The Demise of Dungeons & Dragons

 

Change can be a good thing. Without change, several of history's momentous events would never have come about. We would be currently living a life so much dissimilar to what we know it would hardly be recognizable. Change is not always good, though. Some things are better left the way they were. I'm not sure what Wizards of the Coast was thinking when they started this grand venture, but I'm hoping they missed the mark and are just too embarassed to admit it.

Change can be a good thing. Without change, several of history's momentous events would never have come about. We would be currently living a life so much dissimilar to what we know it would hardly be recognizable. Change is not always good, though. Some things are better left the way they were.

Wizards of the Coast have been a rising force in the gaming world since the advent of Magic: The Gathering. They have taken great leaps of faith in a card game that was sure to fail, it was so different from the norm. But, in the face of adversity, Magic flourished. Now WotC is turning it's visionary viewpoint on a tried and true favorite of gamers around the world, AD&D.

Dungeons & Dragons has went through a few changes already, from first edition to second edition, from basic to advanced. I have played D&D for 16 years now and was never so happy as to see 2nd edition grace the shelves of bookstores and game shops. It was new, refreshing and an answer to many problems and questions that arose out of 1st edition. Don't get me wrong, 1st edition was a blast to play and was a revolutionary step in roleplaying. 2nd edition, however, raised the standard even higher, adding new elements to the rules, changing some monsters and adding new ones. Some creatures were removed from the game, a few to placate angry parents who thought there was a satanic undertone to the game and a few to balance out the worlds created by the designers and gamers alike. Over all it is the best game, I feel, to ever come out of man's imagination and creativity. Now we have AD&D, 3rd edition.

I'm not sure what Wizards of the Coast was thinking when they started this grand venture, but I'm hoping they missed the mark and are just too embarassed to admit it. From the few bits and pieces about the 3rd edition I've seen, many changes have taken place, so much so that the original core set of rules almost seems non-existant. THAC0 has been removed entirely, relying on a challenge rating of the creature being fought by party members as well as a rating assigned to the party themselves. Action or battle also consists of feats, instead of proficiencies. Saving throws have been reduced to 3 categories and initiative has been reverted to highest number goes first.

Initiative

Initiative has always preceded any other action in a round of AD&D combat mode. Your necromancer wants to cast that spell he's been drooling over? Roll initiative. Your paladin took personal affront to the orc spitting on his holy symbol? Roll initiative. It's been the basis of combat and action since the game began. I have nothing against the change back to higher goes first. However, the roll is now made with a d20 instead of the d10 previously used. This may not be that big a deal, and certainly wouldn't make the game any less enjoyable, were it not for the fact that there are now all kinds of variables to add or subtract from the initiative roll. No longer do you have to take into account weapon speed or the casting time of spells, but now you have the feats and other special bonuses, etc. to make your roll higher or lower, depending on what it calls for. I'm sure the thought all this would make combat rounds much easier, but I fail to see their line of thinking. Adding in that many variables to take into account for such a simple part of the round as initiative does not seem, to me, to be beneficial and would take much more time rather than make the play more fast paced. Another change to initiative is the fact that you keep the same roll throughout the combat session. If you go third on the first round, you go third for each subsequent round. Unless you choose to focus your action, wherein you lose your action for that round but are allowed to automatically go first next round. Why not just keep the tried and true method of deciding who goes first each round?

Armor Class and THAC0

Since the change between 1st edition and secone edition, THAC0 has been an integral part of combat. It was a simple equation to figure out how hard it was for you to hit whatever you decided to attack. The monster's AC is 0, you're a 2nd lvl warrior, so you need a base roll of 19 to hit the offending foe. Simple, right? Apparently Wizards of the Coast didn't think so. They wanted to simplify the rules for D&D even more and do away with THAC0, replacing it with a greater number of variables to add or subtract from your ability to damage a certain adversary. Challenge ratings, difficulty ratings, etc.. There are now so many different pluses and minuses that I wonder if the rulebooks will resemble algebra textbooks from high school. You can hit if your (blahblah) is added to the initial roll of (ugh), then subtracting your (squeak) from the base number of (honk)... OK, I'm generalizing and probably making it sound more complicated than it really is. But in my mind it's more difficult to do all this than to just keep it the way it was. Which brings me to Armor Class. They've changed that, too. Now, the higher your AC, the better. An AC of 20 is incredibly good for the defender and disheateningly bad for the attacker. What was wrong with the way it was? Nothing that I, nor the group I've had the fortune of DM'ing and playing with for years, could see.

