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<blockquote data-quote="JiffyPopTart" data-source="post: 8396297" data-attributes="member: 4881"><p>I don't see the need to split off a side discussion about rules comparisons. I can sum up my case pretty adequately here.</p><p></p><p>3e went a long way towards unifying D&D by unifying behind the basic "Most things you do are going to have you roll a D20 and add something and you are going to try to equal or beat a DC". This concept is actually separate from the idea of blank canvas space, but it's an important concept of why I say that 5e is the most rules light version of the game.</p><p></p><p>By removing the various subsystems of Old School and consolidating them you empower a player to gain system master easier (which speeds up gameplay) but also it allows a GM to improvise something while remaining within the bounds of challenges the party might encounter.</p><p></p><p>As a concrete example....let's say I want to include some undead in my adventure design. The party had a 9th level cleric. In am Old School game I would have to break out the turning chart to see what kind of undead the cleric could turn, destroy, or have no power over.</p><p></p><p>In 5e I don't have a codified chart, as any undead can be turned by any cleric. This frees me up as the GM to include, let's say a mummy for theme purposes" without fear it isn't going to work with the party.</p><p></p><p>I feel more empowered to improvise in a system that doesn't have those codified bits that limit things.</p><p></p><p>As another example, let's take the idea of a surprise round. In 5e it's very simple and relies entirely on GM fiat to decide if any person or thing is surprised. Then you run combat as normal and all the surprised beings can't take a tions on the first round. That's it...the entire rule.</p><p></p><p>I can't even begin to tell you the rule for surprise rounds in 1e, because we never used the actual rules when we played back in the day. I know it's an opposed d6 roll with I think mtiple rounds of surprise, but then you have classes that roll different dice and monsters that have different interactions....and it's kind of a mess.</p><p></p><p>Finally I'll point to something pretty basic, the weapon table. Weapons have reach values, initiative modifiers, different damage versus different sized foes, and even adjustments based on the AC of the opponent in 1e. 5e has nowhere near this comexity.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8396297, member: 4881"] I don't see the need to split off a side discussion about rules comparisons. I can sum up my case pretty adequately here. 3e went a long way towards unifying D&D by unifying behind the basic "Most things you do are going to have you roll a D20 and add something and you are going to try to equal or beat a DC". This concept is actually separate from the idea of blank canvas space, but it's an important concept of why I say that 5e is the most rules light version of the game. By removing the various subsystems of Old School and consolidating them you empower a player to gain system master easier (which speeds up gameplay) but also it allows a GM to improvise something while remaining within the bounds of challenges the party might encounter. As a concrete example....let's say I want to include some undead in my adventure design. The party had a 9th level cleric. In am Old School game I would have to break out the turning chart to see what kind of undead the cleric could turn, destroy, or have no power over. In 5e I don't have a codified chart, as any undead can be turned by any cleric. This frees me up as the GM to include, let's say a mummy for theme purposes" without fear it isn't going to work with the party. I feel more empowered to improvise in a system that doesn't have those codified bits that limit things. As another example, let's take the idea of a surprise round. In 5e it's very simple and relies entirely on GM fiat to decide if any person or thing is surprised. Then you run combat as normal and all the surprised beings can't take a tions on the first round. That's it...the entire rule. I can't even begin to tell you the rule for surprise rounds in 1e, because we never used the actual rules when we played back in the day. I know it's an opposed d6 roll with I think mtiple rounds of surprise, but then you have classes that roll different dice and monsters that have different interactions....and it's kind of a mess. Finally I'll point to something pretty basic, the weapon table. Weapons have reach values, initiative modifiers, different damage versus different sized foes, and even adjustments based on the AC of the opponent in 1e. 5e has nowhere near this comexity. [/QUOTE]
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