turned out :chough:5minuteworkday:hack: less than limiting.

Ironic, really, collect every power a supernatural being ever displayed and put them in the spell list, then eliminate virtually every limitation, risk, and consequence of doing each of those in favor of 1/day.

Gandalf felt drained after using magic. Raistlin the same. Using magic was physically taxing.
Nod. And one apologist theory for D&D going Vancian was that it wasn't 'really' n/day grenades, but bundled all those restrictions - the stars being right, and drained life-force and terrible prices and whatnot - for gaming convenience and playability.

3E left a bunch of this stuff out and went too far empowering casters. I feel 4E went too far disempowering casters. I think 5E is much closer to my tastes
To be clear, you are a self-identified caster supremacist.

4e (sorta) balanced the classes, 3e broke them worse than ever, 5e didn't break 'em quite so bad, is what you just said.

Depends on the book. Sometimes a much weaker wizard travels with a much stronger martial. Sometimes a much stronger wizard travels with and protects a much weaker martial. Sometimes they are relative equals. It varies from book to book.
Different levels handle that sort of thing.

Martials in every edition have had immense killing power.
Ah... not too consistently. Prior to UA, 1e fighters were pretty unremarkable compared to what you could do with spells and magic items. Post-UA and in 2e, though, DPR went through the roof, and few monsters could stand up to them. In 3e, it took a serious power-build to really burn down monsters through damage accumulation, while SoDs made casters supreme, and damage virtually wasted. In 4e, the damage divide was by Role. Strikers - whether Rogue or Sorcerer or Avenger or whatever, did a lot of damage - and a few wierd charge-build versions of them took the optimization crown for a while. Defenders didn't do quite so much damage, fighters included. 5e is prettymuch back to the 2e model, AFAICT. Which is not the worst D&D has ever been in terms of class balance - though 2e had fewer classes to balance - but still pretty effdup.

And you're just further illustrating the caster-martial disparity. A 5th level wizard can accomplish what Merlin and Gandalf can
Ergo, the wizard is powerful in a way that is starkly contrary to genre.


I do not recall these arguments and yet I was playing during that period. My group and I found the magic to be very relatable to fantasy.
Well, you're clearly very happy with overpowered, Vancian casters, so that's no surprise. The fact is, thought, that Vancian casting was lifted from one science-fiction setting, and never used in the fantasy genre prior to D&D, and that stood out like a sore thumb to anyone with any expectation that D&D might be a little like the genre.

It is very much there and not just defined by levels. Even low level casters as you have so clearly attempt to illustrate with Merlin and Gandalf are some of the most powerful beings in the entire world exceeding what martials can accomplish.
You keep trying that one out, it doesn't remotely fly. You're just repeating proof that D&D casters are overpowered relative to the genre, as if it were justification.

You're like a bank robber, pointing to the surveillance footage, saying "see, that's me robbing the bank, you can't convict me, because that's what I do, I rob banks!"


Magic should be something amazing, far more amazing than picking up a sword and swinging it. I don't see why you think they should be comparable for any other reason than game balance
Game balance is critical in making games not suck, yes. The main reason EGG went with Vancian was for that same 'gamist' reason, to bring magic up to the level of in-combat useability that would allow such characters to participate in the game, rather than watching from the sidelines - it just didn't work, and they turned out to be wildly overpowered.



Look, I appreciate that you're honest enough to admit that you think casters should be overpowered in D&D, and I'm sure you've been delighted with the 38 of 40 years that such was the case. But it's clear we're not even speaking the same language when we start referencing genre. If you can't see how the game giving powers displayed by a semi-divine being like Circe to 7th level magic-users, while denying that semi-divine Heracles can be used as a model for fighters is a profound double-standard, you just don't want to see it. If you can't see how giving 5th level casters all the spells (and then some) displayed by an angelic-super-being only nominally a 'wizard' might be overreaching, you just don't want to see it.


