Rolemaster vs. AD&D, or 3e vs all other D&D

GreyLord

Legend
This is NOT an edition war type thing, but something that I think bears out in an opinion.

There is NO secret that a LOT of 3e and 3.5 players feel that this edition is the best edition ever. They feel that any other edition is flawed. They feel that 2e was terrible and horrendous, and feel that 4e is an aberration of D&D.

I would suggest that it is not 2e OR 4e that was the aberration but was in fact 3e. This is not to say 3e is a bad RPG, but it is in fact a great RPG, but not in line with what made D&D...D&D.

D&D from creation was a class based RPG. It was built around classes and each class having a gradual increase in power as it increased in levels. This was built around from the very first version of D&D. It wasn't the combat system, it wasn't the magic system, it wasn't even thieves, it was the class and level idea. Further more, in it's first incarnation there wasn't such a thing as multiclassing or dual classing. The closest was an elf which could choose each adventure whether to be a Fighter that adventure, or a Magic-User. The classes were hardset. There were no skills. There were no feats.

This started to change in AD&D, but multiclassing was specifically only for non-human races and still had SET multiclass types that they could be. There weren't really skills, though there were weapon proficiencies introduced. The closest you could get to what was introduced later was the Dual Classing mechanic...and that was almost impossible for a character to qualify for. It was an exception...not the norm.

2e started a radical departure...however the archtype class and the set levels still existed. Even the multiclasses were still the set archtypes. It also made proficiencies as options in the core rules themselves.

Now during this time there was a whole SLEW of people that HATED D&D and AD&D. Some would play Gurps, some would play Rolemaster. Rolemaster itself was bulit from the ideas that D&D wasn't big enough, that there needed to be more options and more rules. Rolemaster made these, original to incorporate into RPG campaigns, later as it's own ruleset. It was known for LOTS and LOTS of rules and stats. Ironically, some of the future 3e designers worked on Rolemaster.

Many of these Rolemaster fans wanted more skills, less strict class structure, and a more open system sort of like classes with skills. They hated THACO and considered AD&D combat flawed. They wanted more combat maneuvers. They wanted to be able to play any creature or race that existed. They had some many various ideas of what options should be included in an RPG, the only real defining thing that really set them all together was a hatred of anything D&D, most specifically 1e and later the core rules of 2e.

In fact, if one compiled many of their complaints, it boiled down to what MANY HARDCORE 3E PLAYERS THAT HATE OTHER D&D SYSTEMS COMPLAIN ABOUT. Why do I bring this up...

Because in the mid to late 90's AD&D recruited many of these designers of other RPG's, inclusive of Rolemaster and the game began to change. Some called it 2.5, others just avoided it. In it things started getting introduced as more open classes, classes as skill packets, open racial gaming as official rules...etc. The precursors of what was to come.

Which was 3e. This is the point of the entire post, 3e wasn't D&D, but was a reformed form of D&D in the fashion of it's idol...Rolemaster. It wasn't as complex, nor as rules intensive...but was more of a Rolemaster Extremely light. All the things those problem items that people pointed out were problems with AD&D, such as the THACO system, the restrictive class system...were done away.

The BASIC FUNDAMENTAL idea that classes were archtypes and closed...was done away with the multiclassing system. Classes became more of a skill packet thing...where players could pick and choose. This was the basic fundamental sacred cow of D&D from the VERY first iteration. It was 3e that differed from D&D so drastically that it basically killed the idea.

Not that it did that much anyways, since AD&D as a product with viability had been dying off for a decade. The players actually buying stuff were probably large enough to produce a profit, but not large enough to be anything landshaking.

A Lot of the old D&D players had stopped playing D&D finding problems with it and moving onto other systems, such as Rolemaster, Gurps, Shadowrun, etc. With 3e they saw many of the problems they had with the original AD&D, such as being too restrictive, as being corrected. It brought back these people in droves. 3e was a smash hit. It had that taste of D&D with the iconic classes, but corrected what many saw as problems.

