When is D&D not D&D?

The fluff changes don't bother me one iota. Mainly because I don't believe they will allow fluff to actually affect the mechanics (a mistake IMO). Given 3e's design, balancing the rules will almost certainly ignore whatever is described. If anything it will be rules, then description.

And if the world design has no connection to the rules, then we're free to use whatever fluff we want. Be that old school, new school, or your own school.

Is the implied setting learned by new players going to be different? Yeah, but when hasn't that been the case since the implied setting was "complete"? (and when was that? '77, '84, '93, '99, '07?)

D&D will keep changing its' story and people will keep buying into it and believing that one is the best story.

OTOH: Changing the mechanics changes how the game is played. A case for when is D&D not D&D is not about whether or not he is wearing the same clothes, but whether or not he is actually the same person.

So put me in the opposite camp. The rules are no longer D&D. The setting was Gygax. And then it was everyone.
 

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Rechan said:
When is it not D&D?

When there's no:
Classes
Str Dex Con Int Wis Dex
Saving Throws
Hit Points
Fighter/Rogue/Magic User
I can't kick in the door of a dungeon and kill some goblins.
Did you purposely leave charisma out of your list?

The last two are really the only ones I agree with from your list.
 

MoogleEmpMog said:
To me, D&D is classes (probably this has to include the roles of the fighter, rogue/thief, wizard/magic-user and cleric, though the names can and have changed), levels, mind flayers and beholders. Dungeons and dragons have to exist somewhere in the world - hence the name.

And above all, the kitchen sink has to be thrown in, the serial-numbers-filed-off amalgam of the best, and often the worst, that fantasy has produced to date; jotuns and trolls living down the lane from titans and centaurs, with kirin and hopping vampires their neighbors in the next celestial county; not Conan OR Gandalf OR Hercules OR Cloud Strife, but the four of them teaming up to kick ass and chew bubblegum, possibly with Batman's help. Crashed spaceships give our heroes rayguns with which to shoot balrogs (er, balORS), dinosaurs live on lost plateaus overlooking quaint medievalesque villages, worg-riding goblins fight Stygians, and the Argonauts compete with the Knights of the Round Table for the Holy Grail - until the PCs show up and steal it away from both because they need it to kill Cthulhu.

Any given campaign may not incorporate even a fraction of these elements (and most are almost certainly better off not doing so :D), but the game needs room for them.

That's the CORE of D&D to me. Classes, levels and the kitchen sink.
I rather like this phrasing of things.

To put it simply, D&D is D&D so long as you can express 50-90% of your character's capabilities, potential, and flavor with the expression: my character is a [insert ordinal number] level [insert race] [insert class]. Having a fifth level human paladin is the very core of D&D. Rolling a d20 to achieve either total failure or total success, with a small chance of critical success (as opposed to Alternity-style degrees of success), is also essential. If you pay attention, whenever D&D shows up in a pop cuture reference, it is always going to involve one of those two elements.

As a more rigorous definition:

D&D is a tabletop game based around a group of players, one of whom is desginated the DM, who controls the game, with the rest acting as players who each control one character (usually). There is no pre-set board to play on, and no standards for miniatures or playing pieces. All actions are resolved with the throw of dice, most commonly the d20. d20 rolls are absolute binary rolls for success or failure, and most other rolls are done to assign a "damage" number. Characters are constructed by choosing ability scores, a race, and assigning levels to classes. Levels are gained through the gathering of XP, primarily from defeating monsters controlled by the DM and overcoming other challenges. The game is most often set is a generic fantasy setting (with several options to choose from), though variants exist to place it in other settings (like d20 Modern, which I would say is a mere variant on D&D, not something seperate). Many common assumptions are that there are a pantheon of gods, angels, demons, dragons, various intelligent species, magic which can be controlled by learned individuals, magical items, and a wide variety of creatures and concepts taken from myth, fiction, and random inspiration (or the lack thereof). There is a wide range of IP associated with the game, such as creatures called Mind Flayers and Beholders, though this gets robbed by Japanese videogame companies on a daily basis. There are certain cosmological assumptions of "other planes of existence", though interpetations vary. All is subject to DM reinterpretation, and house rules.

Whew... I hope that covers it.

It is a minor point, but there are a number of minor flavor and mechaical assumptions that are pretty distinctly D&D, but they are far more fundamental than what most people are complaining about. Stuff like Clerics being able to cast spells, the arbitrary distinction between demons and devils as different kinds of being (why not just call the mooks demons and the rulers devils? it is an equally valid and arbitrary choice, but 4E not doing that, it is sticking with the clsssic assumption), different size categories, restricting weapon and armor choices based on class, restricting magic use based on class (rather than giving magic to specific races, or giving it to everyone), etc. There are a lot of fundamental flavor and mechanical changes they could make that would make it "not D&D", but nothing announced so far even hints that they will do so. As a whole, the changes people are griping about are things that are not fundamental assumptions, they are just specific details and implementations.

Well, I admit the death of Vancian magic is somewhat major, but 3E had been eroding away at that one for years, so it lost its importance long ago.
 

TwinBahamut said:
As a more rigorous definition...
Your definition seems pretty good, IMO. I'd quibble a bit with the percentage of your character capabilities bound up in your class/level (I prefer 90%+). I've said, elsewhere that class/level based PCs, d20 to hit + roll-for-damage, a combat system based on AC/HP, and Vancian magic are the biggest defining factors, for me.

I admit the death of Vancian magic is somewhat major, but 3E had been eroding away at that one for years, so it lost its importance long ago.
To the degree that 3E has eroded Vancian magic, it, too, feels less like D&D, to me. That's also true of classes and levels; to the degree that the class system is diluted with skills, etc., it feels less like D&D, to me. (WRT classes vs. skills, that goes for ealier editions with "general skills" and NWPs, too.)
 

I was irrationally irritated when they changed the "thief" to "rogue"...

and because my typing/spelling is poor, I typically type/spell it "rouge," which just gets me all irritated again that it was ever changed to begin with...

But then again, I was a young chap when I played a thief and tended to spell it "theif."

Since I'm the DM in my group, I made sure everyone still uses the word "thief" rather than rogue. I even changed the header in the Class section with a Sharpie.

Aluvial
 

For me D&D is whatever has the D&D logo. I'm not tied to any one particular rule or concept. IMO to do so means that you are only setting yourself up for disappointment when that holy cow eventually gets killed.
 

Aluvial said:
I was irrationally irritated when they changed the "thief" to "rogue"...

and because my typing/spelling is poor, I typically type/spell it "rouge," which just gets me all irritated again that it was ever changed to begin with...

But then again, I was a young chap when I played a thief and tended to spell it "theif."

Since I'm the DM in my group, I made sure everyone still uses the word "thief" rather than rogue. I even changed the header in the Class section with a Sharpie.

Aluvial


And I'm the opposite - I think thief is a subset of rogue - so that while a thief is likely to be a rogue, a rogue doesn't have to be a thief...
 


TwinBahamut said:
Rolling a d20 to achieve either total failure or total success, with a small chance of critical success (as opposed to Alternity-style degrees of success), is also essential.

I think you can look for that to start going away with this next edition and finish going away with the one after that, from some skills hints I've seen. Degrees of success and failure is generally the best way to go.
 

When I get old and crabby and start to fear change and make huge silly pronouncements like "If they take magic missiles that do d4 points of damage out the game out of the game, its not D&D anymore!!!"
 

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