Neonchameleon
Legend
Because it's different to different people. My first major RPG was not D&D but the much grittier and more versatile GURPS - followed by the equally gritty WHFRP. Therefore what I read peoples impressions of D&D to be doesn't match mine. How I consider D&D:
1: You have magically protected, larger than life heroes. I started on GURPS. You hit a GURPS character in the chest with a crossbow bolt and he's unlikely to get back up unless wearing plate armour (even then it's unlikely). You hit a 1st level D&D fighter in the chest with a crossbow bolt and he has a good chance to keep going with no significant penalty.
2: The game is very role oriented. It's the game that brought us meatshields/fighters. It's the game where there was a major class focussed on non-combat. For that matter it's a class-based game.
3: It's fiddly. Random subsystems. THAC0 or, worse yet, a lookup table just for rolling to hit - GURPS and Rolemaster are IMO less fiddly (and Rolemaster at least gets serious use out of its to hit tables). Fortunately we've got over it.
4: The progression is from hero to super-hero. You are never a zero (exception: 3e). Even a first level fighter is explicitely a "Veteran" and can scythe down 0th level characters like wheat.
5: It's very closely related to a tactical wargame. Why the hell are distances measured in inches if you're not meant to play as a tactical wargame?
6: It's high magic. Very high magic. The first level wizard can cast a game changing spell every day - that's orders of magnitude faster than either Gandalf or Merlin. And the backlash risks are negligable - for instance wizards don't even have to roll to successfully cast spells. You also expect a lot of magic in the party.
7: It's about combat. Combat is both a big chunk of the rulebook and how you gain XP. Which makes it different from most other games I was playing.
This isn't meant to be an edition war. I can apply all the above to every edition of D&D I've ever played (and I'm both running and playing 4e now - as well as running WHFRP). It's simply that I get confused by a lot of statements about what D&D is about.
1: You have magically protected, larger than life heroes. I started on GURPS. You hit a GURPS character in the chest with a crossbow bolt and he's unlikely to get back up unless wearing plate armour (even then it's unlikely). You hit a 1st level D&D fighter in the chest with a crossbow bolt and he has a good chance to keep going with no significant penalty.
2: The game is very role oriented. It's the game that brought us meatshields/fighters. It's the game where there was a major class focussed on non-combat. For that matter it's a class-based game.
3: It's fiddly. Random subsystems. THAC0 or, worse yet, a lookup table just for rolling to hit - GURPS and Rolemaster are IMO less fiddly (and Rolemaster at least gets serious use out of its to hit tables). Fortunately we've got over it.
4: The progression is from hero to super-hero. You are never a zero (exception: 3e). Even a first level fighter is explicitely a "Veteran" and can scythe down 0th level characters like wheat.
5: It's very closely related to a tactical wargame. Why the hell are distances measured in inches if you're not meant to play as a tactical wargame?
6: It's high magic. Very high magic. The first level wizard can cast a game changing spell every day - that's orders of magnitude faster than either Gandalf or Merlin. And the backlash risks are negligable - for instance wizards don't even have to roll to successfully cast spells. You also expect a lot of magic in the party.
7: It's about combat. Combat is both a big chunk of the rulebook and how you gain XP. Which makes it different from most other games I was playing.
This isn't meant to be an edition war. I can apply all the above to every edition of D&D I've ever played (and I'm both running and playing 4e now - as well as running WHFRP). It's simply that I get confused by a lot of statements about what D&D is about.