Meanwhile, as it brought back many of these, who had played D&D in the past, but had gone the way of other systems because of flaws they saw with AD&D...those who had been hardcore AD&D supporters...were driven away. The old battles of the 80's and 90s between the AD&D players and everyone else who saw problems with AD&D came to the forefront in what people called edition wars...with the old timers claiming 3e was just built off Diablo and video game sensations (afterall, a Barbarian with Whirlwind and other similarities to the Diablo game...etc.) where others who we could call the Rolemaster crowd claiming that instead 3e corrected many problems with AD&D that had existed for decades.

Claims of THACO being too complex (lots of people hence claiming that they hadn't passed 1st grade math with learning subtraction), claims of classes being too restrictive in AD&D (so why even call it D&D if it did away with the class archtype) or that levels as game balance was too restrictive abounded all around. But these old AD&D holdouts vs. 3e players wasn't something new. Many claimed it was...but these WERE THE SAME ARGUMENTS that had been around for DECADES between the AD&D players and the Rolemaster/Gurps/etc. players who disliked AD&D.

Fast forwards a few years...and then you get 4e. The 3e players cried foul claiming that it killed sacred cows...but in truth the only real sacred cow that it killed was Vancian magic...and even then...psionics hadn't existed with Vancian casting ever, and some magics in 3e (not core rules) had already done away with the Vancian Magic idea (take the Unearthed arcana points for magic ideas and such). All 4e did was take some ideas already introduce in 3e, solidify them, and make them core. Take away the ideas from nine swords, or all the powers of the melee classes...and the D20 mechanic still existed. In fact 4e acted a LOT like 3e in it's core idea...more so than 3e was like AD&D.

What 4e really changed was the openess of 3e...Classes returned to being more like Archetypes and Multiclassing got MORE restrictive (at least up until the PHB3, and even with the hybrid classes, you weren't really all that rewarded for taking hybrid classes as you would be with the idea of classes as skill packets). THIS was the sacred cow that 4e killed, not the Vancian magic, but the idea of classes as skill packets.

Hence, all the old arguments arose again, except this time framed in the arguments between 3.x and 4e. In fact, if you look back at the arguments between 3e and AD&D, as well as the arguments between AD&D/D&D and Rolemaster/Gurps, you can see that all of them basically are fundamentally the same in many ways.

So if you've read through this entire LONG WINDED post...in summation I am trying to make this point.

I'm NOT trying to make an edition war with this post at all...but spark a discussion around this point. These ideas of edition wars are actually NOT about sacred cows that 4e killed, nor are they even new. These are arguments that have literally existed for DECADES (not just one, but several).

It's an difference of opinion of what makes a good RPG between the AD&D/D&D types that prefer a Class/Level/Archtype system (much like 4e now has the archtype eve more personified into defenders, controllers, strikers, leaders), and those that feel a good RPG should be more open into more of a skill based system where you can design what you want without having to worry overly about a precedent set in fiction...history...or life.

3e was DIFFERENT then any other version of D&D in that it alone did away with the archetype idea that symbolized D&D previously, and now with 4e. These two groups have NEVER agreed on what made a good RPG in the past...and probably would not now. What is significant is that 3e was the ONLY D&D system that actually would appeal to the old AD&D haters...whilst with it's name and usage of iconic classes having the ability to draw in the old time AD&D players eventually as well. In a way the only real meeting point that had plausibility of combining the two (and yet overall it failed in many ways too, as was seen by what I would term were even MORE strongly worded "Edition Wars" against 3e then I've seen with 4e). 3e appealed to the Rolemaster players...to put it lightly.

With that, of course those that were hardcore into it (rolemaster lite/3e) would never prefer AD&D nor 4e. The very style of these games are abhorrent to them. But their preferences are not new either. What is a mystery is why they would forget the entire history of these same arguments going back to the mid to late 80's with the different skill systems vs. AD&D back then...then the 3e vs AD&D arguments in the late 90s and early 2000s.

