Third Edition Culture- Is is sustainable?

It is worth remembering one of the reasons for AD&D - it was to standardise the rules so that players from different games could interact together and have a shared understanding of basic matters like "how combat works". In the days of oD&D, this didn't exist, due to a mass of house rules - because the rule set was seriously incomplete.

For a game you just play with your friends, there is no need for a baseline of the rules system. Any new player can be inducted into the vagaries of your system, and the fun can continue.

However, the moment that people from different games get together - in conventions, tournaments and other forms of organised play - then you need to know what the rules are. Especially if, like the Giants or Slavers series, you are playing in a tournament where mastery of the game is important.

In AD&D, you could be pretty certain of the basics of combat - spellcasting, melee combat, ranged combat. The one area where it fell down (and this was a serious flaw) was in the arcane and contradictory explanation of the initiative system. Thus, many tournaments I saw used their own initiative system - though I do think that such were standardized more often than not due to an article in The Dragon.

Because D&D is, at its heart, a game of combat, it is in the combat system that most of the standardisation must take place. Thus, in successive iterations of the system, we have seen combat get described in clearer and clearer details. Confusing features have been discarded where possible.

But what about Attacks of Opportunity? I hear you exclaim. Indeed. Although AoO have always been in the game to some extent (running away from combat nets a free swing in AD&D 1e), AoOs exist in their current form to get away from another problem: the "roll every turn for initiative" system.

I've seen the way the old initiative system described in two ways:
a) Each player describes their actions, then rolls for initiative (modifying as necessary) and then acts in the order of the roll.
b) Spellcasters declare if they're casting, then initiative is rolled, and non-spellcasters declare when it's their turn.

Frankly, I don't think option b is workable - it ignores too many features like charging, which were called out in the 1e initiative system, or the personal initiative modifiers of 2e.

So, you end up in the situation of the DM having to remember what each PC is doing, then working out the initiative order, and resolving actions. If a spellcaster was hit before a spell was completed, it was ruined.

The difficulties of working out the initiative order every round were simplified in 3e, but the revised system introduced AoOs to adapt for the "ruined spellcasting" rule. AoOs were then expanded for other purposes. Is the resulting system still simpler than 1e's initiative system? I think so, though I know some will disagree.

So: you have a clear combat system. Movement in combat, especially with miniatures, was lifted from the Player's Option books and adjusted.

Basic Combat in 3e is simple. However, what about the special manuevers? What happens when you want to grapple someone?

Because such actions will turn up in play, and they will turn up in Organised Play, standardisation is, again, required. And so the special manuevers in combat are broken down into easily resolved rules. The DM of the home game (and perhaps the OP game) is still free to make up rules for these situations, but most are likely to use the printed rule because it's probably no more complex than any rule the DM might think up.

One will notice that the skills in D&D are much less defined: combat uses and common adventuring tasks are described, but most skills are left up to the DM to adjudicate.

Thus, the basics of the system are described in a fairly simple form - and the options may get slightly more complex.

However, the resolution system is only half the game - if that. Far more important are the actors in the game - the PCs, NPCs and monsters.

Players are going to want abilities that distinguish their PCs from other PCs. This is natural. It is not a problem, because, for the most part, the PC can keep track of the abilities.

It is the abilities on the part of the monsters that cause the problems, as many more monster abilities will be used in a session than PC abilities, or at least available to use, the DM needs to know far more of the options to the game than may be feasible.

We actually saw some fallout from this in 3.5e: several monsters were simplified in the monster manual, losing various spells and special abilities because they added no meaningful abilities to the game, only noise. Honestly, if you have a creature that can cast Melf's Acid Arrow at will, does it really need Acid Splash as well?

NPCs also possess this problem, but magnified, as they are built as the PCs are. Where having 20 abilities for a PC is fun and managable, having so many for an NPC is a pain.

AD&D solved this problem in two ways: Monsters were asymmetric to the rest of the game, they were only meant to be used as Monsters, and had only the very basic information about them. And PCs were limited in what they could do - and very uncustomisable.

However, the drawback of this was a system with much fewer options. The ability to customise the game without changing the rules was extremely limited. One of the best features of 3e, monsters with classes, was only done in an extremely ad-hoc fashion.

I'll emphasise here that the asymmetrical approach of 1e is a perfectly valid way of having a game. Many people (maybe most!) don't actually need the power of 3e. It's like using Microsoft Word: the program has a lot of functions, but most do people use most of them? No!

It's worth noting that 3e allows the simple use of its system, like MS Word does: just don't change the stats in the Monster Manual. Unfortunately, its NPC system took a beating with the loss of the pre-generated NPCs of 3e. (I prefer the new format, but that's because I customise my NPCs - it isn't so great for other people).

As I understand it, C&C has a better core system than 1e, but maintains the asymmetrical monster approach and the simpler PCs. (I'll reserve judgement on how it handles special combat options until I see it). This sounds a valid approach to the game. Of course, it has given up part of what makes 3e so attractive to many people.

Conversely, it doesn't overwhelm the DM or players with options, which can be a great drawback of 3e. Not a drawback for me, though!

So, there you have it: my views on the choices between simplicity and the complexity fostered by more options and choices in the game. Hopefully, you'll find it of some interest.

Cheers!
 