I don't claim to know everything about the 3rd edition of our favorite roleplaying game (and the cause of many late, sleepness nights of pizza and bloodshed). I don't claim to be an expert on 2nd edition. What I am is a concerned gamer. Concerned with the path Wizards of the Coast has chosen for my favorite roleplaying game of all time. What's next? Will Tiamat become the very model of a modern major general? Will Elminster become a necromancer? Will umberhulks become the choice pet for kings and queens the land over? How many licks does it take to get to the center of... OK, you get my point.

Clearly Rabbitman hasn't read the 3rd ed D&D or any rulebook based on d20. "Threat ratings" and so on take the place of XP, not "to hit" rolls.
Now, on to the important thing: D&D and d20 has saved the gaming industry single-handedly. A lot of people complain that characters get too powerful too quickly. True. Are people who want to play Ranger/Druid/Paladin/Monk/Red Avenger/Theif/CLeric/Ninjas twinky? Probably. Who cares? D&D was always the "entry drug" of choice for most gamers.. and there is a whole new generation of kids who grew up playing Pokemon who won't be role-players if they have to cut their proverbial teeth on Call of Cthulhu or Dark Conspiracy.
Game mechanics: people who _WANT_ game mechanics want to play dungeon-crawls. People who want to role-play could really care less about the system. It's very difficult to have it both ways.
CHaracter power: who wants to play a 1st level character anyway? Don't people play RPGs to play heroes? WHo wants to play chracters that've just fallen off the turnip truck?

"Are people who want to play Ranger/Druid/Paladin/Monk/Red Avenger/Theif/CLeric/Ninjas twinky? Probably. Who cares?"

Consider also that in 3e, this is a Ranger 1/Druid 1/Paladin 1/Monk 1/Red Avenger 1/Thief 1/Cleric 1/Ninja 1.

Or IOW, an 8th level character. With access only to 0th- and first level spells (a whopping 6 or 7 first level spells) with a sneak attack bonus of +1d6 damage (maybe +2d6, depending on what a ninja gets). His BAB will be +2 or +3 (Ranger, Paladin, and possibly Red Avenger).

Compare this to the dude who instead is an 8th-level sorcerer. The guy has a BAB of +4 (higher than "twink"), more and higher level spells per day (as many 1st level spells and 2nd, 3rd, and 4th level spells to boot). Or an 8th-level rogue (BAB +6/+1, +3d6 sneak attack, improved evasion, uncanny dodge, bucketloads of skill points). Or an 8th-level fighter (has a BAB of +8/+3, and is sitting on a pile of extra hp). Or an 8th level cleric (better turn ability, more spells, BAB +6/+1).

This is why the multiclassing in 3e is so nice. The "multiclassing twink" example everyone keeps referring to isn't more powerful than a single-classed character of the same level - and in many respects is often weaker - while the "multiclassed twink" has a greater variety of abilities (spells and sneak attack and favored enemy and so on) than the single-classed character, the single-classed character is MUCH better at what he does than the "one of everything" twink.

Basically, under the old multiclassing rules, you sacrificed one level to gain the benefits of two classes (i.e., it takes the same XP to be an 11th level fighter as it does to be a 10th level fighter/11th level wizard - IOW, you sacrifice one level of fighter for 11 levels of wizard). In 3e, since your level total is the same and everything is cumulative, you can't be a master of all trades - a 5th/5th fighter/wizard will be a much better fighter than a 10th level wizard and a much better wizard than a 10th level fighter. BUT he will be a crappy wizard compared to the 10th level wizard and a crappy fighter compared to a 10th level fighter (all with the same amount of XP).

In 3e, you can specialize or generalize - if you generalize (read: extensive multiclassing) you can do a *lot* of things okay - but at the cost of doing nothing well. If you specialize (read: little to no multiclassing), you can do certain things REALLY well.

The only character who will do everything well is the 160th level Ranger 20/Druid 20/Paladin 20/Monk 20/Red Avenger 20/Thief 20/Cleric 20/Ninja 20.

Anyone who tries to use Multiclassing as an example of munchkinism had better do their homework before saying that multiclassing is munchkin in 3e. Quite often it has the opposite effect - it WEAKENS the character in terms of power. In 2e, Multiclassing *IS* broken and *IS* problematic.

--The Sigil

BTW, I don't know about you, but I have never allowed a 160th level character in my campaigns. If you do, you are just begging to be "twinked." ;)

And yes, Doc Railgun, I understand that you were DEFENDING 3e - I was just trying to make a point about how broken Multiclassing is in 2e and how it is elegantly fixed in 3e.