Someone mentioned before that many who felt that 4e killed sacred cows for 3e were those who started gaming under 3e. Sometimes I wonder if people just say they played the earlier versions of D&D to try to give their opinions an air of authority...because to me it seems mysterious how they could forget the past. On the otherhand I can see some older Rolemaster players who make the same arguments...but I wonder how they could forget how they argued against AD&D originally as well.

Either way however...I feel that these arguments that some make have NOTHING to do with the sacred cows of what makes D&D, but the preferences of the gaming systems...or the class/archtype systems vs. the skill based systems...aka Rolemaster vs. AD&D...aka...3.X vs. all other forms of D&D.

Arguments almost as old as AD&D itself. Don't start edition wars...but informative, postulation and well backed (either opinionated evidence or factual points to back an opinion) are welcome in voicing your views in this regard.

Commentary?


PS: As a point to make before people try to make it an edition war, this is NOT A SLAM against any game system. I've played Rolemaster...and more to the point, a lot of MERPS. I've played Warhammer which is even more open in some ways with classes as skills and steps without levels. I think 3.5 is one of the best designed game systems ever, but I also currently play 4e and AD&D. I think the design philosophies behind these different systems however, are formed in different ways...as I described above, and there are many that favor one or the other so strongly as to create the strong opinions they have against one...or the other. I think 3e reflected the backgrounds of the designers...as well as the majority of the trend of RPG's at the time (which was much less AD&D like as it was very much on the decline, and very much on the skill based systems that had been rising up more so in comparison) and they did a very good job of it. 4e...I think in many ways goes back to some of the ideas of the original...whilst building up on some other ideas and is very good in terms of balance and rules. I do have to wonder what caused them to backtrack as I didn't see Class/Archtypes as being all that popular again yet when they came out with 4e...and I see the subsequent backlash against it by some as verification of this...but I still think IT'S A GREAT SYSTEM. So nothing against either one...just thoughts on why people see them in such a polarizing manner.
 

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Err... 2,000 words? Couldn't you have summarized it a little bit?

In any case, if I got the gist of it, D&D 3 is not GURPS. It's not even Warhammer Fantasy. There was a lot more flexible multiclassing, but not even close to making it a skill-based system. It didn't do away with the archentype; there were still paladins and barbarians, druids and clerics. I think you're putting too much emphasis on one thing.
 

I confess I only skimmed that.

However, I will say that when 3e was released and I read the rules, my very first reaction was "Huh, they took a lot of stuff straight out of Rolemaster." I think you're spot-on with at least that part of your hypothesis.

I'm one of those guys who doesn't like skills in D&D; I think the class/level approach works best when you don't muddy it. That's probably one reason I gravitate to the D&D editions that don't have skill systems built-in (i.e., they're either absent or optional). Nevertheless, even though I don't like skill systems in D&D, I enjoy the skill system approach in other games. I just think the two approaches work best when they're not mixed.
 

I think you have a point but overstated it. I think that 3e still has archtypes just not as strong as earlier versions of D&D I would also say that while 4e weakened the multiclassing system and strengthened the archtypes the number of base classes available in 4e makes the class archetypes not as strong as in earlier D&D ( though here I would add I was away for the 2e era so I really do not know is this observation applies in that case)
I would agree that Rolemaster has a lot of influence in the design of 3.x but I do not believe that the roll back from loose class archtypes to more defined archtypes is the main cause of complaints. Some of the complaints are of that type, some are because 4e invalidates earlier published material. Also in my opinion there are complaints that are in effect about the loss of dominance of the Cleric, wizard, druid triad. Some complain about the split between the rules the players operate under comapred to the DM.
 

