Henry
Autoexreginated
3E is missing one very important thing: Me being 18 and having nothing to do all day but design dungeons and my campaign world.
Some other things that to me give D&D a different feel:
The ability to communicate in a live and timely fashion with its designers, and get the whys and wherefores of the game, as opposed to not communicating and taking what came down from the mountain at face value.
The central emphasis on combat and what goes on while adventuring, with less thought being detailed for how a character determines what goes on outside of it. Thieves, for instance, were defined by backstabbing and thievery; now rogues are defined by dirty tricks and skill in whatever avenue they desire.
One thing I miss the most is perhaps the flaws themselves, the inconsistent rules, the quirks that make multiclassed characters more powerful than others, the rules that give dart-throwers with high strength unbelieveable damage in combat at low levels, the unbelievably long combat rounds, and all the other disjointed issues that gave it its charm. In short, the AD&D ruleset was a flagstone floor in a medieval mausoleum; the 3E ruleset is a tile floor in a modern home.
I actually see the exact reverse. The 1st edition AD&D artwork was anything but deadly serious: It had cartoons, its serious drawings were in a cartoonish style (someone please tell me that Erol Otus was less cartoonish than Todd Lockwood - I don't see it!) and the very covers screamed 1930's Conan pulp fiction artwork. Artists like Arne Swekel, Todd Lockwood, Sam Wood, et. al actually turn the artwork into more serious subject matter to me (for instance, the pictures of Kerwyn the Rogue, Alhandra the paladin, and Arne's opening chapter illustrations.) There are more fun moments in there, too (Lidda's "bong" picture, Mialee's "Ugh, a spider" picture, etc.) but as a whole, they wanted a tone that took the game material itself less seriously than the older editions, and they succeeded, IMO.
Some other things that to me give D&D a different feel:
The ability to communicate in a live and timely fashion with its designers, and get the whys and wherefores of the game, as opposed to not communicating and taking what came down from the mountain at face value.
The central emphasis on combat and what goes on while adventuring, with less thought being detailed for how a character determines what goes on outside of it. Thieves, for instance, were defined by backstabbing and thievery; now rogues are defined by dirty tricks and skill in whatever avenue they desire.
One thing I miss the most is perhaps the flaws themselves, the inconsistent rules, the quirks that make multiclassed characters more powerful than others, the rules that give dart-throwers with high strength unbelieveable damage in combat at low levels, the unbelievably long combat rounds, and all the other disjointed issues that gave it its charm. In short, the AD&D ruleset was a flagstone floor in a medieval mausoleum; the 3E ruleset is a tile floor in a modern home.
Planesdragon said:It's not just that the art has changed to a more cartoonish style. It's that WotC didn't try and make D&D into a serious RPG. They've thrown in that towel, and D&D is very much a campy, shallow, dungeon-crawl game.
I actually see the exact reverse. The 1st edition AD&D artwork was anything but deadly serious: It had cartoons, its serious drawings were in a cartoonish style (someone please tell me that Erol Otus was less cartoonish than Todd Lockwood - I don't see it!) and the very covers screamed 1930's Conan pulp fiction artwork. Artists like Arne Swekel, Todd Lockwood, Sam Wood, et. al actually turn the artwork into more serious subject matter to me (for instance, the pictures of Kerwyn the Rogue, Alhandra the paladin, and Arne's opening chapter illustrations.) There are more fun moments in there, too (Lidda's "bong" picture, Mialee's "Ugh, a spider" picture, etc.) but as a whole, they wanted a tone that took the game material itself less seriously than the older editions, and they succeeded, IMO.