New Editions

Nathal

Explorer
"Maybe I'm just getting too old to want to have to deal with a heap o' rules amid the steaming heap o' rules lawyers who go with them."
--Gary Gygax


I've been reading the various threads on the general feeling of impending doom many players have regarding 3.5. They fear their characters are about to get 'nerfed', their powers lessened, and thus less useful to their adventuring party. Others argue that the revised edition is more balanced while the opposition argues that 3.5 shatters current character concepts. Both can at once be true I suppose, but I think the debate over power balancing ignores a more important issue.

I agree with Robin Laws when he wrote that the success of a campaign has much more to do with the stylistic composition of the gaming group than the rule set. What I mean by 'stylistic composition' is the degree of resonance between individual player preferences for play and the style of the Game Master.

Law's archetypal player types are a useful contrivance if we allow for much overlap in real life and I'll repeat those types here before going on with my silliness. He listed The Power Gamer, The Butt-Kicker, The Tactician, The Specialist, The Method Actor, and The Story-Teller. Mind you, none of these types are intended to be derogatory labels in his book.

Now if I apply these types to the debate on 3.5 a few possibilities emerge in my mind. Most players of D&D have at least a small percentage of the Power Gamer in his heart, but a player who is an avid fan of "crunchy stuff", and has a powerful character, will likely loathe changes that threaten his character's preeminence, an understandable attitude (to an extent) because in most cases these powers are earned through level acquisition. It will be of scant assurance to such players that 'nerfed' spells and abilities in 3.5 apply to not only them but NPCs and monsters as well!

The Butt-Kicker will be pissed off for sure if he plays a mage who has grown accustomed to his position of superiority in the balance of power, or any other character that gets scaled down in power. Butt-Kickers enjoy the game most when winning a fight, so any rule which reduces their effectiveness in mêlée is likely a threat to their entire character concept! Game Masters are likely to face players saying things like, "my character SUX now! I would NEVER have created this character if knew you'd be converting to these 3.5 rules which make me a wuss..." And so on. Debate on the ripple effect, that NPCs and monsters are likewise effected and so balance ought to be maintained in the whole will be of no avail here. Perhaps the player had a character who was more powerful than the average player's character. In such a case I doubt there is a good way to convince him that 'balancing' the game, thereby making his character less effective at least in a relative way, should make him happy. It just won't.

The Tactician's reaction will depend on the percentage of Power Gamer or Butt-Kicker in his blood I suppose. A Tactician may be anywhere from annoyed to angry if playing a character that relies heavily on those spells which had longer durations in 3.0 than 3.5, or any scaled down Feat or ability that would have given him a tactical edge, anything providing that warm feeling of preparedness. A Tactician may enjoy the challenge--in principle--of dealing with new restrictions but resent the jarring contrast between his once phenomenal character's abilities now nonexistent or mysteriously reduced.

The Specialist won't give a damn what edition of the rules he plays so long as his favorite concept is preserved. You know the kind...the guy who always plays the Elven Ranger. In fact I had a player REFUSE to convert to 3.0 after he saw what they had done with two-weapon fighting, and it really didn't matter to him what other improvements had been made. As a Specialist he was going to play his favorite character concept as he envisioned it and if the GM or game system doesn't allow it, he will find another GM or game system. A little strange perhaps but acceptable if the player is honest about it and refrains from whining too much.

The Method Actor will get upset if certain key abilities are stripped from his character class which was bound up in some way with his character's personal history and background. In fact, any change to the rules or any character class which threatens a reasonable concept is bad to the Method Actor. This is why class-and-level systems did not appeal as much to the Method Actors, most of whom go on to become LARPERs and leave us benighted table-top gamers in the dust.