I think there's a stong argument that 3e is not the same game as the editions that come before. However, if you apply that argument, then you must also concede that 4e is also not the same game as the editions that come before. In both cases, WotC deliberately took the game apart and rewrote it from the ground up.

If you're willing to view 4e as a spiritual successor to the previous editions, then you have to also concede that 3e is likewise a spiritual successor to the previous editions. In some ways 3e is closer (the legacy spell-lists, the classes and roles in the PHB), while there are some areas in which 4e is closer (bad multiclassing rules :) ).

But trying to argue that 4e is D&D while 3e is not D&D doesn't fly. IMO, of course.
 

However, I will say that when 3e was released and I read the rules, my very first reaction was "Huh, they took a lot of stuff straight out of Rolemaster."
Well, my first reaction was "Huh, they took a lot of stuff straight out of Runequest." :)

I guess, 3e is many things to different people. Imho, 3e was an attempt to close the gap to 'modern' rpg systems - and 'modern' is almost every system that was released after OD&D ;)

4e had a slightly different goal: Reduce work for DMs and make the game more accessible for players. In that regard it's been more successful than any edition before (YMMV).

In a way, 3e was great in theory, 4e is great in practice. 3e reads well, 4e plays well. But the improvements also came with a cost: Every pretense of simulationism has been removed from the game. The rules focus on the 'G' in RPG.

I disagree that 3e was the odd edition out and 4e is really a continuation of 1e and 2e (assuming that's what the OP is suggesting).

2e was so close to 1e I don't even really consider it a separate edition. It was mostly just an errataed, streamlined version which incorporated some popular houserules to make them an official part of the game.

Every edition had a different focus to make it the best game for the time it was released and for its intended audience.
 

I have not played the games the OP cited, but I do recall some key people like Monte Cook worked for other game companies so it is logical their is cross-pollination.

I see 3e and 4e as equals that split off the stump of 2e (I do not see 4e as an extension of 3e in anything other than cleaning up the unified mechanic). As the OP notes, 3e is the odd man out on how you build a PC. Much closer to a building block approach than any edition. In my opinion, what keeps it "in line" with prior editions is the play. While the engine is different, the feel is pretty close to older games. My 3e wizard will have spells like Magic Missile, Shield, Web, Invisibility, Fly, and Fireball - just like my 1e and 2e Wizard (I did not play the basic/other options, so I cannot comment there). If I just jumped off the 1e boat, I could play my 3e wizard pretty well without knowing all the mechanics.

4e is back to its roots on how you make a PC and monsters. Less building block, more class based. They kept the concept of having a method to build/scale monsters, but put it back closer to the old editions in the complexity of the monster itself (ie, you do not list out Orcus' Craft skill). This approach is what has 4e "in line" with older editions. However, the system in play feels different than older editions. My wizard, for example, does NOT take MM as it is a striker spell (and a piss-poor one before the auto hit) when the wizard is a Controller - its not his job to even have that spell. Combat at 1st level feels like a 5-6th level fight in older editions. I am not saying its bad, it just feels different.

In the end, I really worry about 5e. 3e and 4e are both very good games with a ton of material. I really do wonder what Wizard's will do to generate excitement to pull people to a new edition away from two very functional editions. Certainly the "new shiny" will draw people, but I do not think making a "super 3e" or "super 4e" version will work well. So do they go a different route all together (say an all virtual model - just a radical example)? Will that just fragment the D&Ders into 3 groups?
 

Actually, I don't consider 3e OR 4e as AD&D or D&D or really their continuation. 3e effectively killed the sacred cow. What I see is the arguments in relation to what used to be the AD&D vs. all the other new systems coming out...then transferred over to the AD&D vs 3e...and now days to the 3e vs. 4e crowd.

