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The Good, the Bad, and the Ugly - about every edition of D&D
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 5026020" data-attributes="member: 32740"><p><strong><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">BD&D (Holmes):</span></span></span></strong></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Good:</em> Simple rules, easy to learn and play.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Bad:</em> Perhaps just a little TOO basic since the common usage by DM's was to proceed to make it rather more detailed and complicated. Needed to deal with greater level range of characters.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Ugly:</em> For a game that grew out of <em>miniatures</em> wargaming and which <em>required</em> use of rare (at that time) dice it now seems foolish indeed to have not made both miniatures and dice at least as widely available seperately as the game rules if not moreso.</span></span></span></p><p> </p><p><strong><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">1E:</span></span></span></strong></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Good:</em> More comprehensive rules, better selection of race/class options for players. More firmly established ideas of how to run/play the game. Still fertile ground for DM's to customize rules to suit.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Bad:</em> Even the most important/basic of rules - initiative and combat - are spread <em>everywhere</em> and often so badly explained that to this day they are arguable. Clunky, patchwork rules design. Game begins to break down with increasing character levels.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Ugly:</em> Too many rules of needlessly complex design, badly designed, or of outright questionable inclusion in the first place. For all the added detail still too many gaps which were now <em>needing</em> to be filled in by DM's in addition to reworking other stuff. Rules bloated by hardcover supplements.</span></span></span></p><p> </p><p><strong><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">2E: </span></span></span></strong></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Good:</em> Simplified a lot of 1E's worst offending rules. Great campaign settings. More prominent inclusion (albeit still optional) of a (much-needed) skill system.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Bad:</em> Eliminated classes and races many players liked. Failed to deal at all with a great many things that had long been sources of complaint in 1E. <em>Outrageous</em> rules bloat with supplements. Reduced sophistication due to re-orientation towards children and deplorable bows to Political Correctness</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Ugly:</em> Gygax driven out and the eventual sad, wasteful, pathetic destruction of the company producing the game.</span></span></span></p><p> </p><p><strong><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">3E/3.5E:</span></span></span></strong></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Good:</em> The ground-up reconstruction that 2E <em>should</em> have been. d20 system. Better balance among characters at a given level. DM tools for encounter and campaign design. 3.5 revision was generally a further improvement. New and interesting concepts such as feats and finally a skill system <em>built into</em> the game, not a weak structure left to be tacked on. Greater player freedom of choice. Concentration of rules upon tactical miniatures combat.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Bad:</em> Concentration of rules upon tactical miniatures combat. The 3.5 revision not repeated with similar, additional bouts of wholesale restructuring and solidifying of rules despite the even stronger need of it as time went on due to INSANELY out-of-control bloat of optional rules from ALL sources. 3.5 revision made too soon after initial release.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Ugly:</em> All the skills, feats, etc. mean DM prep time drastically increased even at lower levels. Too much focus on rules and <em>unrestricted</em> player choice shifts FAR too much control of the game away from the DM and significantly alters the tone of the game itself from shared adventures to competitive character design. Prestige classes, originally included to be a DM campaign design tool is allowed to be perverted into a munchkinism/powergaming/<em>player entitlement</em>.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>4E:</strong></span></span></span></p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Good:</em> Balanced characters to a very fine degree.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white"><em>Bad:</em> Even greater focus than 3E upon tactical miniatures combat. Healing surges are a mechanic with potential, but stink from a flavor standpoint - and much other terminology stinks as well. Feels like choice of class is approaching irrelevancy if characters are deemed to have to be THAT closely balanced.</span></span></span></p><p> </p><p><span style="color: white"><em><span style="font-family: 'Times New Roman'">Ugly</span></em><span style="font-family: 'Times New Roman'">: Gutted everything I found fun and interesting about playing a spellcaster. Dragonborn and Tieflings as player races. Use of MMO character role terminology if not design. For all its color and detail the art everywhere in the game is less inspiring than ink line drawings or charcoal sketches of decades ago. Assumes use of D&D miniatures which are only available in individual, NON-random means on the secondary market. The whole thing - to ME - feels sterile and over-processed.