(Again, in 2e I can have 1,000,000 XP and be an 11th level fighter or a 12th level wizard - or a 10/11 fighter/wizard - duh, I wonder which one I'm gonna take if I'm a twink - I'll sacrifice one level in each of them to get BOTH of them. In 3e I can have 50,000 XP and be a 10th level fighter or a 10th level wizard - or a 5/5 fighter/wizard - hmm, much less attractive choice for the twink).

Whatever you want to call 'em - twinks, munchkins, whatever, fact is pretty much EVERYONE goes through that phase at some point in their RPG lives. Just because you think you "outgrew" that phase doesn't make you "more mature" or "better." It makes you different.

Besides, admit it, every once in a while, isn't it nice to take a break from a long-running campaign for a session and just kick the crap out of the local orc tribe? Releases some tensions, indulges some primal urges, and then we can get back the "regular" campaign... ;-)

--The Sigil

[[ Jack, since when are Ability checks 'making it up as you go along'? It's the foundation mechanic of D&D. ]]
--Ok, you do have a point here, I somewhat skipped over my own point and didn't make it clear enough. The 'making it up' part, is that you have to approach each 2e situation where this ability check is used, and come up with a roll on the spot. You'd have to, for example, decide that this was Cha vs Int, for whatever reason, and then come up with the modifiers on your own. Additionally, the basic mechanic of the ability check is fundamentally broken in 2e, because all you have to do is roll below your attribute. Typically a character won't have below a 10, so really there's always better than a 50% chance of success.
--In 3e, the skills (in my experience), always seem to work out. You look at the list and you find "bluff" and "sense motive." Because you can use any skill in challenge against another skill, it's amazing the number of situations that resolve easily. There's no confusion as to which attributes to use, and there's no need to come up with arbitrary modifiers, since the roll is a direct challenge. ALSO, since the system is better thought out, now there's a range of possibilities of success, rather than the 50%-100% that 2e generally gives.
--Again, as I said before, 2e is NOT impossible to work with. Even in 3e, a good GM is going to arbitrarily make a lot of stuff up, and because he's good, the players will respect it. How many times have you guys thought to yourself "oh I don't know what this player needs to roll, I'll just have him roll and if it's close, then I'll figure it out. Oh, he rolled a 1. He clearly failed, so no need to worry about the rules." That's fine, and that's not bad DMing. But at the same time, it's nice to have a ruleset that will handle these situations so you DON'T have to be arbitrary. 3e has this in spades, 2e doesn't have it at all.

[[ OK, I'll name two. The downside to a focus on 'rules-on-paper' approach, if slavishly applied, is that it can be inflexible. ]]
--Valid suggestion, but it sounds to me like you haven't played enough 3e. From my experience, there is a lot of slowdown in the first sessions, but before long, it's gone. Then you have rapid resolution, entirely within the rules, and virtually every situation is covered. Also, when you DO choose to stop the game and look for the rules, you're often amazed at what 3e does have rules for already. The basic mechanic of opposed skill rolls requires only that the DM choose the skills to oppose and apply a situational modifier. It's impossible for this to slow things down if the DM has any experience at all. Because it's so open ended, it's never inflexible.
--PLUS, the other day, I was playing, and wanted to push a foe off the lip of a cliff. We weren't sure what rule to use, but I had recalled reading about "bull rushing." Look it up, and it exactly handles the situation. We had ourselves a perfect rule for the situation, and probably in less time than it would have taken to agree on an arbitrary.
--As far as rules lawyers are concerned, this is the last thing you want to bring up in a 2e vs 3e debate. The fact is, 3e is INCREDIBLY well made in terms of consistency and rule agreement. By comparison, 2e is totally vulnerable to lawyering. Virtually any ruling a DM makes based on his books can be contradicted if the lawyer chooses to look through enough supplements and modules.

[[ But really, proficiencies work pretty much the same as skills. I don't think there is much of an argument here. ]]
--There really is. Skills are vastly better than non-weapon profs. Skills scale better, are less "granular" than non-weapon profs, and are generally a better system. Yes, they're analogs, but skills are simply done better. I can discuss this at length, but I think it's really self evident.

[[ it just turns PCs, NPCs and monsters into mini-super heroes. ]]
--It's true, you perceive things as you perceive them, and if that ruins the game for you, then so be it, but this is a false assertion.
--As I pointed out earlier, feats essentially replace many class based arbitrary rules. For example, weapon specializations are replaced with a sequence of feats that simulate them. Other feats, which don't directly copy old 2e powers are balanced with those powers to allow more flexibility.
--Short Version: 2e had weapon specializations. 3e has feats. 2e has nothing else. 3e has other feats of equal power, to allow for more flexbility. Once again, 3e does the same things 2e does, but better, and then adds some more flexibility on top.
--In closing: Don't like the whirlwind attack feat from 3e? Take a look at 1e Oriental Adventures, specifically the Kensai. It's been here all along. The most powerful combat feat in 3e has been around since 1e. You simply can't tell me that it's changed.

