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Theories regaurding the change in rules of D&D.

Much as I like 3rd edition as it is very playable and offers a lot of good options, I think it did take several steps closer to being a wargame. Of course, in the privacy of your own gaming group you can sort of take or leave whatever aspects you want, really.
 

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When you say it's "videogamish", what video games are you talking about? FPS? CRPG? RTS? Fighting games? Puzzle games? Side-scrollers? Adventure games?

I've never seen anyone explicitly provide answers to the question: What, exactly, about 3rd edition is more "videogamish" than previous editions? Name precise features. And tell me what video games you feel they're emulating.
I'd also like to read an explanation of this.


Think one result is that it's a more delicate balance to alter the RAW. A byproduct of the unified mechanics - new rules or changes can 'ripple' through and affect unintended areas.
I'd like to read an explanation of this as well. I've read many comments about this "effect", but I've never seen anyone give an example of this happening.

Quasqueton
 

Hussar said:
To me, having rules that work means a huge load off the DM's shoulders.

I only find this to be true when the rules that work aren't more complicated than the DM's common sense.

I've never really understood the need for vague or obscure rules. Rules should be simple, straightforward and easy to apply. Why is that a bad thing?

No one advocates vague or obscure rules. A lot of people want simpler rules, less detailed rules, or just fewer rules. Many people recognize that no set of rules, however logical, will be able to cover the exceptions as well as a person can. And most probably feel that human interpretation of a situation is preferable to mechanized outcomes.

In a game of heroic fantasy, I think a lot of people prefer off-the-cuff adjudication to authoritative consistency.
 


SuStel said:
In a game of heroic fantasy, I think a lot of people prefer off-the-cuff adjudication to authoritative consistency.

My players usually want the book version. That dragon kill isn't a legitimate kill unless it's by the books! :p
 

Oh look someone wants to have a rational discussion of how the game has changed and suddenly the card carrying members of the Wrongbadfun Society show up with both guns blazing demanding explainations and picking apart peoples words...what a surprise!
 

JustinA said:
I've never seen anyone explicitly provide answers to the question: What, exactly, about 3rd edition is more "videogamish" than previous editions? Name precise features. And tell me what video games you feel they're emulating.
It's the "roll your loot up into a big ball" thing.

Seriously, I'll buy D&D is videogamish when my characters get extra lives, and when dungeons have save points in case of a TPK.
 

Shadeydm said:
Oh look someone wants to have a rational discussion of how the game has changed and suddenly the card carrying members of the Wrongbadfun Society show up with both guns blazing demanding explainations and picking apart peoples words...what a surprise!

So you decided to bust in guns blazing too? :p
 


DungeonMaester said:
The purpose of this thread is to discuss theories on how D&D has changed over the years, not WrongBadFun.

---Rusty

Gap-filling, codification and systemization. From OD&D to AD&D 2e the rules expanded to cover more cases, and some things were codified (races vs. classes); and then from 2e to 3e the expansion was retained, but almost everything became more cohesive; more consistent across chapters within the Player's Handbook. No more "Saves with arbitrary categories work one way, and your ThAC0 works another." It's "d20.", and only a very few of the sacred cows were retained (e.g., Hit Points).

That's about it. You've still got elves and men wandering into the wild and dark dungeons doing battle with orcs and demons. People have hit points and levels. Now there's just a more comprehensive System of the World. I ran an Iron Heroes PC through Keep on the Borderlands without converting any of the NPC's or monsters. There were a few square-nut/round-hole issues that had to be adjudicated on the fly, but It worked.

Anyone who complains that the "mystery" and "adventure" of 1e and 2e has been lost is just observing a truth: monsters are less mysterious. Because they use the same rules your PC does, you understand them better than you used to. Some people like this, some don't; but that's a WrongBadFun discussion.
 

Into the Woods

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