These arguments were against what was seen as the inherent weaknesses of a classbased/archetypal system that was level based instead of skill packages or stat increases. 4e has made a return to that state. Most of the other options now in 4e actually were included in 3e as possibilites, but normally not part of the core rules (book of nine swords, unearthed arcana, incarnum, you have powers, flat XP for monsters, etc.) and can recreate 4e in 3e overall...heck you could even say the idea for rituals was based on some 3e ideas (much like a LOT of 3e was based on the earlier work for 2.5 with the Class Options rules...where you see a lot of the rolemaster influences starting to roll in). However the strong class/archetype was something that is definately different, and is what is REALLY killed and changed in 4e.

(edit: and as I noted, though many really old timers argued for a shift back into this archetype class idea, I didn't see it as an overall demand in the market, so I'm not certain WHY they chose to go that direction. Personally I saw it going to opposite direction of that with people wanting even MORE options and more open gaming overall, but I don't have survey numbers. That's just a personal observation of what I thought the market would be going. I DO like 4e however, and the class archetypes...but I wouldn't say I'm any majority at all in that I like the Archetype RPG systems).

So not really that 4e is a continuation of the 1e/2e lines...I don't see that at all...if anything I'd say C&C or Palladium is closer to the AD&D lines (and we know how Palladium has gone in years previous in regards to TSR) than 4e. I am only saying the same lines are drawn and the attractions seem to be similar in how they are drawn...hence the same arguments and the same types of groups that we've seen for ages in the past...except instead of AD&D/Rolemaster and Gurps and other systems being hashed out, we now have 3e vs. 4e and old timers (though old timers can also be anti-4e as well) as lines in the sand as well these days hashing out those SAME arguments.
 
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My observation of multiclassing in my experience with 2e was that it was very desirable, and almost every group had multiclass characters. The thief/mage and fighter/thief were archetypes unto themselves. The rules for multiclass characters were confusing and offered limited choices, but it seems to me multiclass characters were clearly superior and very popular.

The idea of splitting up classes into each individual level was to me a very logical step. Before, everyone had their own XP chart, and were of different levels. Now, everyone was on the same scale. The concept that a fighter4/thief 4 was equivalent to a fighter 6 was always hard to wrap my head around. Now one could take individual levels of each class, without cross pollinating the hit points and other benefits. Ultimately, this is in my opinion not a departure but an evolution, the same way saving throws against wands and breath weapons evolved into will and ref, or the same way THAC0 evolved into BAB. With prestige classes, I can now make characters very reminiscent of my 2e multiclass characters that are more balanced and make sense.
 

I think you overvalue the role of the archetypes; I consider weakening them to be the consequence, not the trigger.

IMHO 3e's greatest step (forward or not) was the introduction of a unified system for task resolution: 1d20 + bonus; roll high. Before 3e, (A)D&D had differing subsystems for lots of tasks. During the lifetime of 2e other RPGs had introduced and spread the concept of a unified system, be it a simple (GURPS) or a complicated one (Rolemaster). In the light of this situation the development team practically had to introduce this concept. Their way was to deconstruct the game and build anew from ground up, Lego bricks style.

The reason for abandoning the strict archetype concept was probably more an economic one. With the separation of character elements in 3e, starting with feats and reaching to atomized classes, where a player may pick only one level of a class, they opened the gates for never-ending publication of supplements: "Hey, we need 120 Prestige Classes and 250 Feats by next Friday!" Could one have published so many classes for a previous version? Without flexible multiclassing players would have been forced to chose between maintaining their present character despite the shiny new class or to start with a completely new one.

Now where does 4e stand on this stage? It maintains the deconstructed classes with it's big menu of powers, feats, and magic items, thus paving the way for supplements but casts classes in a new light. They are organized in four archetypal roles, with each class being a different interpretation of this role. Character elements are very codified in order to ensure a balance. This codification allows characters with newer elements not to surpass older characters.

IMO the old archetypes were replaced by functional archetypes (roles) in 4e. They have some similarity, but on a theoretical level only.

So, it's 5:30 at my place. I'm gonna switch off the computer and go home now. :)
 

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