[[ I don't think such kits particularly helped a 2e player abuse, or not abuse the rules to create an unbalanced character. ]]
--We can probably argue this all day, and never reach a conclusion. I've seen obvious examples of abuse with kits, I can't recall them clearly enough to illustrate. Oh well.

[[ I just make the point that there isn't anything particularly clever or 'new' in 3e ]]
--Ok, here's some stuff:
--Monster templates: You can have a monster with class levels just like a PC, and the rules are simple enough and easy enough that it's approachable and useful. Sure, you may have done this in 2e too, but it wasn't in the rules.
--New Conventions: Named bonuses spring to mind. Can you stack this bonus with that bonus? Sure, only if they have different names. Simple mechanic, extensive effects.
--Attacks of Opportunity: Many people have issues with these at first, but really they're easy to figure out if you pay attention. And then there's the in game effects, which are GREAT. They allow you to control the battlefield, to flank, to create all manners of tactical challenges, and generally provide a simple mechanic that still offers countless opportunities for clever play.
--Multiclassing: This has been covered, but it's still better.

[[ Liking AD&D (or OD&D) over 3e is a bit like preferring a Spitfire over a Harrier Jump Jet. ]]
--No, this is a bad analogy.
--The point of combat aircraft is to win wars. Yes, there's the notion of which you think is "coolest" but that's a side effect. The true purpose of combat aircraft is to allow the pilot to accomplish his objectives as rapidly and safely as possible.
--The analog here is which gaming system allows you to rapidly and easily simulate reality. Sure, the enjoyment you derive from the system is also important to the equation, but it's not a direct analog.
--Basically you're twisting the purpose of combat aircraft, to fit your analogy. They're not showpieces, they're weapons. So, yes, it does somewhat support your point, but the fact that you've got to shoehorn the analogy in only serves to show how offbase it really is.

[[ But who cares? I hope they go bust. ]]
--THIS is really where I take issue with you. I won't tell you that you have to enjoy 3e more than 2e. I will allow you your own personal eccentricities that make you prefer 2e to 3e. But when you start claiming that WotC is a bad company, and you wish them ill, because they have fundamentally IMPROVED DnD, that's ridiculous.
--The made the game smoother, and for the most part, everyone approves. That's improvement.
--They've massively increased sales, which brings the costs down for everyone and gives us more players to choose from. That's improvement.
--You don't like 3e? Fine, play 2e. But don't start trying to wage war on WotC. They're a good company doing a great job. Most gamers really appreciate what they've done, and by wishing them ill, you're wishing ill upon all folks who enjoy their products. That's about as petty and self-centered as you can get. I might as well hope that Australia gets nuked into a wasteland, just cause one guy I disagree with comes from there.

As long as I can play my 12STR, 18DEX, 16CON, 18INT, 18WIS, 17CHA theif with psionic abilites, gear, and minor picked illusionist spells, I don't care what system I play. LOL

(those were my natural rolls)

"Does the system being easier show that it caters to "newbies"? Not necessarily."

I agree, but the fact that some elements of 3e are simpler was never the beginning and end of the '3e is made for newbies' theory. The marketing, artwork, style of how the text is written etc. tends to indicate that the overall 3e design philosophy was to cater for entry age/level gamers. That's my opinion only, of course, and that's not necessarily a bad thing, but it leaves a lot of 'veteran' players (and I don't mean older players) feeling that the system and overall product line is somehow 'not meant for them'. It's a bit like someone rewriting your favourite novel and re-releasing it as a comic. Sure, there's something in it for everyone, but some of the depth has been lost.

"Why would any mage adventure after 9th level (and picking up this spell)? He just sits in his tower cranking out magic items for hire and watches his level ratchet up and up as his treasury grows and grows with zero risk (other than thieves)." - Sigil

A mage could do that, and it makes sense. The more you practice at making magical items the better, the more experienced you become as a wizard. IMO, I don't necessarily agree the that new 'cost incurring' system is an improvement. BUT I'm not sure that you're referring to a PC, because I've never met a player who wanted to spend EVERY game session (boring or what?!) creating or attempting to create magical items (even for fellow players), or a DM who would let them.