Fascinating convo that has nothing to do with my original topic :D
Yeah, sorry 'bout that. It just drifted in from another thread, somehow...

I decided to just play PF with them and finish out high level play, since it is what they want, and run a 2nd game with 5e for someone else as a solo game.
Hope you find some more 5e players soon. Good luck.
 

Went through this exact scenario a few years back with 4e and 3.5/PF. The advice is spot on about playing what you want to play and having fun.

Everyone has a different flavor of the game they like or gravitate to. It doesn't make it right or wrong or one good or one bad. Just respect each other and be civil. US gamers like our opinions very strong in many cases.

The difficulties can come in when these other players are friends outside of gaming. Or there are limited numbers to game with.

I stepped away from the game after our group had a mini schism over 4e/PF and 5e has brought us back. I took the approach of a mini campaign 'for those that want to try 5e' and basically went about it as a 'trial'. The free basic rules went a long way in the beginning, so there was no monetary outlay. Now they all own 5e PHB's.

Having a blast with the players that are on board is so much nicer than having that feeling of pulling them along for a ride. Can't make others have fun if they don't want to.

Good Luck.
 
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My group migrated from Pathfinder to 5e with great enthusiasm. We all remember the original D&D and AD&D game where the player described what the character was gonna try to do, and the DM figured out how to use dice to determine success or failure by the seat of his pants. Pathfinder's exhaustive rules for freakin' everything became a burden, and their ever-growing class list has some really, really silly options.

That said, some people really like having a rule for any and every circumstance. Others are used to that kind of system and have never played old-school style D&D, and have a natural distrust of the unfamiliar. For people who are reluctant to embrace the core philosophy of 5e, there are a couple of things I would suggest. The first is to have them watch some of the Acquisitions Incorporated sessions run by Chris Perkins over the past couple of years, using Next through the playtest and 5e once it existed. While his campaign is a silly thing designed to primarily to be entertaining to an audience, it still reminds me a lot of how we used to play the game, back in the day. The second suggestion would be to use the "Pathfinder Unchained" rules to streamline your game incrementally, at a pace your players feel comfortable adapting to. You'll hopefully find an equilibrium between the simplicity you like about 5e and the granularity your players seems to value from Pathfinder.
 

I always boggle a little when someone talks about AD&D like it was rules-lite. Compared to it's predecessor (0D&D) and contemporary (Basic or B/X), and even rip-off (Arduin), it was the rules-for-everything version of D&D. Compared to most other games of the day, it was pretty rules-heavy, too, though a few, like Rolemaster, were eventually even clunkier.

Sure, a lot of systems since then have trumped it that way, and Pathfinder does by a large, bloated, margin, but a lot of systems came along that were genuinely 'lite,' too.

5e, with 12 classes, 38 sub-classes, 345 spells, and 3 modestly thick hard-bound rulebooks is hardly 'lite.' It does lend itself to be run in a ruling-over-rules style, though, which, by discarding or glossing over or changing or ignoring swaths of the rules can give very much the same experience.

Maybe I'm being overly pedantic in pointing out the difference between actually rules lite, and can give a rules-lite experience if the DM forces it? Sorry if that's the case.
 

A big part of what makes AD&D seem to be relatively streamlined, especially compared to 3, 3.5, and PF is that we, the RPG players, were different then. Most of us, at least as I remember it, never really considered the rules as written to be binding. Almost no DM I ever played with ever enforced a racial limit on class levels, for example. Only about half of the AD&D games I played in bothered with the different damage a weapon would do vs. armor type.

I think computer RPGs are a big reason why gamers now regard rules as binding, and "official" games like Adventurers' League might be another. When I was a kid playing D&D, the DM might be using the red box plus the AD&D Monster Manual, or he might take some of the rules from the Player's Handbook or the DMG, but you really never knew the exact ruleset the DM would be using, and really didn't much care. You knew your stats and your THAC0, you knew your class and your AC, you called it D&D and killed some monsters.

