Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Staffan" data-source="post: 7613303" data-attributes="member: 907"><p>I'd say no. The smallest edition change (counting full editions) was 1e to 2e, and the biggest was 3e to 4e. You might argue that the change from 4e to 5e was mostly a reversion of changes, but that's not entirely true - rather, 5e is about as far from 3e as 3e was from 2e, it's just that the 3e to 4e change was a lot bigger and went in a different direction.</p><p></p><p><strong>1e to 2e:</strong></p><p></p><p>- Overall: mostly collected stuff from all over the place into the core books, and the changes were mainly on the detail level.</p><p></p><p>- Class structure shifted from a class/subclass structure (e.g. the paladin is a sub-class of the fighter) to a group/class structure (both the fighter and the paladin are classes in the Warrior group).</p><p></p><p>- Monks and assassins removed. Illusionist turned into one of many specialists in the Wizard group, with their spell list folded into the main Wizard spell list. Magic-user renamed as Mage. Druid became one example of how to make a "Priest of a specific mythos", with the idea being that each god would have its own priesthood with its own spell list and special abilities replacing the generic Cleric (that's not how it worked out in practice, however). Bards changed from this weird multi-/dualclass thing into its own class that was placed in the Rogue group and could do a bit of everything, but not very well.</p><p></p><p>- Non-weapon proficiencies added as a semi-optional skill system (it was labeled optional, but everything other than the core rules assumed you were using it).</p><p></p><p>- Round structure tightened up. THAC0 replacing hit matrices.</p><p></p><p>- Core books lacked most info on planar stuff. The original Monstrous Compendium didn't have many planar monsters either, and when they showed up in the Outer Planes appendix a lot of them had been renamed in order to placate those who saw Satanism in D&D.</p><p></p><p><strong>2e to 3e:</strong></p><p></p><p>- Overall: Massive changes.</p><p></p><p>- Core mechanic: Almost all task resolution is now done via d20+bonuses and trying to exceed a difficulty class (or armor class), instead of everything having its own little weird system.</p><p></p><p>- Ability scores: instead of each ability score having its own table specifying what, if any, benefits you got from Dexterity 14, stats had a bonus based on the score and used in various places as appropriate.</p><p></p><p>- Class structure shifted: All classes were given the same XP table, and multi-classing now split levels rather than XP. No sub-classes or class groups, all classes were on the same footing. Prestige classes added that were classes that required you to have certain prerequisites before becoming that class, usually providing some sort of specialization.</p><p></p><p>- Monks return as a class. Druid once again split from Cleric as a distinct class, and both can now cast spells up to 9th level instead of 7th. Specialization becomes an option for the wizard class, instead of a class of its own. Two new classes added: Barbarian (which shares the name with a class from a popular 1e supplement, Unearthed Arcana, but little else) and Sorcerer (an arcane magic-user who does not need to prepare spells in advance, but instead just knows a limited number of spells and can cast them in whatever configuration seems fitting based on spell slots).</p><p></p><p>- A proper skill system is added, with each class getting a number of skill points to spend each level on buying skill ranks. This is to a large degree responsible for replacing all those weird sub-systems (surprise, tracking, sage knowledge, etc.).</p><p></p><p>- Feats are added, representing learned abilities that aren't necessarily tied to a class, and are more binary in nature than the graduated nature of skills. All classes gain feats, but fighters gain the most, and many of the feats represent different types of combat improvement.</p><p></p><p>- Combat is tightened up a lot. The game moves to a cyclical initiative system (instead of rerolling initiative each round, you use the same initiative throughout the fight unless you actively change it). The old idiosyncratic saving throw categories are replaced with three, based on whether you resist an effect via Fortitude, Reflexes, or Will, with different classes progressing in these in different ways.</p><p></p><p>- Magic items become an expected part of character progression, to the point where the game assumes you'll have X gp amount of magic stuff at level Y. You're also assumed to have more-or-less full control over what items you have - if the items you find aren't what you want, you can sell them and buy the good stuff instead. After a while, it becomes apparent that it is most useful to sink most of your money into a small number of items that improve core stats (saves, AC, primary stat, weapons) at the expense of cool, flavorful items. Another consequence of the magic item rules is the innocuous-seeming <em>wand of cure light wounds</em> which lets PCs recover all hit points between fights at a monetary cost that's negligible even at moderate levels (4+).</p><p></p><p>- Monsters are built sort of like characters with monster types (beasts, dragons, fey, etc.) taking the part of classes providing hit points/hit dice, saves, attack bonuses, and so on.</p><p></p><p></p><p><strong>3e to 4e:</strong></p><p></p><p>- Again, massive changes.</p><p></p><p>- Game now goes to level 30 instead of 20, and is divided into three different "tiers": heroic (1-10), paragon (11-20), and epic (21-30). For PCs, level/2 is included in almost all rolls.</p><p></p><p>- Immense changes to classes. All classes now use a similar structure for abilities, with a few at-will abilities, some encounter abilities (that you recover on a 5 minute rest), and some daily abilites (that require a night's rest to recover). All classes gain these abilities on the same schedule.