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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
What did we do before feats, skills, and prestige classes?
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="harmyn" data-source="post: 2845409" data-attributes="member: 13511"><p>Or you could be wrong. </p><p></p><p>In Rules Cyclopedia any character could use a weapon untrained at a -2 to the skill roll. In 1st ed AD&D Magic-Users could use other weapons, but at a -5 penalty. </p><p></p><p>Now in 3.5 the Wizard can snatch up a sword and use it at a -4 penalty. In the newest rules it is <em>possible</em> for a wizard to spend a feat and become proficient with a longsword or longbow, but it requires 1 of their general feats (of which they only get 7 over their 20 levels of advancement) and it will give them only that single weapon not a whole class of weapons. Hardly a good choice in the new rules, so while it is allowed, the rules are designed to discourage it.</p><p></p><p>In the new rules wizards can cast spells in armor, with a chance of failure and a penalty to everything they are attempting unless they have again spent some of their feats on it. And even only having a 15% to 30% chance of failure is too big a risk for most characters to take that as an option.</p><p></p><p>Am I saying the new rules aren't good? No, I'm not but the extreme codification is annoying at times. And its not as balanced as everyone believes. That is an illusion. And don't forget that in the RAW the CR of a 15th level commoner is a 14 and a 14th level Summoner Wizard Specialistis also a 14. Fighters can take Power Attack or Lightning Reflexes, gee which is really going to be more useful over the character's career. Clerics are overpowered to make people want to play them, while monks are underpowered for a front-line fighter but looks good in theory. A specialist evoker who takes Spell Mastery with their bonus feats can cast only 1 fewer spells than a sorcerer generally, but gets faster access to higher level spells.</p><p></p><p>I actually do like the new rules, but they aren't perfect. Are they the best version of D&D? No, but then the best version is always the one you like the best personally. Much like what is the best movie or best food. </p><p></p><p>And given the billion+1 choices now available lets face it folks, aren't most fighters brawny Power-Attacker/Cleave types, Archers, or 2 dual-wield specialists? Aren't most sorcerers walking mortar batteries blended with the magic missile machine gun effect? Barbarians as a rule are more typically portrayed to resemble Conan than Sitting Bull or Genghis Khan.</p><p></p><p>You can use the modern rules to do some amazing things, and I have seen it done too. But its the players that ultimately make the difference much more than the rules. If you doubt it then I suggest you read a few of the *Help Me Build A Whatamahoosit* threads to see the common patterns emerge.</p><p></p><p>Now my beloved classic definitely had some major flaws of its own (halfling class anyone?) but it also offered many things to those who did a bit of digging. Skills that could act as both feats and specialized training that you could choose, Weapon Mastery (a truly great system that has yet to be equalled in any other incarnation of D&D IMHO), the proto-prestige classes of Paladin, Knight, Avenger, Druid, Hin Master, Merchant Prince, Sea Prince, and Shadow Elf-Shaman. Provided variants for Dwarf-Clerics, expanding a few halfling abilities, elf-Priests, Secret Crafts for magic-users, and clerical boons given by immortals to their priests. Variant classes included shamans, rakes, and foresters; and you could play humanoids if you wanted to under another optional supplement. And it was still rules lite enough that you could do some major tweaking and blending of abilities to create new and variant classes and come out just fine. Also it provided a well designed, but easy to use system for running PC land holdings (called dominions in those rules), had handy rules for running tournaments, and even provided a Mass Combat system that allowed you to quickly resolve battles and get back to the personal glory and adventure of the PCs (called the War Machine rules and expanded with the additions of the Siege Machine and the Sea Machine).</p><p></p><p>Those old rules were flawed and had problems too. But they were fun and offered a great many more options than it is given credit for.</p><p></p><p>But the real question is why was a thread started with the obvious purpose of creating a thinly disguised editions war?</p></blockquote><p></p>
[QUOTE="harmyn, post: 2845409, member: 13511"] Or you could be wrong. In Rules Cyclopedia any character could use a weapon untrained at a -2 to the skill roll. In 1st ed AD&D Magic-Users could use other weapons, but at a -5 penalty. Now in 3.5 the Wizard can snatch up a sword and use it at a -4 penalty. In the newest rules it is [i]possible[/i] for a wizard to spend a feat and become proficient with a longsword or longbow, but it requires 1 of their general feats (of which they only get 7 over their 20 levels of advancement) and it will give them only that single weapon not a whole class of weapons. Hardly a good choice in the new rules, so while it is allowed, the rules are designed to discourage it. In the new rules wizards can cast spells in armor, with a chance of failure and a penalty to everything they are attempting unless they have again spent some of their feats on it. And even only having a 15% to 30% chance of failure is too big a risk for most characters to take that as an option. Am I saying the new rules aren't good? No, I'm not but the extreme codification is annoying at times. And its not as balanced as everyone believes. That is an illusion. And don't forget that in the RAW the CR of a 15th level commoner is a 14 and a 14th level Summoner Wizard Specialistis also a 14. Fighters can take Power Attack or Lightning Reflexes, gee which is really going to be more useful over the character's career. Clerics are overpowered to make people want to play them, while monks are underpowered for a front-line fighter but looks good in theory. A specialist evoker who takes Spell Mastery with their bonus feats can cast only 1 fewer spells than a sorcerer generally, but gets faster access to higher level spells. I actually do like the new rules, but they aren't perfect. Are they the best version of D&D? No, but then the best version is always the one you like the best personally. Much like what is the best movie or best food. And given the billion+1 choices now available lets face it folks, aren't most fighters brawny Power-Attacker/Cleave types, Archers, or 2 dual-wield specialists? Aren't most sorcerers walking mortar batteries blended with the magic missile machine gun effect? Barbarians as a rule are more typically portrayed to resemble Conan than Sitting Bull or Genghis Khan. You can use the modern rules to do some amazing things, and I have seen it done too. But its the players that ultimately make the difference much more than the rules. If you doubt it then I suggest you read a few of the *Help Me Build A Whatamahoosit* threads to see the common patterns emerge. Now my beloved classic definitely had some major flaws of its own (halfling class anyone?) but it also offered many things to those who did a bit of digging. Skills that could act as both feats and specialized training that you could choose, Weapon Mastery (a truly great system that has yet to be equalled in any other incarnation of D&D IMHO), the proto-prestige classes of Paladin, Knight, Avenger, Druid, Hin Master, Merchant Prince, Sea Prince, and Shadow Elf-Shaman. Provided variants for Dwarf-Clerics, expanding a few halfling abilities, elf-Priests, Secret Crafts for magic-users, and clerical boons given by immortals to their priests. Variant classes included shamans, rakes, and foresters; and you could play humanoids if you wanted to under another optional supplement. And it was still rules lite enough that you could do some major tweaking and blending of abilities to create new and variant classes and come out just fine. Also it provided a well designed, but easy to use system for running PC land holdings (called dominions in those rules), had handy rules for running tournaments, and even provided a Mass Combat system that allowed you to quickly resolve battles and get back to the personal glory and adventure of the PCs (called the War Machine rules and expanded with the additions of the Siege Machine and the Sea Machine). Those old rules were flawed and had problems too. But they were fun and offered a great many more options than it is given credit for. But the real question is why was a thread started with the obvious purpose of creating a thinly disguised editions war? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What did we do before feats, skills, and prestige classes?
Top