Games like Might & Magic and Baldur's Gate needed a more granular, detailed ruleset because they lacked a human DM to make rulings on the fly. They trained us to think of rules as fixed and inflexible rather than optional guidelines.

One of the worst trends I've seen is the adversarial DM. With a rule for everything and an expectation that the DM would be bound by those rules, some DMs react poorly to mandatory encounter building parameters and players ready to tell them "you can't do that, it says right here on page..." That can lead a DM to feel like he's in competition with his players, which never leads to a good time.
 

You just argued for why martials shouldn't have mythic abilities. They are not gods. Characters like Odysseus, Perseus, and Jason exhibited very mundane martial powers because they weren't gods. Casters in stories do not exhibit the same mundane powers.

And Hercules? Who was an explicit demigod?

Also you are missing one huge thing about such stories. The casters are almost invariably NPCs. Saying that "The fighters in these stories couldn't do this but the casters could" is no more appropriate than saying "The warriors can't fly in that story but the dragon can fly and breathe fire."

There are plenty of mythological stories where the heroes are Hercules, Beowulf, CuChulain, or even Thor. These are the equivalent stories to the ones where you have the spellcasters as protagonists; most spellcasters are demigods.

If you want to use demigods for your source material for wizards, why do you rule it out for fighters?

A 5th level wizard still exhibits capabilities no martial can accomplish because the caster-martial disparity has existed in D&D since way back in the day. Even a 5th level caster casting a fireball was far more powerful than what a martial could accomplish with this weapons.

Let's put this into perspective. 1E.

The wizard learns no spells for free. Every single spell they can cast is something that they have picked up as treasure from somewhere. Their spell list is almost entirely under the control of the GM.

Let's assume the GM gave them the fireball spell. They also gave the fighter a +3 sword and some armour. (Look at all the old treasure tables - they are weighted towards swords and quite deliberately so. The fighter gets the lion's share of the loot, and the cleric can't wield the most common loot type).

The wizard has about 13 hit points (5d4, rolled. Unlucky for some). And generally an AC somewhere around 8. Casting if a street thug walks up to the wizard is a nightmare - and two to three thugs can bring that wizard down.

On the other hand the Fighter probably has an AC of -2. They get five attacks per round against Level 0 opponents. And with their +3 sword are going to tear through those goblins fast.

For taking on a street gang single handedly, the wizard needs to win initiative to fireball or the wizard is going down. The fighter? Our thugs can probably only hit the fighter on a natural 20.

The caster-martial disparity isn't just a high level reality. It's a reality from level 1 when the caster can cast charm person and the martial is swinging a weapon. Even at level 1 the wizard has more power to affect the world in a broad way than the martial.

This on the other hand is balanced out by exactly how terrible at combat the wizard is at low levels. No armour. Almost no hit points. If one single thing goes wrong for the classic wizard then they die.

There isn't combat balance here. In combat the fighter kicks ass and takes names - and the wizard is a liability most of the time. The wizard is the NPC in an escort mission and the fighter is the best there is at what they do - which is critical even if it is more limited than the wizard.

And he new hundreds of ways to open doors. knock, wizard lock, and hold portal.

No. You're playing Schrodinger's Wizard here.

The wizard only learned spells as treasure. While the fighter was upgrading their weapons and armour the wizard was getting a tiny handful of new tricks. It was unlikely that the wizard would have more than one way to open doors.

3.0 broke the wizard wide open. Unearthed Arcana Specialist Wizards meant that a wizard couldn't be left entirely in the cold by bad rolls on the treasure table and having Identify as the only spell they knew at level 5. This was IMO a good thing. One single spell per level from your specialist school. 3.0 changed that to two spells per level of which at least one could be from any school.

I'm sure you can see how vast a change this is.

At every level a caster is more powerful than a martial in breadth. Even a 3rd or 5th level wizard can do more than a 10th level or higher martial in terms of scope. Damage wise martials have always done more single target damage.

You're missing three things here.