</span></span></p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5026020, member: 32740"] [B][SIZE=3][FONT=Times New Roman][COLOR=white]BD&D (Holmes):[/COLOR][/FONT][/SIZE][/B] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Good:[/I] Simple rules, easy to learn and play.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Bad:[/I] Perhaps just a little TOO basic since the common usage by DM's was to proceed to make it rather more detailed and complicated. Needed to deal with greater level range of characters.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Ugly:[/I] For a game that grew out of [I]miniatures[/I] wargaming and which [I]required[/I] use of rare (at that time) dice it now seems foolish indeed to have not made both miniatures and dice at least as widely available seperately as the game rules if not moreso.[/COLOR][/FONT][/SIZE] [B][SIZE=3][FONT=Times New Roman][COLOR=white]1E:[/COLOR][/FONT][/SIZE][/B] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Good:[/I] More comprehensive rules, better selection of race/class options for players. More firmly established ideas of how to run/play the game. Still fertile ground for DM's to customize rules to suit.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Bad:[/I] Even the most important/basic of rules - initiative and combat - are spread [I]everywhere[/I] and often so badly explained that to this day they are arguable. Clunky, patchwork rules design. Game begins to break down with increasing character levels.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Ugly:[/I] Too many rules of needlessly complex design, badly designed, or of outright questionable inclusion in the first place. For all the added detail still too many gaps which were now [I]needing[/I] to be filled in by DM's in addition to reworking other stuff. Rules bloated by hardcover supplements.[/COLOR][/FONT][/SIZE] [B][SIZE=3][FONT=Times New Roman][COLOR=white]2E: [/COLOR][/FONT][/SIZE][/B] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Good:[/I] Simplified a lot of 1E's worst offending rules. Great campaign settings. More prominent inclusion (albeit still optional) of a (much-needed) skill system.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Bad:[/I] Eliminated classes and races many players liked. Failed to deal at all with a great many things that had long been sources of complaint in 1E. [I]Outrageous[/I] rules bloat with supplements. Reduced sophistication due to re-orientation towards children and deplorable bows to Political Correctness[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Ugly:[/I] Gygax driven out and the eventual sad, wasteful, pathetic destruction of the company producing the game.[/COLOR][/FONT][/SIZE] [B][SIZE=3][FONT=Times New Roman][COLOR=white]3E/3.5E:[/COLOR][/FONT][/SIZE][/B] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Good:[/I] The ground-up reconstruction that 2E [I]should[/I] have been. d20 system. Better balance among characters at a given level. DM tools for encounter and campaign design. 3.5 revision was generally a further improvement. New and interesting concepts such as feats and finally a skill system [I]built into[/I] the game, not a weak structure left to be tacked on. Greater player freedom of choice. Concentration of rules upon tactical miniatures combat.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Bad:[/I] Concentration of rules upon tactical miniatures combat. The 3.5 revision not repeated with similar, additional bouts of wholesale restructuring and solidifying of rules despite the even stronger need of it as time went on due to INSANELY out-of-control bloat of optional rules from ALL sources. 3.5 revision made too soon after initial release.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Ugly:[/I] All the skills, feats, etc. mean DM prep time drastically increased even at lower levels. Too much focus on rules and [I]unrestricted[/I] player choice shifts FAR too much control of the game away from the DM and significantly alters the tone of the game itself from shared adventures to competitive character design. Prestige classes, originally included to be a DM campaign design tool is allowed to be perverted into a munchkinism/powergaming/[I]player entitlement[/I].[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][B]4E:[/B][/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Good:[/I] Balanced characters to a very fine degree.[/COLOR][/FONT][/SIZE] [SIZE=3][FONT=Times New Roman][COLOR=white][I]Bad:[/I] Even greater focus than 3E upon tactical miniatures combat. Healing surges are a mechanic with potential, but stink from a flavor standpoint - and much other terminology stinks as well. Feels like choice of class is approaching irrelevancy if characters are deemed to have to be THAT closely balanced.[/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][/SIZE][/FONT] [COLOR=white][I][FONT=Times New Roman]Ugly[/FONT][/I][FONT=Times New Roman]: Gutted everything I found fun and interesting about playing a spellcaster. Dragonborn and Tieflings as player races. Use of MMO character role terminology if not design. For all its color and detail the art everywhere in the game is less inspiring than ink line drawings or charcoal sketches of decades ago. Assumes use of D&D miniatures which are only available in individual, NON-random means on the secondary market. The whole thing - to ME - feels sterile and over-processed.[/FONT][/COLOR] [/QUOTE]
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