Rampant Anti-Groggism

Jack Daniel

Legend
Is it me, or have the anti-groggites been coming out of the woodwork lately? I mainly see this over at the WotC boards and rpg.net, which is probably why I can only bring myself to post about here. But lately, in certain quarters of the internet, "grognard" is the worst kind of pejorative slur being bandied about. Apparently, we're responsible for killing 4e; we've taken everybody's cool stuff, and we're sending them home now that the party's over. (Never mind that us old-schoolies are probably a far, far smaller niche than the coveted cohort of Pathfinder players. I'm sure it's us that WotC is mainly trying to recapture. It must be, right?)

Hyperbole aside, I have no stomach for edition wars -- nobody does these days, which is why I think the insults tossed at grogs are being let slide -- and I would much rather build bridges than burn them. To that end, I've decided to compile a list (and fellow, like-minded gorgnard diplomats should feel free to join in) of things about D&D, old-school and new-school alike, that I really honestly wouldn't mind seeing changed or even absent from 5th edition. I'm perfectly aware that D&D Next is going to be WotC's third crack at Advanced D&D, and not any kind of simple little basic game of the sort I'd rather play. That's okay. I still have several copies of the Rules Cyclopedia, and I can still play OD&D until I'm sick of it. Whether I play any 5th edition depends on what it does different and better than previous editions.

I'll start with a few choice items.

1. Scaling. I, for one, would not mind in the least of 5th edition butchered the "chumps to gods" sacred cow and dramatically deflated both the numbers and the in-game power scale. If 5e takes the bold step of making the 30th level fighter's BAB less than +10, and makes sure that character and monster hit points rarely exceed 100, that's a game I'm going to want to play, no matter how complicated and fiddly the character and combat systems otherwise get.

2. Skills (and Themes). I may not like feats very much, but I stand against the vast majority of grognards in being pro-skills. Now, this idea that most checks are mere ability checks, and a character's "skills" are unique or situational bonuses to ability checks (kind of like, as many have pointed out, the Dragon Age RPG) -- that's very intriguing, and I can't wait to see how it turns out. But hopefully, we'll also see a more codified skill system, preferably as an optional module. I've always felt that skills are the best way to differentiate characters with the same class and reflect varied backgrounds -- but then again, 5e is reportedly giving us "themes", which might be an even better (and more radical) way of doing that very thing. If themes do the background-fleshing legwork that skills used to, you won't catch me grumbling over the fact that they weren't in 1st edition.

3. Multi-classing. In all of the OD&D games I'm running right now, I don't allow multi-classing of any stripe. Even the elf class, traditionally rendered as a fighter/mage, I make into a variant cleric instead, so that everybody advances at roughly the same pace. But, that said, when it was hinted that 5e might have "3e style multi-classing", I was more than okay with that. I was downright relieved. If 1e/2e multi-classing was a mess, then 4e multi-classing is a hot mess. 3e multi-classing has only two problems: (1) cherrypicking the first level of a frontloaded class, and (2) watering down vancian casters. I can't imagine how they'll begin to address the first problem, but problem #2 almost automatically goes away if (as we've been hearing) casters can trade in piles of low-level spell slots (or spells) in order to get extra high-level spell slots (or spells). A multi-classed vancian caster always seemed to be overburned with too many low-level spells, and not enough high-level magic; and this new structure might just solve things neatly and elegantly.

4. Weird stuff in the rulebooks. I'll come right out and say that I'm a traditionalist. I like my D&D hobbity. The game itself should, as it always has, revolve around fighters, mages, clerics, thieves, men, elves, dwarves, and hobbits. But, lest we forget, the little white books and the blue basic set were the first to point out that a player could potentially play any kind of character, monsters included, provided they started on par with other 1st level characters and advanced with experience (or age, in the case of dragon PCs). So even if the core of 5th edition sticks to classic races and classes, I hope it isn't too long before we see a variety of options. OPTIONS being a key word there, since no DM should ever feel compelled to include shardminds or devas or psionicsts or runepriests in his campaign, just because they're in a book. But I play mainly in steampunk settings, so I pretty much require and artificer class to run any edition, and warforged would be nice to have around too. I also tend to include a lot of mythical and fairy-tale races in my milieus: centaurs, fauns, sidhe, sprites. The sooner I see these things made playable, the sooner I can try 5th edition out for myself.

EDIT -- 5. Silver standard! This is a nice toss to realism that lots of folks, even old-schoolers, already use anyway. I can't wait for big piles of gold pieces to become rare and special!
 