Firstly, 3.0 giving the wizard a vast number of extra spells they get to choose. A level 5 wizard in 1e would only know spells they'd found as treasure plus one first level spell. (IMO too little). A level 5 specialist wizard in 2e would know one spell from their school per level - we've some breadth here but it's not overwhelming. A level 5 3.X wizard would know around 15 spells, not counting cantrips, plus any spells they'd found as treasure, plus anything they'd learned from scrolls they had bought. In short in terms of breadth, the gap between the 3.0 wizard and the 2e wizard is greater than that between the 2e wizard and the fighter.

Secondly, 3.0 screwed up the saving throw system (and 3.5 made it even worse by nerfing magic immunity). The single target damage you do doesn't matter anything like as much when you can simply throw a save or suck spell at someone.
  • In AD&D your saves get easier to make at high level. In 3.0 "high" saves can barely keep pace with the increased saving throw DC for spell level, and the caster is going to spend more points on their primary stat than the non-casters are on their defensive ones. It's easier to send high level spells through, all else being equal.
  • In AD&D your saves work by what you are trying to do. A save-or-lose spell would be rolling on either the Death/Paralysis/Poison column or the Petrification/Polymorph column. The net effect of this is that everyone gets about a +3 to save against save-or-lose spells as opposed to direct damage spells. Meaning that Save-or-Lose spells are a resort of the desperate.
  • In 3.0 your spells work against Fort, Ref, or Will - determined by spell. A properly prepared wizard (and remember the vast number more spells they have) has some save or suck prepared from each column - and picking the right one can be a ridiculous swing in favour of the wizard.
In short due to 3.0 messing up the saving throw system the fact the fighter can do a lot of damage is almost irrelevant.

The third change is one of survivability. More hp for the wizard. More spells per day (Int bonus), and much easier access to the defensive spells (because you know so many more spells.) Wizards used to have to hide lots rather than rely on their spells.

They lose because it would be unsatisfying to have them win. It wasn't quite a 1 for all saves, but for quite a few. It depended on the class. 1E casters were still more powerful than martials in nearly every area other than damage. We're not arguing damage here.

No. No they weren't. They were more powerful with certain utility tricks handed to them by the DM. The best way in through a door most of the time was the crowbar. The wizard gained no free spells in 1e.

Or because magic use usually has some debilitating effect which D&D decided not to incorporate. Gandalf felt drained after using magic.

Gandalf was also a DMPC.

3E left a bunch of this stuff out and went too far empowering casters. I feel 4E went too far disempowering casters.

And yet the only 4e character I have retired from a game for being too much for the DM to cope with was a wizard. Any given 4e wizard is, before the effects of treasure are included, far more flexible than a 1e wizard - the 1e wizard's key ability was the ability to use one type of treasure. But 4e wizards are subtle and quick to anger.

Depends on the book. Sometimes a much weaker wizard travels with a much stronger martial. Sometimes a much stronger wizard travels with and protects a much weaker martial. Sometimes they are relative equals. It varies from book to book. Always the martial brings a caster that can do some extremely powerful things he cannot do.

And the second case is of course a DMPC. Which seemingly you want to play. oD&D was based round the much-weaker-wizard paradigm until very high levels. Because the wizard cold also hold their end up.

Once again this isn't argument about damage. It's about breadth of power. Martials in every edition have had immense killing power. 3E martials make 4E martials look like children playing with sticks. Yet this is forgotten in the caster-martial disparity argument. People unhappy with the disparity always bring up all the nasty spell combinations casters did in 3E that made them so strong. Yet they never bring up the 300 plus hit point rounds of damage by martials critting like crazy.

That's because all the hit point damage in the world on a single target is worth approximately as much as one single save-or-lose spell.

Seriously. Reducing someone's hit points turns them from a threat to not-a-threat. That's all it does. It doesn't matter much if you've turned them into not-a-threat because you've cost them all their hit points or you've Nauseated them, turning them into a punch bag for long enough either for them to surrender or you to kill them.