The Story-Teller is not to be confused with Game Master of the Storyteller game systems like Vampire. The Story-Teller player is one who cares more for contributing to the overall plot as it evolves through group action than for discovering his character's inner child as with the Method Actor. :) The Method Actor is not always a great team player (unless their concept calls for team effort), another reason one is more likely to see them playing Amber than D&D. The Story Teller, on the other hand, tends to work with the group in coming up with reasons for his character to get involved rather than making the GM sweat too much. The complaint Story-Tellers have with rules changes is when an alternation will make some event in the past improbable or impossible. Story-Tellers do not like to revise game history and so if 3.5 would change how their characters' would have reacted to certain challenges they may be uncomfortable with the changes. Likely their own character concept will be increasingly important as the campaign builds history and the more radical the rules changes the more likely it will create paradox between what is possible today and what was once available options to the characters. A good way to handle such radical change is exemplified in The Time of Troubles of the Forgotten Realms, which was a brilliant way of accommodating the change from 1st Edition to 2nd Edition. Pure Story Teller players would have applauded such a plot arc.

What is the point of all this? The fact is that the important thing is not whether your group "upgrades" to 3.5 but how your group responds in general to rules changes, or even system changes, and the reasons behind it. The Game Master has no hope of keeping a game together if he doesn't understand his player's preferences and how they may differ from his own. A balance must be struck between personal styles for the sake of entertainment for the whole group or the fun is likely to evaporate at an alarming rate. Rule Zero is not important just because it reminds us that the DMs Rule is Law but because it reminds us that the Game Master MUST have the eternal license to change things to suit his particular game group. No new edition should ever threaten progress made in that direction, or else the fun of the game will get siphoned out as the rules debates eclipse the fact that it is a GAME played for FUN.
 

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I'm the Story-Teller type, and I am eagerly awaiting the 3.5 rules... but, that having been said, I will be annoyed if I have to retro-fit my character's skills and feats of my Ftr/Clr/Pal/Hospitaler/Divine Champion build to make him legal in the 3.5 mantle.

Just annoyed, mind you, not upset (that, of course, might have something to do with the character only being 3 levels into the build. :) ).
 

I suppose I went for a butt-kicker type after hanging around the back as a support wizard/druid in the game I play on Fridays. I had not really planned on the revision, so some of the abilities I had for the character (a jumping rogue/fighter/duelist) will have to be scaled back (stacking of Keen and Imp.Crit. and the stacking of jump bonuses, skill selection, etc).

Am I nerfed? Probably not. Do I like most of the changes? Yeah. Will I play with 3.5 rules? Definitely. I think there is a lot of doom saying from people a little too excited by people who had concepts spoiled (ie: a buff mage, weapons masters, etc). Gaming will continues, whether it is 3.0 or 3.5.

Erge
 

apocalypstick said:
I'm the Story-Teller type, and I am eagerly awaiting the 3.5 rules... but, that having been said, I will be annoyed if I have to retro-fit my character's skills and feats of my Ftr/Clr/Pal/Hospitaler/Divine Champion build to make him legal in the 3.5 mantle.

Just annoyed, mind you, not upset (that, of course, might have something to do with the character only being 3 levels into the build. :) ).

If I were DM I'd allow any 3.0 characters to retain their abilities insofar as skills, feats and access to spells is concerned. I would adhere to the changes made to those spells and abilities in 3.5, but otherwise the existing characters would remain unchanged. This to me would seem fair. When new characters are made they would be "pure" 3.5 and no hybrids.
 
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I'm upgrading our game to 3.5, and here's how I've handled it as DM:

- Provided update information (revision document) as changes are revealed, to keep players informed.
- I'm allowing a free "rebuild" period before we switch. Players can change any feats/skills/spells/etc on their characters -- the only thing that must stay the same are race, class, alignment, and class levels.
- Players whose classes have changed have the option of keeping the 3.0 version of the class, or using the 3.5 version of the class (though feats, spells, and combat rules will be interpreted by 3.5 rules where there is a conflict). So far, most have opted for 3.5 characters, though the rogues chose to stay 3.0. This applies only to "grandfathered" characters; new characters must be 3.5.
- If someone's character concept was somehow "invalidated" by the new rules, we'd figure out a house-rules work-around for that specific character -- but this hasn't come up.
 

ergeheilalt said:
IAm I nerfed? Probably not. Do I like most of the changes? Yeah. Will I play with 3.5 rules? Definitely. I think there is a lot of doom saying from people a little too excited by people who had concepts spoiled (ie: a buff mage, weapons masters, etc). Gaming will continues, whether it is 3.0 or 3.5.