</p><p></p><p>- Class design is informed by two things: the class's "power source" (the core rules have martial, divine, and arcane), and the class's role in the party (defender, striker, controller, or leader/supporter). These inform what sort of abilities the class has - leaders will have abilities improving their allies or healing them, defenders will protect their allies from harm and redirecting the enemies' attention onto themselves, strikers to a buttload of damage and maybe some debuffing, and controllers usually have area-damage and debuffing.</p><p></p><p>- Since each class has a large list of powers, the rules don't have room for as many classes - the barbarian, bard, druid, monk, and sorcerer will have to wait for later sourcebooks, and instead the warlock and warlord are added.</p><p></p><p>- Class design mostly focuses on what that class does in combat. Out-of-combat stuff is handled via skills and, when it comes to magic, rituals. Rituals are a really cool concept that let you do out-of-combat utility magic without necessarily being a proper spellcasting class (though for non-casters you have to invest some extra resources into them), and at the cost of money instead of "spell slots" or the like.</p><p></p><p>- This edition vastly speeds up healing. In addition to healing all damage on a long rest (overnight), you also have a number of "healing surges" per day that each heal 25% of your max hp. You mostly spend these while taking short rests, but you can also sometimes trigger them in combat. They serve both as a source of, and a limitation on, healing - almost all healing is handled by abilities that let you spend a healing surge.</p><p></p><p>- Combat has a strong focus on tactical gameplay. Many character abilities move enemies around on the battlefield as secondary effects, or have effects based on adjacency or distance, and there's a strong emphasis in the encounter design guidelines on providing interesting terrain - not just cover, but things like runes that enhance your attacks and stuff.</p><p></p><p>- Monsters often have interesting abilities and, like PCs, are designed to fit one of a number of roles (though the monster roles are different from the PC roles). Often, many varieties are presented of the same monster (e.g. goblin lurker, goblin blackblade, goblin hexxer, goblin wolf-rider, and goblin boss) with different abilities based on their combat role.</p><p></p><p>- Magic items are boring, and mainly used to keep up with the expected math of the game and possibly add a special ability, usually tied to attacking in some way.</p><p></p><p>- For the first time, there's an implied setting to the game, even if it's only described in the vaguest of terms. Basically, at the dawn of time, gods and elementals/primordials battled it out for control of the world, and the gods won. Since then, many empires have risen and fallen, and currently the world is in a post-fall era. Outside small bastions of civilization ("points of light"), the wilderness is haven for monsters of all sorts.</p><p></p><p></p><p>I'm not going to go over 5e here because I assume people are familiar with it.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7613303, member: 907"] I'd say no. The smallest edition change (counting full editions) was 1e to 2e, and the biggest was 3e to 4e. You might argue that the change from 4e to 5e was mostly a reversion of changes, but that's not entirely true - rather, 5e is about as far from 3e as 3e was from 2e, it's just that the 3e to 4e change was a lot bigger and went in a different direction. [B]1e to 2e:[/B] - Overall: mostly collected stuff from all over the place into the core books, and the changes were mainly on the detail level. - Class structure shifted from a class/subclass structure (e.g. the paladin is a sub-class of the fighter) to a group/class structure (both the fighter and the paladin are classes in the Warrior group). - Monks and assassins removed. Illusionist turned into one of many specialists in the Wizard group, with their spell list folded into the main Wizard spell list. Magic-user renamed as Mage. Druid became one example of how to make a "Priest of a specific mythos", with the idea being that each god would have its own priesthood with its own spell list and special abilities replacing the generic Cleric (that's not how it worked out in practice, however). Bards changed from this weird multi-/dualclass thing into its own class that was placed in the Rogue group and could do a bit of everything, but not very well. - Non-weapon proficiencies added as a semi-optional skill system (it was labeled optional, but everything other than the core rules assumed you were using it). - Round structure tightened up. THAC0 replacing hit matrices. - Core books lacked most info on planar stuff. The original Monstrous Compendium didn't have many planar monsters either, and when they showed up in the Outer Planes appendix a lot of them had been renamed in order to placate those who saw Satanism in D&D. [B]2e to 3e:[/B] - Overall: Massive changes. - Core mechanic: Almost all task resolution is now done via d20+bonuses and trying to exceed a difficulty class (or armor class), instead of everything having its own little weird system. - Ability scores: instead of each ability score having its own table specifying what, if any, benefits you got from Dexterity 14, stats had a bonus based on the score and used in various places as appropriate. - Class structure shifted: All classes were given the same XP table, and multi-classing now split levels rather than XP. No sub-classes or class groups, all classes were on the same footing. Prestige classes added that were classes that required you to have certain prerequisites before becoming that class, usually providing some sort of specialization. - Monks return as a class. Druid once again split from Cleric as a distinct class, and both can