Fix the saving throw rules back to something approaching the AD&D standard (i.e. give everyone a half-hit-dice bonus to all saves, and then +3 vs Save-or-Lose) and cutting through hit points will be back to the most effective method of combat.

It's been that way in quite a few editions. Casters survive by not letting martials get to them or using magic to mitigate their attacks.

The problem is that in 3.X, martials survive by not letting casters spellcast on them. Due to the screwed up saving throws the contest becomes a "Fastest draw wins". Which means that a wizard is the equal of a fighter in combat - the question is whether the wizard can cast spell on the fighter before the fighter can turn them into sushi.

And if it's a quick draw contest, this means that the wizard is as good as the fighter at combat. The area the fighter is meant to excel at. The fighter takes out the wizard by chopping through their HP - the wizard takes out the fighter by forcing them to save or lose. Either way the one who strikes first probably wins.

Fix the saving throws that the 3.0 designers broke and this changes.

And you're just further illustrating the caster-martial disparity. A 5th level wizard can accomplish what Merlin and Gandalf can, it is still far more powerful than what any martial in the story did. Launcelot and Arthur were definitely higher than 5th level fighters.

Exactly. A 5th level 3.X wizard is more powerful than the author's deus-ex-machina/DMPC. This is a problem.

Gandalf was not a part of the adventuring party. He was the patron and DMPC. There were two actual parties that came together briefly in LoTR - the Hobbits, and Aragorn/Legolas/Gimli/Boromir. Gandalf and Merlin were not player characters.

You'll never win the caster-martial disparity argument as far as fantasy goes. It is very much there and not just defined by levels. Even low level casters as you have so clearly attempt to illustrate with Merlin and Gandalf are some of the most powerful beings in the entire world exceeding what martials can accomplish.

This is because Gandalf is one of the Maiar and Merlin's ancestry depends on the source. In short both of them are demigod patrons of parties. If you want to play Gandalf as a PC it should be in a group of Maiar rather than one of Hobbits. And if you want to play Merlin, it should be alongside other legendary demigods such as CuChulain or Hercules at his most extreme.

The fact that Merlin or Gandalf about equivalent to a fifth level wizard doesn't mean that you should be able to play him. It means that the D&D level structure is screwed up. Both of them should be nearer fifteenth level PCs.

It would follow that even higher level casters would be even more powerful.

Indeed. No one disputes that level 20 casters should be really powerful. What is under dispute is whether given that they are so powerful, 5th level is a fair and accurate reflection of Gandalf and Merlin or whether it underscores the fact that wizards are massively under-levelled and magic is overpowered for the level you get it at.

Authors, and game designers it seems, can't imagine a world where magic is on the same level as martial weapons in areas other than damage.

Because of course the Celtic myths don't exist and CuChulain didn't go round cutting the tops off mountains. I'm too old to have read modern fantasy like Orlando Furioso and Outlaws at the Water Margin. Beowulf and the Ramayana? Never happened. The Justice League and the Avengers are both run by wizards. And the Thor-and-Loki stories of Norse Myth don't have Thor as a martial type and Loki as a caster-type.

Being serious for a second, your claim is complete rubbish.

I can't either. Not sure why you can.

Because I have an imagination that isn't centred round D&D casting and can imagine lots of types of magic.

There are stories where the wizard is the protagonist and the non-casters are the sidekicks. D&D does not present itself as one of these.

There are stories like Harry Potter where everyone casts spells.

There are stories where magic has set and defined limits (for example only illusions - or all magic takes dribbly incense and ten minutes per spell). These work well becuase they allow for powerful magic while leaving entire swathes of territory open to non-casters.

There are stories where magic is limited by money and really expensive ingredients. D&D 4e tried to go this route for long term magic - and messed it up when they forgot about their exponential wealth making financial costs become irrelevant.

There are stories where magic has an actual cost - either in terms of your soul (limiting a lot of magic to evil NPCs) or your body (crippling spellcasters). Or where wizards can't go near and can't cast magic on or through cold iron (i.e. most weapons and much armour).