Jack, since when are Ability checks 'making it up as you go along'? It's the foundation mechanic of D&D. In 2e, Charisma is defined as "a character's PERSUASIVENESS (my emphasis), personal magnetism, and ability to lead", and Intelligence is defined as "a character's memory, REASONING (my emphasis), and learning ability". Pretty logical, I would have thought, to use such Abilities to help determine the scenario in our example. As for the modifiers, put simply, both the modifiers to Ulfalas' Charisma check (the +2 bonus for creative roleplaying and the +2 bonus for the orc's low intelligence) are nothing more than run-of-the-mill situational modifiers. The latter just happens to be based on how intelligent or how wise the target audience is and how the DM thinks this effects the roll. I don't think that this is 'making it up' any more than any other 'DM's discretion' situational modifiers (such as your own example of a +2 circumstance bonus) which are pretty arbitrary and completely at the whim of the DM in any version of D&D.

"I'd challenge you to name a downside to it" - Jack

OK, I'll name two. The downside to a focus on 'rules-on-paper' approach, if slavishly applied, is that it can be inflexible. If a DM relies on the rules to always provide an immediate answer, that's when the DM ends up saying "Uh, hold on a sec" and thus bringing the roleplaying to a screeching halt. And far from avoiding arguments, if every contingency is attempted to be covered by the rules, players often have a tendency to cry foul - "but on page 236, paragraph 3, subparagraph (2)(b), it says ..." etc - especially if the DM invokes the 'DM's prerogative', that is, overriding a rule that would disrupt the game play and ruin everyone's fun (IMO Rolemaster is expert are producing such anal-retentive rules lawyers).

"In 2e, all you need is a high attribute and you're instantly a master diplomat." - Jack

IMO, there's nothing wrong with that. A naturally born, charismatic PC should get the benefit of it. But really, proficiencies work pretty much the same as skills. I don't think there is much of an argument here. You might contend that 3e skills are a more streamlined set of rules, but they are used in the same circumstances as proficiencies and skills in 2e and OD&D respectively. Yes, 3e has more 'base' skills for such things as bluff than 2e or OD&D (but 2e and OD&D do have some, for example, the Disguise proficiency in 2e or Deception/Detect Deception skills in OD&D), but both 2e and OD&D have always made it clear that the lists in the PHB/RC aren't meant to be exhaustive.

"the increase in power strips away that final tiny fragment of realism that is needed, even in a fantasy game, so we aren't jarred out of our suspended disbelief." - Me

"I don't get it ... Why? How?" - Jack

IMO, 3e action feels cartoon-like. I'm not the first, for example, to say that the combat is a little less realistic. On the top of that, with everything veering around with increased power and feats and the like, it just turns PCs, NPCs and monsters into mini-super heroes. That's fine, DON'T GET ME WRONG, it's a fantasy adventure game and there's no fun in forever playing a PC that just fell off the turnip cart, as Doc put it, but it can detract from a degree of realism that is needed, as I said, even in a fantasy game to help maintain the suspended disbelief. A 3e game can just end up feeling like a bad kung fu movie. 3e, by your own admission, already has an increase in power from the very beginning, so it's much harder to tone it down, if that's what you wish.

"Just look at kits ... They were a horrible ruleshack that ALWAYS assured a character more powerful than the base class." - Jack

Back to the kits. Again I can't agree, or at least we seem to look at kits differently. I merely see them as capsules containing culture specific information - one of the elements that go into differentiating PCs at the cultural level. Take, for example, an extract from the Fianawar dwarf kit detailed in the 'Time of the Dragon' boxed set:

"As a group, the Fianawar are a dour and unhappy people and an anomaly among dwarves. Unlike their brethren who dwell underground, the fianawar live on the surface and virtually never go beneath the ground. Centuries of earthquakes and volcanic upheavals have left them with a dread fear of life beneath the surface.

Fianawar dwarves gain a +1 bonus to Strength (up to their racial maximum). However, they must roll a successful saving throw vs. death in order to overcome their fear of the underground before they can enter such places as dungeons, caves and tombs. If the check fails, they will not enter. They must also make a check once a day when underground. If failed they will want only to leave by the most direct route." (p24 Rule Book to Taladas)

So, there is a snapshot of cultural information (dour and unhappy, don't live underground), a minor advantage in the Strength bonus, but there is also a hefty disadvantage to the life of an ordinary adventurer. I don't think such kits particularly helped a 2e player abuse, or not abuse the rules to create an unbalanced character.

As for the 'is 3e innovative?' issue. I just make the point that there isn't anything particularly clever or 'new' in 3e. Not in the same way as, say, PC templates were for the D6 system. The reason I keep using the D6 system as an example is because it is an integrated system where all rolls are determined the same way ("Star Wars Game Rule of Thumb - Pick a difficulty number. If the character's roll is equal or higher, he succeeds"), which is supposedly the great innovation of 3e.

