This thread was inspired by a poster literally saying that they would give the current game a try if only it used the old art. Literally used the old art.
Who gives a royal fig about the art? The game isn't played by flipping through the monster manual for pictures... Egad, that's petty.
When official D&D wants to change in a big way, it does need to sell me on that change. And "because a designer though it would be a good idea," or "because D&D works better (for me) this way!" or "this is just an OBVIOUS (to me) improvement!" or "because it HAS to change with the times!" aren't really compelling for me on their own.
Couple of background comments:
I came to the game in the eighties, exposed to a heavy homebrew of 1e with 2e infusions. The game (RAW) has changed a lot.
I dunno how many of you folks read "order of the stick," cartoon but the very first panel [
1 New Edition - Giant in the Playground Games] pokes fun at the challenges of implementing a complete system change.
When I came back to ttrpgs after the better chunk of 30 years, I was
staggered at the scope of the changes. The game I knew (and the concepts I had remembered) were totally different. Staggeringly different.
It's like enjoying soccer in the 80s and the coming back to see the game has now changed to Rugby Sevens or something.
The reason for this is that OSR/WOTC is a commercial enterprise, and somewhere along the lines the philosophy shifted from "we can make money designing really good supplements (Oriental Adventures) or modules" to "let's run this like a car company, and as soon as we roll out this year's model, we're going to work hard to make it obsolete by designing a totally new model with the same name but entirely different parts."
THAT is why people are "conservative." They're tired of the needless rule changes, upgrades and silliness. OSR/WOTC lost the plot. They made too many changes in the name of the all-holy buck, and consumers/fans/players are smart enough to see all of that for what it is.
But at the same time, change is going to happen, and that's generally OK, and can be quite good. Expanding to new audiences is grand. But we can't just assume change yields improvement.
^^^^ THS
why is D&D so incredibly complex?
Youd think by the 8th (?) iteration the some designers might have stumbled upon simplicity.
And in my view, as a grognard, the whole combat mechanic turned into something too complicated. The simple one-action-per-round mechanic of the older versions lends to faster resolution. Heck, I saw some video online - one of the more popular feeds, I might add - where the DM was noting how a major conflict took four freaking hours to resolve. FOUR HOURS? I've seen (and DMed) mass battlefield encounters in half the time....
Modern D&D has become about the combat. Look at all the videos about how to create broken min/max characters and builds. It stopped being about the
story, and that's why old farts like me are going "nope, nuh-uh." I want a palette to create a story, not an IKEA desk that takes forever to build.