There are stories where you are required to be a demigod (or other supernatural being) to be a spellcaster - and in these stories magic is powerful, but so is everyone else because they are demigods.

There are stories where, like in oD&D, magic is extremely rare and even the most learned of sages have very little magic. What they have is powerful - and specific. D&D started this way before 3.0 threw any sort of rarity for spells right out of the window.

What you seem to be asking for is a hybrid - the gritty fighters who are paired with conjurers with one, maybe two tricks, alongside the demigod wizards who are normally paired with other demigod special snowflakes. But you want only casters to be special snowflakes, possibly following the ideas of the villain in The Incredibles.

Magic should be something amazing, far more amazing than picking up a sword and swinging it. I don't see why you think they should be comparable for any other reason than game balance similar to what you see in MMORPG. The main reason it is necessary in an MMORPG is because of PVP. D&D is not a PVP game. It shouldn't be designed as such.

What I believe is that any world full of dunces is the result of bad worldbuilding and undermines all the storytelling. If only some people are spellcasters there must be a reason why. Why doesn't anyone with any sort of opportunity to learn to cast spells do so? My suspension of disbelief doesn't even slow down for zombies or dragons, but it stops cold when you are telling me even implicitly that magic is this spectacular thing and most people don't want it. Because then your people are not behaving like people.

There are plenty of possible answers to this - and oD&D had a mix of two. Scarcity and cost. oD&D magic was scarce. And most wizards only ever got one spell after years of education. So yes, I can see how for most people it simply wasn't worth it.

However by 3.0 all that was done away with. There was no good reason for everyone to not want to be a spellcaster. And yet wizards made up officially a minority of the world. In short people weren't behaving like people.

I've no objection to magic being special if all the other paths are special as well. I've no objection to magic being special if there is a serious cost paid for it. But if magic is easy (and in 3.X it is) why isn't it ubiquitous? This is never answered and undermines the plausibility of the people who live there.

I always boggle a little when someone talks about AD&D like it was rules-lite.
...
Maybe I'm being overly pedantic in pointing out the difference between actually rules lite, and can give a rules-lite experience if the DM forces it? Sorry if that's the case.

This has confused me too. What I've found when I've checked is that most people who claim to still play AD&D 1E are actually playing red box with AD&D raided liberally for house rules. And most people who claim to play 2e have hacked that to pieces because you are told to fudge.
 

And Hercules? Who was an explicit demigod?

There are plenty of mythological stories where the heroes are Hercules, Beowulf, CuChulain, or even Thor. These are the equivalent stories to the ones where you have the spellcasters as protagonists; most spellcasters are demigods.

If you want to use demigods for your source material for wizards, why do you rule it out for fighters?
Celtavian had free admitted that he is a committed Caster Supremacist.

Gandalf was also a DMPC.

Exactly. A 5th level 3.X wizard is more powerful than the author's deus-ex-machina/DMPC. This is a problem.
Only if you think games should be remotely balanced or in any way reflect the genre.

This has confused me too. What I've found when I've checked is that most people who claim to still play AD&D 1E are actually playing red box with AD&D raided liberally for house rules. And most people who claim to play 2e have hacked that to pieces because you are told to fudge.
Nod. There's an idea that older D&D was rules lite, and an idea it was DM-empowering (though no on would have thought of it as such, at the time, 'empowerment' not yet being a buzzword in the late 70s). The latter is closer to the truth. DMs heavily modified older versions of D&D (because, really, they /needed/ to), often, but certainly not always, paring them away to be much simpler.