"I would hope that you'd admit that liking a klunky and ineffective system more than a smooth and slick one is odd, and not something that others should be expected to really understand." - Jack

Liking AD&D (or OD&D) over 3e is a bit like preferring a Spitfire over a Harrier Jump Jet. You might dismissively say "but a Spitfire is nothing but an antique flying car. A fighter jet, on the other hand, is faster and has really cool weapons." Sure, but you might also have to acknowledge that a Spitfire has a bit more romance and 'character' than a modern whining aircraft. Same with AD&D for me and many others. I don't think that it is particularly odd at all.

"players only buy core products once" - Me

"I think this is not the case" - Jack

You, Sigil and myself might be suckers and buy everything going (I own more stuff than I care to think about - including two 2e PHBs), but I bet most players probably only buy the core rulebook they need as a minimum to play ("why buy the DMG and MM if I'm not gonna DM?"). So, if WotC is not careful, they might only sell one or two products per player - but with the explosion of non-WotC d20 material robing them of players coming back to buy WotC secondary products.

But who cares? I hope they go bust.

Tas

Been playing since sixth grade, and if you can let "the man" ruin your game then your not playing right. Take a lesson from the first bible, these are guidelines and only guidelines to the most prefereble way for you to play, is for you to keep it realistic.Save your books and preserve the original. If something better comes along impliment it in your game. You people sound like what they say is law. This coming from the Seattle Dragonflight "player" winner of 89'. Why whine about it, if you dont like it, dont play it. Hell, do what I do, pick and choose what fits for your game. Personally I would expect more from real gamers than bitching.We should all know beyond black ice is where it started from, and they had no books... (bibles) Bibles = FIRST ADDITION. Make it fun and Oden be with you.

Been playing since sixth grade, and if you can let "the man" ruin your game then your not playing right. Take a lesson from the first bible, these are guidelines and only guidelines to the most prefereble way for you to play, is for you to keep it realistic.Save your books and preserve the original. If something better comes along impliment it in your game. You people sound like what they say is law. This coming from the Seattle Dragonflight "player" winner of 89'. Why whine about it, if you dont like it, dont play it. Hell, do what I do, pick and choose what fits for your game. Personally I would expect more from real gamers than bitching.We should all know beyond black ice is where it started from, and they had no books... (bibles) Bibles = FIRST ADDITION. Make it fun and Oden be with you.

This whole arguement is a simple one.
Side for 2nd Ed or Older: "It works for me, why fix what's not broke?"
Side for 3rd Ed: "It works better for me, and has these new features, why not change?"

And the reason for the chief complaint on both side, a lack of cross compatability and money. If everyone had unlimited money, then you would all have a copy of 3rd, 2nd and 1st ed because they are all DIFFERENT, irrespective of if there are improvements or not. However, you don't, and you can't, so either you are upset because the gaming system you have heavily invested in is no longer getting support. Or the game system you are currently heavily invested in is getting called worse, thus your choice in investment is being called worse.

Neither arguement has anything REALLY to do with the pros and cons of the respective systems in regard to SPECIFIC USES. I could understand arguements like TSR Ravenloft is better than White Wolf Ravenloft, because then you have comparable content. 3rd ed is a new gaming system, it's not comparable content. So either spend your money on it or don't, whatever you do it's really got nothing to do with one being better, bu more to do with what you percieve as value.

I read most of the posts... From what I've seen of 3e it can make people powerful. I played 2e for a long time and ran into no problembs because of an excellent DM. The same thing would happen in 3e if I played. Now for the opinion and question part of my reply. WOTC is killing off 2e in the sense that it is forcing retailers to 'throw out' the old, I work at walden books and my manager said it would be a 2500 dollar fine to sell the 2e books until 30 days after 3e had been released. The second part to that is that a lot of people are converting to 3e, which kills the base of 2e players. That is the part that hurts the most. I think I had something else but anyhow...

1. What did they call them munchins anyhow? Just because they try to use every rule to their advantage doesn't make them all too bad, when they begin to cheat is when it goes too far. What is your definition?

2. While someones above post was right, inflation doesn't matter if it is the same, it doesn't, but I seriously doubt that everything remained exactly the same just increased in number. While 2x 100 and 2x 100 are the same, 2x Players and 2x Monsters will be different.

3. An aweful lot of posts seemed to be from the exact same person, saying the exact same thing, but I'm sure I saw a different name... How many people that have posted here have more than 200 books, started in the 70's, own the red boxed set, and did the same thing as all the others?

