Regardless of Edition, what do you like about D&D?

I love the tactical combat that is part and parcel to 3e. I like the grid. I like knowing exactly what's going on in combat and making decisions based on that. D&D just isn't complete for me without the abstract tactical decisions.
 

log in or register to remove this ad




Raven Crowking said:
Since I am currently involved in rewriting the D&D rules to include everything I like from various editions, I am curious about what others like about various editions and why?

1) D&D has always been a rules light system. That wasn't apparant to me until I tried to DM in latter generation systems. The preparation burden in other systems was way to high for the still of referring I was acustomed too.
2) D&D traditionally has non-brittle PC's that can take alot of abuse, and combat that resolves itself quickly. This allows for all different styles of play from hack-n-slash to melodrama, and tends to allow gamers of very diverse tastes to cooperate together in the same game. It's a little something for everyone, especially in the hands of the right DM. The system rarely gets in the way.
3) Starting character creation is very quick (if you start at 1st level), which let you get new players into the game in a minimum amount of time.
4) The game is well known, which makes it easy to find players. Also, this goes back to #2, in that the game typically doesn't provoke really strong distaste in as many players as many other systems (it probably doesn't have as strong of fans either, and for the same reason).
5) It has the classic, proven, RPG mechanics of levels, hit points, six ability scores, vancian magic, etc. I don't think that these get nearly as much appreciation as they deserve. The older I get, and the more game systems I try, the more I realize how appropriately gamist these mechanics are.

Third edition is my favorite. It brought all the following improvements to the game which in my opinion should be a part of any consensus version of the game:

3rd Edition Pro's: iterative attacks for all classes, bonus spells for arcane casters, unified skill system, unified combat system, cinematic combat system, standardized math, named bonuses, unified ability damage, improved poison resolution, fatigue system, attacks of oppurtunity, simplified advancement rates, advancement not tied to wealth, better balancing between classes (particularly fixing underpowered cleric and rogue classes), better thought out (but still not perfect) spell levels, unified magic crafting rules, superior cantrips, ability scores for all monsters, improved balance between races, somewhat cleaner spells and spell lists, improved familiar mechanics, NPC's and PC's better balanced

Still Problems In 3rd: Multi-classing is improved but not fixed, shapechanging (a problem for most systems) in some ways less well done than 1st editon, no core rules on cinematic flight/pursuit, extremely problimatic social conflict rules, non-spellcasters start lagging at high levels and class balance isn't perfect, crafting rules are a joke, profession skills inadequately described, some physical skills mysteriously missing from game (running and carrying burdens, for example), macro-scale economics and warfare systems still not as robust as they might be, core feats not nearly diverse enough, CR system problimatic, LA system even more problimatic, tiny creatures still not handled well (game doesn't scale down easily, unlike say GURPS),

Cons In 3rd edition: High levels obtained too quickly (game breaks at around 20th level, why rush to get there?), advancement in general too rapid (feels rushed too much time leveling up), too many separate bonuses at high levels of play, proliferation of far too many classes outside of core (PrC's especially to blame), prestige classes, equipment too important to high level play forcing a burden on giving out massive amounts of treasure which should have been elimenated by separting treasure from XP, 3.5 broke a few things which worked better in 3.0 for no apparant reason (and certainly no consistant reason), significant power inflation beginning with 3.0 that only got worse as the game moved to 3.5 and beyond, some absolute brokenness allowed into the game especially as splatbooks are combined, epic rules to handle game breaking at around level 20 less than well thought out, game play default style almost the same at 3rd level as 16th (very Diablo like scaling), high level characters more brittle than previous editions

The other editions are harder to speak about because many of the good things carried over, and much of the problems were fixed. More on them when I get the time.
 

D&D should have:

*Well defined charecters based on race, class, and alingment;
*Magic with well defined spell (and spell like) effects;
*Lots of critters that can be interacted with in a range of ways;
*Tactically interesting combat that is neither abstractly boring nor unplayably complex;
*Treasure;
*Fantasy flexibility and escapism;
*Fantasy wierdness;
*Fantasy tempered by some vague recognition of reality, once in a while;
*Adventures in urban, dungeon, and wilderness enviroments involving the above.

D&D should avoid:

*uneccasary complexity, inconsistencies, and rules gaps (but how, that is the big challenge)

Nice features of different editions:

*3rd edition: the skill system; more generally greater consistency and completeness
*2nd edition: acknowledgment of a variety of play styles and campaigns: its ok to be different (but worked better in theory then in practice).
*1st edition: bold style with no holding back
*B/E: a light touch
 

1. Strong archetypes. You always knew what they were about by looking at the name of the class, and the abilities. (Granted, 3.X has blurred that advantage quite a bit by now, but it remains true if you just look at the 3 core books...even for the prestige classes. :) ) And for me, strong archetypes are something I grew up with in my fantasy literature. Not the same kind of archetypes that are induced by character classes...but I think many will agree that Conan, Fafhrd & Grey Mouser, Aragorn, Gandalf, Legolas and Gimli are archetypes in their own right (along with types like Elric and Corum, Kikaha and Jadawin/Wolff, Kaine and a few others), which made it easy to work with the archetype/classes system D&D presented to me.

2. Easily recognizable abilities, tied into the archetypes. Wizards cast spells, fighters lay the smack down, thieves are sneaky and good for all the secret stuff, clerics heal and turn undead when not guarding the rear, etc...all have abilities fitting their role. Again, 3.X blurred that, a lot more than the archetype thingy..sometimes to a degree that you could as well be playing GURPS, in my eyes. Not that I dislike GURPS...but it's not what I play D&D for. :) <= my opinion, obviously.

3. Easy to learn rules. Either due to easy rules...or due to a professional presentation. To illustrate the two extremes: 3.X has pretty easy core rules, but the presentation leaves a lot to be desired for a newbie. Basic D&D had a whole host of different systems for everything...but they were spoonfed in a very easy and helpful manner by Frank Mentzer's introduction in the Basic Set. And despite what the demographics might tell about the development of the RPG community...never assume there's enough experienced players around at some point to teach the newbies the finer point of D&D.

The rest has more to do with the fact that Basic D&D was my first RPG, and so D&D will always be a game I'll look to for some partially whacky and partially weird fantasy adventures, which simply means the dreaded "nostalgia" :p
 


1. Easily recognizable setting. A huge amount of things about the archetypal D&D setting are instantly recognizable by almost anyone who's attracted to the game (and many, many more people). This makes in-game descriptions easy to do (everybody knows what a castle, a feudal lord, a sword, a wagon or a dragon is, or how a pseudo-medieval village looks like, for example), as well as making the themes and plots of the game very easy to grasp and identify with.

2. Earlier versions of D&D were quite fast to run in comparison to other RPGs; 3e is still faster than many other RPG systems even in combat, though it does have a more complicated combat system than earlier editions have.

3. Fast chargen (especially in comparison to point-buy), at least if you limit the amount of splat books available initially; also, if you don't have a clear idea in mind for your next character, each class is an archetype on which it is easy to build.

4. 2e (or did 1e have them as well?) Ecology and Habitat/Society entries in the monster manual. These were useful when you wanted to build an adventure around a critter on the fly, and were also very useful for me as a beginner DM (it gives you an archetype to work from when dealing with each critter).

5. Earlier edition monster-part treasure or other mystical attributes of body parts/paraphernalia of monsters. It makes the treasure more interesting to find than just 1,000gp and a +2 longsword.
 


Remove ads

Top