A big part of what makes AD&D seem to be relatively streamlined, especially compared to 3, 3.5, and PF is that we, the RPG players, were different then. Most of us, at least as I remember it, never really considered the rules as written to be binding. Almost no DM I ever played with ever enforced a racial limit on class levels, for example. Only about half of the AD&D games I played in bothered with the different damage a weapon would do vs. armor type.
Experiences differ. For instance, I was the only DM I knew who used weapon vs armor adjustments (and they were to hit, not damage, btw). OTOH, I rarely saw campaigns where level limits were ignored - and they were generally disasters if they actually reached the levels where it mattered. What I did see a lot of where low-level games dominated by non-/demi-human PCs, yet high-level games with all (almost all - there was one halfling Thief, once) human PCs (mostly magic-users). ;)


I think computer RPGs are a big reason why gamers now regard rules as binding, and "official" games like Adventurers' League might be another.
Something about 3e seemed to really provoke a RAW-obsession. My sense is that it came in from the CCG side of the house. But, outside of D&D, there have been games going either way. In general, it tracks the quality of the rulesets. Games with solid, carefully playtest or elegant or just very ambitious systems tend to inspire their fans to stick to those rules, while those that are less functional, balanced, clear or more casual and slap-dash or 'rules lite,' tend to get messed with more.

In D&D, though, I'll admit, there's been a clear trend from enthusiasm for variants, to enthusiasm for settings, to RAW, to edition warring, to DM empowerment. So, full circle, sorta.

One of the worst trends I've seen is the adversarial DM. With a rule for everything and an expectation that the DM would be bound by those rules, some DMs react poorly to mandatory encounter building parameters and players ready to tell them "you can't do that, it says right here on page..." That can lead a DM to feel like he's in competition with his players, which never leads to a good time.
That's not new, either. There were decidedly adversarial or 'killer' DMs back in the day, too, general openness to rule variants notwithstanding.
 

Something about 3e seemed to really provoke a RAW-obsession. My sense is that it came in from the CCG side of the house.

To me it's that the game was in many ways predictable so variance stood out like a sore thumb. Every monster got a BAB score dependent on its type and hit dice, a set number of hit points dependent on its CON, classes, and levels, a set number of skill points, etc. And there were surprisingly few subsystems - unlike AD&D which was so full of corner cases it was almost impossible to master, or D&D which had so much blank space that of course the DM was going to fill in the gaps. Gaps also filled by the 3.0 and 3.5 rules. (I recall someone calculating the number of chickens in Greyhawk based on the rules as written - something you just couldn't do under almost any other system because there wasn't that degree of prescriptiveness).
 

To me it's that the game was in many ways predictable so variance stood out like a sore thumb. Every monster got a BAB score dependent on its type and hit dice, a set number of hit points dependent on its CON, classes, and levels, a set number of skill points, etc. And there were surprisingly few subsystems - unlike AD&D which was so full of corner cases it was almost impossible to master, or D&D which had so much blank space that of course the DM was going to fill in the gaps. Gaps also filled by the 3.0 and 3.5 rules. (I recall someone calculating the number of chickens in Greyhawk based on the rules as written - something you just couldn't do under almost any other system because there wasn't that degree of prescriptiveness).
OK.

I was thinking of when I said 'from the CCG side' was what Cook said in "Ivory Tower Game Design,"

But, in fact, we did take some cues from Magic. For example, Magic uses ... a concept of "Timmy cards." These are cards that look cool, but aren't actually that great in the game. The purpose of such cards is to reward people for really mastering the game, and making players feel smart when they've figured out that one card is better than the other. While D&D doesn't exactly do that, it is true that certain game choices are deliberately better than others.

The rules in 3.x are designed to reward system mastery. If the DM changes or overrides the rules, that system mastery can be undercut or the rewards taken away or even penalized. Thus, players who have or are striving for such mastery would want a stable, defined 'RAW' to master, and fight to keep the rewards for that mastery. Probably also a factor in the edition war, as some of the 3.5 hold-outs probably just wanted to retain their system mastery rewards. Ironically, those that migrated to Pathfinder had to update their system mastery as they went, anyway.

While 5e's DM Empowerment philosophy could undercut any system mastery rewards (intentional or otherwise) in 5e, AL, at least, provides an environment where system mastery can be exercised.
 

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