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MerricB said:
However, the moment that people from different games get together - in conventions, tournaments and other forms of organised play - then you need to know what the rules are. Especially if, like the Giants or Slavers series, you are playing in a tournament where mastery of the game is important.
I'd be surprised if anything like tournament play has been a significant component of the gaming scene for a long, long time. Standardization without tournament play is not necessarily a worthy goal. What purpose does it serve? It seems to me a worthier goal for WotC to pursue is presenting enough options that every group can play the game they most want to play within the confines of WotC products.
 

Joshua Dyal said:
It seems to me a worthier goal for WotC to pursue is presenting enough options that every group can play the game they most want to play within the confines of WotC products.
Worthier in the sense of "That's what's right and moral and they should be striving to be good corporate citizens" or worthier in the sense of "They're a corporation so they want to (with certain caveats) maximise their profits and thus should do this, because it will make them more money than other options."

?

Cause I'm not sure that presenting lots of options is the smartest move, business-wise. Not if MOST people want to play the "standard" way.

Now, I don't, but I'm finding it pretty clear that many of my notions about what's normal about RPGing diverge widely from the majority's.
 

Worthier in the sense that it's more likely (IMO) to make more customers happy. As I asked somewhat rhetorically, without a tournament scene, what value is there in rigidly standardizing the rules? What purpose does it serve, and who does it satisfy?
 


Well, (and I'm pretty deliberately playing devil's advocate here, just cause I'm interested in how sound this idea is) you might be able to argue that most of your repeat buyers are "correct-players" and that they tend to want to have a clear and rigid standard to which they can adhere. They're looking to purchase products that reaffirm to them that they are playing the "correct" way.

Players who are unconcerned with "correctness" are less likely to buy as many books (or at least are less likely to buy as many WotC books) and so when publishing products, you're better off choosing to publish products that support and extend your existing rules, than provide alternative rules.

I don't obviously know what the data is for that, just suggesting a scenario under which it makes more sense to publish "extendy" stuff rather than "altery" stuff.
 

Rasyr said:
However, if die_kluge found a system that is closer to his preferences for an ideal system, should he not check that system out?

Don't think that me looking for an alternative system has come easy for me. 2 years ago, heck maybe even a year ago, I'd have been like, "only from my cold dead hands will you pry my D&D books from me" I've been a D&D purist for like, ever. Now that I am actually looking at other systems, I really like what I see. I think in a lot of ways, D&D's sacred cows is holding it back from being really good. But, those are what make it D&D! And if that's the game you're into, great. For those of trying to achieve a different result, however, D&D just isn't suitable.

It's like a corvette. It's a vehicle that can get you from one place to the next. But if you're goal is to get up the side of a very rocky, steep cliff, a corvette might not be the best choice.
 

It's a big ol' world of systems out there. There's room for everyone. Every system has its sacred cows that hold it back from being The One True System. If there were a perfect game system, we'd all be playing it.

There isn't and there never will be. You can't build a system that doesn't have some sacred cows or built-in assumptions that "hold it back".

What I like in a system is "squishability" -- I mean the ability to radically modify it to an extreme amount and still end up with something reasonably playable. I find d20 fits that bill very well indeed, and the general compatibility with so many supporting products gives me lots of material to steal from.

But not everybody likes that. And not everybody will agree that d20 is in fact like that.

Sure is fun talking about it, though. :D
 

barsoomcore said:
Players who are unconcerned with "correctness" are less likely to buy as many books (or at least are less likely to buy as many WotC books) and so when publishing products, you're better off choosing to publish products that support and extend your existing rules, than provide alternative rules.

Sounds like a valid theory to me. Might explain why the majority of my collection is third-party stuff, and I tend to stay away from WoTC products. I'm looking for more variation, and less "more of the same". So, I'm excited when I see products like Elements of Magic, or Magical Medieval Society, or Blight Magic, or something along those veins, and have zero interest in things like Libris Mortis, or the Ice book, or anything like that. I do like the class books (Complete..) since they are generally just well done, and provide more options to players, which I'm all about.
 

barsoomcore said:
Well, (and I'm pretty deliberately playing devil's advocate here, just cause I'm interested in how sound this idea is) you might be able to argue that most of your repeat buyers are "correct-players" and that they tend to want to have a clear and rigid standard to which they can adhere. They're looking to purchase products that reaffirm to them that they are playing the "correct" way.

Players who are unconcerned with "correctness" are less likely to buy as many books (or at least are less likely to buy as many WotC books) and so when publishing products, you're better off choosing to publish products that support and extend your existing rules, than provide alternative rules.

I don't obviously know what the data is for that, just suggesting a scenario under which it makes more sense to publish "extendy" stuff rather than "altery" stuff.
That's an interesting scenario. And who knows; maybe it's entirely true. At least it would explain WotC strategy if they have market research to suggest that.

I'd bet that UA was an extremely high seller for them, even relative to many of their other books, though. But that's just gut instinct talking.
barsoomcore said:
What I like in a system is "squishability" -- I mean the ability to radically modify it to an extreme amount and still end up with something reasonably playable. I find d20 fits that bill very well indeed, and the general compatibility with so many supporting products gives me lots of material to steal from.
Yep, me too. That's probably why if I didn't play d20, I'd be playing GURPS. But I like the way d20 works a bit better than GURPS, and since I find it equally "squishable", especially given the OGL and the many increasingly bold (in terms of striking out in new directions) 3rd party stuff, I'd rather use it.
 

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