Erge

You have the right attitude, imo. :) It needs to be remembered that changes in power balance in 3.5 have a ripple effect throughout the rules, which directly impacts the monsters and NPCs the party will face.

That said it is understandable that a player would be upset if some ability his character has is made to suddenly vanish! There is no good reason to enforce such a change in a 3.0 character when converting, especially if these abilities were earned by experience. There is a big difference between an ability vanishing totally and being scaled down in power. One requires a great deal more explanation!

One specific complaint I've read several times is the change in duration on many spells to 1min/level. Players, don't forget that this means the enemy has those changes affecting them too! Tacticians should see it as a challenge, and Power Gamers may want to get more levels in mage. All that said, the DM should find some in-story reason for the change. It is a natural question to the player, "what is my character to think of the fact that yesterday he could cast a single spell that lasted for ten minutes and today it lasts only three minutes!" This sort of conversion can be jarring, especially to the Method Actor or Story-Teller type. When things suddenly work differently I think the Game Master MUST work it into the story somehow. The God of Magic had a bad hair day or was replaced by a stingy deity? Or perhaps the weave of magic was weakened by some huge cosmic event or war between gods?
 
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Olgar Shiverstone said:
I'm upgrading our game to 3.5, and here's how I've handled it as DM: ...If someone's character concept was somehow "invalidated" by the new rules, we'd figure out a house-rules work-around for that specific character -- but this hasn't come up.

Excellent guidelines! Even better that you have given your players a choice between retooling their characters to fit 3.5 or allow them to remain unchanged insofar as the abilities listed on their character sheets. As you've stated, house-rules can be implemented for unusual characters. Once a new party is rolled up using 3.5 hybrids between 3.0 and 3.5 can then easily be disallowed.

But then the question remains: How do you deal with the effect of changes to skills, feats and spells has on history? My opinion is that it's important for the GM to make some attempt of explaining such changes in-story, unless those changes are largely transparent. Spell durations will be quite noticeable to the mage whose power is changed overnight.
 

Some folks believe that there are too many games on the market. This results in a fragmentation of the hobby, with gamers stretched between a myriad of systems. I accept this idea, but now I'm coming around to the point of view that too many editions of a single game are an equally bad thing.

My group started with 1e, then moved to 2e, but we started to lose folks with 3e, and there is SERIOUS resistance to 3.5e. At least in our case, four editions of a single game may play a critical role in the disintegration of a group that has hacked together since 1985.
 

I don't think I'll be switching to the new edition when I DM, simply because for every change I like there seems to be another one that bugs the hell out of me.

It all amounts to a bunch of rule tweaks and some streamlining, and it's not enough change to call it 3.1, never mind 3.5. It's just 3E with some extra options, and I already have my own set of house-rules for 3E, thank you very much. ;)
 

Christian Walker said:
...but now I'm coming around to the point of view that too many editions of a single game are an equally bad thing...at least in our case, four editions of a single game may play a critical role in the disintegration of a group that has hacked together since 1985.

Attrition in the ranks of players with new editions is a fact. Gary Gygax has often stated that upon the release of 2nd Edition AD&D TSR lost about 50% of its customer base. You are correct that just switching editions, let alone game systems can threaten the cohesiveness of a long-standing gaming group.

New editions of the game are likely to be attractive to many DMs and players, especially if they have the heart of a collector. They want to try out new things or test the claims that the rule set is in fact improved. There will always be disagreement on that question depending on player type and focus. Some will ignore new editions or revisions it because their campaigns already have years worth of house rules to deal with any perceived imbalances.

If the GM implements changes in new Editions without warning, and forces characters to change overnight with no in-story explanation, then he is risking the integrity of his game. Many of the players will protest "upgrading" to a new edition because they fear for their character concepts or relative effectiveness in combat and the GM must address those fears and come up with fair compromises to keep people from getting 'nerfed'. Have a hybrid game at first.

Still, there is something to be said for sticking with the edition that works for you, implementing house rules and ignoring new editions. That works for thousands of players who stopped buying books and magazines of the newest stuff YEARS ago! I know several groups that have not bought a single product since the 80s yet still have a weekly game in session. If Wizards were trying to sell to those guys they would be in big trouble. :)
 
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