4. The internet does mess some things up, its the media in general that does it. When I played games, I never worried about what came out next. Now I get a new screenshot of a game I want to play every five minutes. This has ruined the challenge of playing many console games. It also sort of ruined 3e for me. People made basically the perfect level 1 characters (for a general campaign hack-n-slash) of course, but still, people in general should have knowledge of a lot of things in-game, so what is stopping the level 1 powercharacter from good role-playing and god-like battleness? just the player...

5. What is the skill system like anyhow? It seems to me that you go up levels and get points to add to things that you don't practice doing... does that get explained at all? If that is the way it goes, it teaches bad DMing techniques... I'm sorry if I'm mistaken on how it works, but in 2e a level 5 fighter and a level 20 fighter... they could be equal in blacksmithing, or not...If blacksmithing was the main part of your game, something might be a little off. A level 20 fighter that doesn't practice blacksmithing, but is still better than a level 5 fighter that does nothing but blacksmithing... who should be better?

There was more, but I forgot. Please flame me at my email address, or if you have something important to say to me, also send it there, as I probably won't check back here.(heh)

I remember what I forgot now...There is a company that is going to sell the 2e stuff. Not all of it but most of it. Character sheets for you people who are lazy enough to not make a copy for yourself. Look for it on the internet somewhere, that is the only place you will find it because I beleive(i hate that word, probably spelled wrong) that is a print per order thing.

Someone meantioned never being able to have a mage survive... Your DM/Player wasn't doing his job then. I have played several games over a course of 10+ years. I think the mage usually survives somehow. Your DM is either picking on the mage, or just not giving him some slack even though he has half the hp of other people. Or worse yet, that player might not know how to play a mage. I played a mage once, started at level 1, got to level 8, then not because anything really happened, another campaign started about 2 weeks after that one stopped. Usually all the games I've played start at level 1, the rest are level 2-3, they end just before or just after we get to level 10. Not because we don't want high level characters, but because of jobs, life situations, or lack of effort on the players. Oh, and 3 times we played with level 20 characters. Once was an actual campaign. The other two were 'arena' type battles. The mages were the obvious powerhouse the first time because of the fact that they were supposed to be. Fighters are strong in the begining and mages were strong in the end. I took thieves half the time because they leveled faster. But the second arena battle we had, we made a bunch of random characters, and only allowed specialized wizards, then all drew from a hat a character to play.

Whoever said the 2e rule about getting 1xp for everyone 1gp. I only saw that rule in the darksun rulebook for 1xp for every 1cp. I got xp for stealing as a thief but I never needed money when I played, it was usually already spent and magical items cost a lot. And about the wizards making magical items like a factory. I've only been in 1 campaign where a wizard has attempted to make a magical item, after it was made he stopped.

What happened to my posting skills? I lost them over a period of time, all I can do now is rant on and on about nothing that matters...

[[ Neither arguement has anything REALLY to do with the pros and cons of the respective systems in regard to SPECIFIC USES. ]]
--Uhhh, no.
--First off, this isn't about people taking it personal when their investments are challenged. I have zillions of 2e material, probably about ten times as much as I have 3e material. I even have a fair number of 1e products, at least as many as 3e, probably more (and probably with greater resale value, due to rarity). In short, at least in terms of numbers, I have the least 3e books of any version. So that's really not it...
--Plus the whole idea that you can't compare the various editions is ridiculous. They all simulate the same basic reality, and the question "which one does it best" is a valid one.

[[ Neither arguement has anything REALLY to do with the pros and cons of the respective systems in regard to SPECIFIC USES. ]]
--Read the last few posts by Tas, Sigil and myself. You'll find that they're concerned with nothing BUT the specific uses of the systems.

Ok, it was pretty late at night (or actually early in the morning here) when I wrote my last comment, so I'll rephrase it.

What I meant was that roleplaying is defined by the context, and I have NEVER felt AD&D, or D&D 3rd ed by themselves is a game world. It offers rules for gaming in fairly generic fantasy words, and rules for races which became/were generic fantasy races, but a world isn't made up of stats, spells, character, proficiencies etc. these are simply mechanics. A world is made up of background, history. Essentially, the game mechanics to me come far and away second to the world and that's why I don't think there is anything specifically mentioned about the changes. I mean, in D&D if you wanted to play truely high fantasy you'd play Dragonlance, if you wanted to play pulp fantasy it would be Forgotten Realms, gothic horror Ravenloft. The 'generic' D&D world never had any specific appeal to me, because all it really provided was ways to fight, run from or kill monsters, and the tools to go about doing so (equipment, NPCs, spells etc). And I think this is why 3rd edition is rather over powerful and cartoony, it reflects what is now the modern 'archetype' of the fantasy races, which have been shaped by computer games in recent years, but before that cartoons, music etc.
The question of which one simulates basic reality best CAN'T be asked because of the above, they are not the same reality. They are not even the same fantasy.

