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
What are the characteristics of an "olde school game"?
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="thedungeondelver" data-source="post: 3613855" data-attributes="member: 34865"><p><strong>This is not an attempt to start an edition war.</strong></p><p></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Old School, and What Do We Mean By That?</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I think old-style, gritty Dungeons & Dragons can be boiled down in to a simple concept: expectation of survivability or mortality. The current version of D&D puts forth a set of abilities and skills that provide starting characters with heretofore unheard-of added abilities in combat and beyond (the entire "skill" system, for example), and options. In Advanced D&D (or Basic, or Original D&D) the assumption is, for example, when checking for a secret door that you have done all you can to find a secret door. Or likewise for a trap. Magic-users in AD&D have it even rougher - a true by-the-book adherent DM might not roll and give the neophyte mage the "long bomb" of 1st level magic-users, sleep! (You did know that as a DM you can dice for the spells your starting magic-users get, correct?)</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Starting out with a 1st level party or character in prior versions of D&D is fraught with peril. Fighters with potentially fewer hit points than the magic-user. Thieves who are sketchy at best in terms of finding traps. Magic users who might be able to lay a swath of low-level monsters out - or maybe not. Clerics who can either make the whole party harder to hit and hope that no-one does get hit, or try to heal up one who is hit. Magic-users start with but a single spell. Average clerics have a single one, but if you're lucky you might get two or perhaps three additional chances to have a cure light wounds in the party.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Not so in 3rd edition. Fighters get many feats. Anyone of any stat spread can take special classes such as Paladin and gain the added bonuses for them as well. Maximum hit points are given to start. All of these abilities assume that even with slightly less than standard play a 3rd edition party of 1st level could plow through most 1e by the book encounters without batting an eye. Thus the challenge is removed, or lessened, from the outset.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Of course I've said before that there are "feats" in AD&D, but these special class abilities are rare: using the methods laid out in the Dungeon Masters Guide it isn't really all that easy to just "roll up" a paladin or ranger or monk, much less a dual-classed character who can change roles at will!</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Nowhere in 3rd edition are there instant-kill anythings. Poisons cause a loss of CON - but leave the character alive. In a game where stats can be "bought" (and thus elevated into the for-1e-stratospheric high teens), is the loss of as little as a couple of points of CON any real threat? I say no.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Yes, in 3rd edition, the assumption is one of survival. "Well not in <em>my</em> game," you might say, but the rules of this current edition of D&D don't bear that out. A first edition AD&D character who survives by dint of luck, thoughtful gameplay, and tactics has survived. A 3rd edition character has an arsenal of powerful tools (that continue to grow in power) and his survival is merely expected at low level. Even at high level, AD&D characters can be slain. Consider the 10th level fighter who, on the average, has 50 hit points. Squaring off against a very old red dragon with a breath weapon, a missed saving throw (and at 10th level, our fighter is only avoiding half of that damage 55% of the time, which means that the worm might have to employ a 2nd blast) means death to our venerable fighter! And that fighter is doing the same amount of damage to that red dragon in return that he was doing at 6th level, 8th level or 9th level.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">The expectation that the world at large is going to kill your character is the key difference: that death certain waits in the shadow of ancient forests, unexplored ruins, haunted castles and abandoned cities. There are not minor skills to ablate, there is no "take 20" - a deadfall is located, or it is not.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">That is the answer, my friends. Mortality. </span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 3613855, member: 34865"] [b]This is not an attempt to start an edition war.[/b] [font=century gothic] Old School, and What Do We Mean By That? I think old-style, gritty Dungeons & Dragons can be boiled down in to a simple concept: expectation of survivability or mortality. The current version of D&D puts forth a set of abilities and skills that provide starting characters with heretofore unheard-of added abilities in combat and beyond (the entire "skill" system, for example), and options. In Advanced D&D (or Basic, or Original D&D) the assumption is, for example, when checking for a secret door that you have done all you can to find a secret door. Or likewise for a trap. Magic-users in AD&D have it even rougher - a true by-the-book adherent DM might not roll and give the neophyte mage the "long bomb" of 1st level magic-users, sleep! (You did know that as a DM you can dice for the spells your starting magic-users get, correct?) Starting out with a 1st level party or character in prior versions of D&D is fraught with peril. Fighters with potentially fewer hit points than the magic-user. Thieves who are sketchy at best in terms of finding traps. Magic users who might be able to lay a swath of low-level monsters out - or maybe not. Clerics who can either make the whole party harder to hit and hope that no-one does get hit, or try to heal up one who is hit. Magic-users start with but a single spell. Average clerics have a single one, but if you're lucky you might get two or perhaps three additional chances to have a cure light wounds in the party. Not so in 3rd edition. Fighters get many feats. Anyone of any stat spread can take special classes such as Paladin and gain the added bonuses for them as well. Maximum hit points are given to start. All of these abilities assume that even with slightly less than standard play a 3rd edition party of 1st level could plow through most 1e by the book encounters without batting an eye. Thus the challenge is removed, or lessened, from the outset. Of course I've said before that there are "feats" in AD&D, but these special class abilities are rare: using the methods laid out in the Dungeon Masters Guide it isn't really all that easy to just "roll up" a paladin or ranger or monk, much less a dual-classed character who can change roles at will! Nowhere in 3rd edition are there instant-kill anythings. Poisons cause a loss of CON - but leave the character alive. In a game where stats can be "bought" (and thus elevated into the for-1e-stratospheric high teens), is the loss of as little as a couple of points of CON any real threat? I say no. Yes, in 3rd edition, the assumption is one of survival. "Well not in [i]my[/i] game," you might say, but the rules of this current edition of D&D don't bear that out. A first edition AD&D character who survives by dint of luck, thoughtful gameplay, and tactics has survived. A 3rd edition character has an arsenal of powerful tools (that continue to grow in power) and his survival is merely expected at low level. Even at high level, AD&D characters can be slain. Consider the 10th level fighter who, on the average, has 50 hit points. Squaring off against a very old red dragon with a breath weapon, a missed saving throw (and at 10th level, our fighter is only avoiding half of that damage 55% of the time, which means that the worm might have to employ a 2nd blast) means death to our venerable fighter! And that fighter is doing the same amount of damage to that red dragon in return that he was doing at 6th level, 8th level or 9th level. The expectation that the world at large is going to kill your character is the key difference: that death certain waits in the shadow of ancient forests, unexplored ruins, haunted castles and abandoned cities. There are not minor skills to ablate, there is no "take 20" - a deadfall is located, or it is not. That is the answer, my friends. Mortality. [/font] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What are the characteristics of an "olde school game"?
Top