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3. Multi-classing. In all of the OD&D games I'm running right now, I don't allow multi-classing of any stripe. Even the elf class, traditionally rendered as a fighter/mage, I make into a variant cleric instead, so that everybody advances at roughly the same pace. But, that said, when it was hinted that 5e might have "3e style multi-classing", I was more than okay with that. I was downright relieved. If 1e/2e multi-classing was a mess, then 4e multi-classing is a hot mess. 3e multi-classing has only two problems: (1) cherrypicking the first level of a frontloaded class, and (2) watering down vancian casters. I can't imagine how they'll begin to address the first problem, but problem #2 almost automatically goes away if (as we've been hearing) casters can trade in piles of low-level spell slots (or spells) in order to get extra high-level spell slots (or spells). A multi-classed vancian caster always seemed to be overburned with too many low-level spells, and not enough high-level magic; and this new structure might just solve things neatly and elegantly.

I like your post in general but I just wanted to say as for the (1) multiclassing issue.

I'd think it wouldn't be a big deal to simply label some qualities in a class as 'multi-classable' and others as not. So you only get xyz when you multi-class into the class vs starting as the class. This was already in place to some extent. If they just cleaned that up and simplified it I think it could work just fine.

I like the phrase "Rampant Anti-Groggism" btw. sounds like an album name from some kind of old punk band.
 


I am not an anti-groggist!

I just really like 4e and hope the game retains some of the things it did right, like putting casters and weapon users on something approaching the same power curve.

As long as the casters and weapon users are on something approaching the same hit points and defenses, this makes sense. If not, ...
 


This is the first time i'm thinking about asking the OP himself to fork a thread because he's not talking about what the thread apparently is supposed to discuss. Color me confused.

Also, some anti-groggism-examples would be nice. I can try to balance them out with vehemently pro-groggisms from Dragonsfoot, if desired.
 



Dear OP,

What is an anti-groggite? I would also like to know what the coveted cohort of Pathfinder players is. I am not trying to be rude. I see some game design points further down in your post and I was originally going to offer commentary on them, but the rest of the folks who responded to this thread seem to be focusing on the beginning of your post, so would you please clarify what you are trying to say in the first paragraph of your post without using any made up words or factions. Because I am not sure what you are trying to say, and I would like to understand all of your post before I respond to any of it. Thank you in advance for your consideration.

love,

malkav
 

On Being A Grognard

Is it me, or have the anti-groggites been coming out of the woodwork lately? I mainly see this over at the WotC boards and rpg.net, which is probably why I can only bring myself to post about here. But lately, in certain quarters of the internet, "grognard" is the worst kind of pejorative slur being bandied about. Apparently, we're responsible for killing 4e; we've taken everybody's cool stuff, and we're sending them home now that the party's over.
Well, I am unapologetic about my grognardiness (grognardom? grognossity?) when it comes to my gaming habits. Until 5th Edition was announced, I had lost interest in the hobby as a whole, and had taken to playing Skyrim on XBOX to get my RPG fix. But now? Now I'm browsing the stores, I'm back at ENWorld, I'm reading up on the hobby, I am thinking up new and creative ways to tweak the game, and I am starting a new D&D campaign in a few weeks. It's like I have a reason to pay attention again.

I didn't care for the 4th Edition of Dungeons and Dragons. I preferred the "old style" of gaming (especially the BECM rules) and it is really awesome to hear about how this new edition might emulate those rules. Does that make me a grognard? Yes, I suppose it does...if a "grognard" can also be excited about The New Hotness.

I can't speak for anyone else, but this grognard is optimistic and happy. I sympathize with the 4E fans; I've been in that position before and it's not cool to watch your game of choice get shelved. (And sadly, a tiny part of me feels a little bit vindicated. What can I say? I'm human.)

I can't really take the blame for "killing 4e," but I don't own any of their books and I didn't buy the products, so that probably didn't help. Since they stopped selling PDFs of their books, I didn't even have a reason to visit their website. Is it my fault that I didn't like the product line? Hard to say. Maybe if I were a "true fan" of the game I would have supported it with my wallet...and I didn't.

On the other hand, if they really wanted the contents of my wallet, they would provide products that grognards like me would want. I would pay cash money for a new printing of the Rules Cyclopedia...especially if they re-released it with a leather binding and updated artwork (scratch that...I want the classic D&D artwork from the boxed sets. Mmmm, nostalgia.) I would love new printings of The Keep on the Borderlands, The Isle of Dread, and Master of the Desert Nomads, even if I had to pay $25 each for them. I'd settle for PDFs or e-books, but...well, that poor, dead horse has been beaten enough.

Grognards are a simple people. We like what we have always liked, and all we want is more of the same. That should be a pretty easy business model, all things considered.

"What do we want?!"
"MORE OF THE SAME!"
"When do we want it?!"
"AT THE SAME RATE AS BEFORE!"

But business doesn't work that way. And that isn't anybody's fault. You can blame the Old Guard for the advent of 5E, but you are only fooling yourself. This game, like anything else, must adapt in order to continue to thrive. We should let it.
 

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