What defines "D&D?"

JohnSnow

Hero
I'm not trying to start a fight, I'm honestly posing this as a question. Hopefully, we can all state our opinions non-confrontationally. I guess one could make an argument that D&D's core rules elements, since 1974, have been:

1. Medieval fantasy roleplaying.
2. the d20 for combat resolution.
3. the 6 cardinal attributes.
4. the class-level system.
5. the "core 4" races of human, elf, dwarf, & halfling; and classes of cleric, fighter, magic-user/wizard, & thief/rogue (mostly).
6. the magic system.

Of those, the only thing I see that's been tossed from Fourth Edition is the last. Since I never particularly liked it, and all the other elements are still there, I still see the game as "D&D."

So, are there other things that people feel define "what is D&D?"
 

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Dungeons. And dragons! B-)

Seriously, for me:
Vancian magic
Beholders (my favorite monster ever) and other weird monsters
Armor Class
Hit Points
Magic Items
XP
GP (the full spectrum: PP/GP/EP/SP/CP)
 

Yup, it's mostly the rules. However the feel and playstyle of the game does contribute to the definition to a degree. I think no rpg does dungeon crawl as good as D&D. - Which also agrees with what Mearls said about making D&D good at what it does.

I feel the class/level system, Hit vs AC, 6 stats, HP and is the rules that defines D&D. Vancian magic, not so eversince 4e came out.
 
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-Hundreds of fantasy beings of supernatural ecosystems which have certain alignment relations that dictate their intentions towards each other.
-An analysis of the power of each being over the others.
-Supernatural powers based on intelligence and supernatural powers based on wisdom.
-Historic hand to hand combat.

All mixed together.

If you eliminate any of this, I guess it isn't D&D anymore.
 

For me:


  • Classes - the big four: Fighter, Cleric, Thief/Rogue, Magic-User/Wizard and the underlying assumption that the game is based on a team of all four classes each excelling at their own particular focused area
  • Races - human, dwarf, elf, halfling/hobbit
  • Combat system - hit points, armour class, etc
  • Magic system - spells per day and levels of spells
 

Combat-centric mechanics.

Vancian magic.

Black-and-white alignment.

Rampant magic items.

Abstract hit points.

Nonsensical economics.

Fantasy gun control.

Lack of useful, sensible crafting rules.

Character progression in neat little chunks.

The d20.

...this list seems oddly familiar... :p
 

My list!

  • Character classes (any number)
  • Armor class and hit points
  • Random character generation
  • Class and level more important than character stats
  • Challenges for the players rather than the characters
  • Environment as the star of the game
  • Rules as guidelines for the referee
 

(Using JohnSnow's List) In 1974:
1. Medieval Wargames Campaigns
2. dice pools or 2d6 for combat resolution ...
... unless one used the "Alternate" Matrices
(which most people did)
3. strength, intelligence, wisdom, dexterity, constitution, charisma
4. class levels
5. Human, Elf, Dwarf, Hobbit and Cleric, Fighting Man, Magic-user
6. the magic system (approximately)

But those are only "the rules" at a particular level -- and players were instructed in 1974, "If your referee has made changes in the rules and/or tables, simply note them in pencil (for who who knows when some flux of the cosmos will make things shift once again!)".

Although it was explicitly intended that individual referees should change things at that level, and all in different ways -- "for everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that way!" -- there was value in a single common "baseline" referent of the term Dungeons & Dragons. The value was not just heuristic but commercial, and TSR took steps to protect its ownership.

Dave Hargrave, for instance, got a letter from lawyers and deleted the "D&D" references from his supplement The Arduin Grimoire. However, not only did he keep selling his first "trilogy" but he went on to publish more volumes and related products. For all the "gonzo" directions they took the game, part of their value lay in being able to refer back to the lingua franca that was D&D.

What worked for Arduin, with all its variations (guns; d% critical hits; additional attributes; new and revised classes, and different XP and HP systems; saurigs, phraints, deodanths, kobbits; spell points; etc.) naturally worked even more easily with Basic, Advanced, Expert, Companion, and Master D&D materials.

That was the real value of the trademark, the indication that one could pick up a module or supplement and have the Common Tongue of Hit Dice and Armor Class, of an Enchanter casting Hallucinatory Terrain and Massmorph, of a brush with a Cockatrice calling for a "save vs. stone or petrified", and so on.

Now, it's the Tower of Babel. Without being able to look it up, I can't make head or tail of what people are talking about. They might as well be playing Exalted, for all the sense it makes to me -- or talk of my game would make to them.

That's the test that matters at the practical level of buying or not buying Module X or Magazine Y or Supplement Z. Whatever house rules someone might be using at home, what reference do I need easily to make sense and good use of this?

If I need to care enough to know that it's supposedly "Edition N" in the first place, then that's nothing but a pain in the neck. I in fact have never found that necessary when dealing with any TSR edition.

It's like Diplomacy: nice to settle on one edition of the rulebook if it comes down to very subtle rules-lawyering, but the standard board hasn't changed in decades. Fleets and armies, moves and convoys and supports, the game has remained the same in all essentials for half a century. The Variant Bank lists some hundreds of different games, all referring back to that common frame of reference.
 
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For me, D&D is quintessentially about
  • classes & levels
  • HD and AC
  • pseudo-medieval fantasy
  • experience points

I guess if I was going to be more particular I'd expect to see classes for Fighter, Ranger, Paladin, Wizard, Cleric, Druid, Thief, Monk. +/- Bard.
 

Killing things and taking their stuff. :)

In more detail:

- Western European pseudo-medeival fantasy roleplaying
- Class- and level- based system
- 6 attributes, 3-18
- Hit points
- Armor Class
- Spells & magic items
- Halflings, dwarves, humans, and elves
- Sentient monsters & humanoid races
 

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