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Why people like to play OD&D (1974)
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<blockquote data-quote="Deuce Traveler" data-source="post: 2876554" data-attributes="member: 34958"><p>I played DnD a lot when I was younger, but didn't get into 1st Ed. ADnD since I was too busy having fun with my red, blue, green, black, and gold box sets. I did buy the 1st Ed. books, though, and still enjoy reading through the old Monster's Manual. When TSR discontinued these lines and concentrated on 2nd Ed. ADnD I got into it but didn't have many 1st Ed. notes to compare it to. I like 3.5 Ed., although I think it is designed for less 'realism' and doesn't encourage role-playing like the older versions of DnD. Most of the games I have been involved with have been mostly a hack-and-slash affair. This can be attributed to the DM, but really most of the products that come out for DnD concentrate on new skills, feats, creatures, and items.</p><p></p><p>Original DnD also allowed flexibility for the DM. If you wanted to add a crown that would cause insanity to someone who placed it upon his head, or quickly design a creature that attacked with four clawed hands and could jump 20 feet in any direction, you could simply do so in a small amount of time. Now 3.5 is so rules heavy that designing an interesing new item or creature becomes a tedious affair. Also, you leave yourself open to rules lawyers. The older DnD focused on rules for henchmen and building fortresses because it expected that the characters would eventually become powerful in the politics of the game world. Now they are loners going from one dungeon to the next, although they may take over a castle along the way. Instead of concentrating on a storyline, DMs find themselves focused more on stats in 3.5. With skills such as bluff, it is tempting for the DM and player to roll for the results of a dialogue instead of role-playing it out. It's a different game, and original DnD seemed to encourage more role-playing and had a stronger consideration for the role of the characters in the game world than the new version of the game.</p><p></p><p>Finally, new players that are not sure whether they would get into the game cannot get passed character creation. My wife enjoyed creating her character up until we got into the skills and feats. That became such a complex affair that she decided she didn't want to play after all. The new version of DnD makes character creation fun for us older fans, but the newer fans are intimidated by it and it is harder to convince them that the game is fun when they find character creation so mathematically complex.</p><p></p><p>This is actually the only real v3.5 sore point with me. Instead of the pencil and paper game, we have graduated to a pencil and paper and computer level. It is almost impossible for even us experienced players to keep track of our characters from creation and to level to level (and DMs to create new dungeons) without using some kind of computer program to do so. How much fun would this game be to us if we didn't have things like eTools to make it easier?</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 2876554, member: 34958"] I played DnD a lot when I was younger, but didn't get into 1st Ed. ADnD since I was too busy having fun with my red, blue, green, black, and gold box sets. I did buy the 1st Ed. books, though, and still enjoy reading through the old Monster's Manual. When TSR discontinued these lines and concentrated on 2nd Ed. ADnD I got into it but didn't have many 1st Ed. notes to compare it to. I like 3.5 Ed., although I think it is designed for less 'realism' and doesn't encourage role-playing like the older versions of DnD. Most of the games I have been involved with have been mostly a hack-and-slash affair. This can be attributed to the DM, but really most of the products that come out for DnD concentrate on new skills, feats, creatures, and items. Original DnD also allowed flexibility for the DM. If you wanted to add a crown that would cause insanity to someone who placed it upon his head, or quickly design a creature that attacked with four clawed hands and could jump 20 feet in any direction, you could simply do so in a small amount of time. Now 3.5 is so rules heavy that designing an interesing new item or creature becomes a tedious affair. Also, you leave yourself open to rules lawyers. The older DnD focused on rules for henchmen and building fortresses because it expected that the characters would eventually become powerful in the politics of the game world. Now they are loners going from one dungeon to the next, although they may take over a castle along the way. Instead of concentrating on a storyline, DMs find themselves focused more on stats in 3.5. With skills such as bluff, it is tempting for the DM and player to roll for the results of a dialogue instead of role-playing it out. It's a different game, and original DnD seemed to encourage more role-playing and had a stronger consideration for the role of the characters in the game world than the new version of the game. Finally, new players that are not sure whether they would get into the game cannot get passed character creation. My wife enjoyed creating her character up until we got into the skills and feats. That became such a complex affair that she decided she didn't want to play after all. The new version of DnD makes character creation fun for us older fans, but the newer fans are intimidated by it and it is harder to convince them that the game is fun when they find character creation so mathematically complex. This is actually the only real v3.5 sore point with me. Instead of the pencil and paper game, we have graduated to a pencil and paper and computer level. It is almost impossible for even us experienced players to keep track of our characters from creation and to level to level (and DMs to create new dungeons) without using some kind of computer program to do so. How much fun would this game be to us if we didn't have things like eTools to make it easier? [/QUOTE]
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