now cast spells up to 9th level instead of 7th. Specialization becomes an option for the wizard class, instead of a class of its own. Two new classes added: Barbarian (which shares the name with a class from a popular 1e supplement, Unearthed Arcana, but little else) and Sorcerer (an arcane magic-user who does not need to prepare spells in advance, but instead just knows a limited number of spells and can cast them in whatever configuration seems fitting based on spell slots). - A proper skill system is added, with each class getting a number of skill points to spend each level on buying skill ranks. This is to a large degree responsible for replacing all those weird sub-systems (surprise, tracking, sage knowledge, etc.). - Feats are added, representing learned abilities that aren't necessarily tied to a class, and are more binary in nature than the graduated nature of skills. All classes gain feats, but fighters gain the most, and many of the feats represent different types of combat improvement. - Combat is tightened up a lot. The game moves to a cyclical initiative system (instead of rerolling initiative each round, you use the same initiative throughout the fight unless you actively change it). The old idiosyncratic saving throw categories are replaced with three, based on whether you resist an effect via Fortitude, Reflexes, or Will, with different classes progressing in these in different ways. - Magic items become an expected part of character progression, to the point where the game assumes you'll have X gp amount of magic stuff at level Y. You're also assumed to have more-or-less full control over what items you have - if the items you find aren't what you want, you can sell them and buy the good stuff instead. After a while, it becomes apparent that it is most useful to sink most of your money into a small number of items that improve core stats (saves, AC, primary stat, weapons) at the expense of cool, flavorful items. Another consequence of the magic item rules is the innocuous-seeming [I]wand of cure light wounds[/I] which lets PCs recover all hit points between fights at a monetary cost that's negligible even at moderate levels (4+). - Monsters are built sort of like characters with monster types (beasts, dragons, fey, etc.) taking the part of classes providing hit points/hit dice, saves, attack bonuses, and so on. [B]3e to 4e:[/B] - Again, massive changes. - Game now goes to level 30 instead of 20, and is divided into three different "tiers": heroic (1-10), paragon (11-20), and epic (21-30). For PCs, level/2 is included in almost all rolls. - Immense changes to classes. All classes now use a similar structure for abilities, with a few at-will abilities, some encounter abilities (that you recover on a 5 minute rest), and some daily abilites (that require a night's rest to recover). All classes gain these abilities on the same schedule. - Class design is informed by two things: the class's "power source" (the core rules have martial, divine, and arcane), and the class's role in the party (defender, striker, controller, or leader/supporter). These inform what sort of abilities the class has - leaders will have abilities improving their allies or healing them, defenders will protect their allies from harm and redirecting the enemies' attention onto themselves, strikers to a buttload of damage and maybe some debuffing, and controllers usually have area-damage and debuffing. - Since each class has a large list of powers, the rules don't have room for as many classes - the barbarian, bard, druid, monk, and sorcerer will have to wait for later sourcebooks, and instead the warlock and warlord are added. - Class design mostly focuses on what that class does in combat. Out-of-combat stuff is handled via skills and, when it comes to magic, rituals. Rituals are a really cool concept that let you do out-of-combat utility magic without necessarily being a proper spellcasting class (though for non-casters you have to invest some extra resources into them), and at the cost of money instead of "spell slots" or the like. - This edition vastly speeds up healing. In addition to healing all damage on a long rest (overnight), you also have a number of "healing surges" per day that each heal 25% of your max hp. You mostly spend these while taking short rests, but you can also sometimes trigger them in combat. They serve both as a source of, and a limitation on, healing - almost all healing is handled by abilities that let you spend a healing surge. - Combat has a strong focus on tactical gameplay. Many character abilities move enemies around on the battlefield as secondary effects, or have effects based on adjacency or distance, and there's a strong emphasis in the encounter design guidelines on providing interesting terrain - not just cover, but things like runes that enhance your attacks and stuff. - Monsters often have interesting abilities and, like PCs, are designed to fit one of a number of roles (though the monster roles are different from the PC roles). Often, many varieties are presented of the same monster (e.g. goblin lurker, goblin blackblade, goblin hexxer, goblin wolf-rider, and goblin boss) with different abilities based on their combat role. - Magic items are boring, and mainly used to keep up with the expected math of the game and possibly add a special ability, usually tied to attacking in some way. - For the first time, there's an implied setting to the game, even if it's only described in the vaguest of terms. Basically, at the dawn of time, gods and elementals/primordials battled it out for control of the world, and the gods won. Since then, many empires have risen and fallen, and currently the world is in a post-fall era. Outside small bastions of civilization ("points of light"), the wilderness is haven for monsters of all sorts. I'm not going to go over 5e here because I assume people are familiar with it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
Top