As such if it ISN'T an arguement about money, it is purely personal preference. And that's an absurd thing to argue over.

You can say AD&D was more complicated, and I would agree. Whether that makes it better or not is simply personal preference. Whether the change was worth it, or even necessary, is a matter entirely of money, and my opinion, it was worth it for the following reasons:

Roleplaying is showing a resurgence of players, whether they are playing D&D or AD&D doesn't really matter to me, as long as the hobby improves and also becomes more widely accepted, so it's easier to find players and a wider range of players. 3rd ed is helping this simply by putting D&D on more bookshelves, thus the general awareness rises.

D&D 3rd ed may eventaully fall over (Hasbro pulling the rug out from WOTC) whether they do or not is fairly irrelevant, because I know I will still be able to find a copy of both 3rd ed, or 2nd ed, because there will be enough of the core books floating out there for the core gaming worlds for each system. Anything other than that is fairly extraneous, and if I really need something to suit (a Priests hand book or something) I'll just write rules myself for a campaign as a GM. But no matter what I will have another gaming system which I can use to set my game worlds (3rd ed), and choice is always good.

D&D 3rd ed certainly feels different because of the game mechanics, and if someone doesn't like that it's a fair enough reason not to play. It is also better produced and better managed then AD&D, which makes it far more likely to be popular/profitable, but if you are going to try and argue which is better, you are never going to get anywhere because they are two DIFFERENT games, no matter what the name says.

[[ Ok, it was pretty late at night (or actually early in the morning here) when I wrote my last comment, so I'll rephrase it. ]]
--Yeah, well I managed to use the same quote twice in my post, so neither of us was firing on all cylinders.

[[ What I meant was that roleplaying is defined by the context, and I have NEVER felt AD&D, or D&D 3rd ed by themselves is a game world. ]]
--I have two thoughts on this.
--First off, I feel that they ARE game worlds. Even if the rules themselves don't have game content in them, there is a certain feel that's automatically linked to the rules. The magic missile spell, the fireball, orcs and goblins. All this is what makes DnD what it is. In 3e DnD we even have the Greyhawk pantheon as "standard."
--Also, I feel that the actual gameworld content isn't really relevant to our discussion. Even if I were to concede that there was no content within the ruleset, the debate over which system is "best" is still a valid question. As has been said before, the system is just a tool for simulation, and the better it allows you to simulate what you desire, the better the system.

[[ The 'generic' D&D world never had any specific appeal to me ]]
--Which is fine. And I think it's rare that people play a "generic" game. However, this isn't really the debate that's been going on. I think that every campaign is unavoidably shaped and changed by the DM and players, to the point that nobody here has even bothered to mention the storyline as part of the discussion, because it will always vary so much.

[[ The question of which one simulates basic reality best CAN'T be asked because of the above, they are not the same reality. They are not even the same fantasy. ]]
--It's an idea, but I disagree. The system can be used to drive any sort of setting you want, from Dragonlance to Ravenloft. In the end, any ruleset can be used to drive your campaign, and can be used to fit the power level you desire. However not any system can do this well. 3e is a smooth and flexible system. You can power it down, power up the enemies, or otherwise tweak things to your liking, and still have a smooth and flexible system. 2e is basically the same game, just done poorly.

[[ As such if it ISN'T an arguement about money, it is purely personal preference. And that's an absurd thing to argue over. ]]
--I know all about these sorts of reletivistic arguments, and I really don't find them appealing. If I made a car that had no clutch peddle, and instead had a large lever clutch in the backseat, that would be BAD. You can tell me that you enjoy the "offbeat" style of having a lever action clutch in the backseat, and you can argue that it's just as valid a system as a floor mounted clutch, but you'd be WRONG.
--There's preference and then there's being wierd.
--It's preference which campaign setting you prefer. It's just plain weird to prefer a less flexible, less intuitive, less complete gaming system.

[[ you are never going to get anywhere because they are two DIFFERENT games, no matter what the name says. ]]
--They're really not much different. The way I look at it, is 1e/2e were just a collection of rules stuck together. Each time something came up that needed dealing with, a new rule was wadded into the pile. Eventually, people decided they had mostly all the rules they needed, and then they set out to unify them into a common language and interface. That's 3e. All the versions of DnD are MUCH more similar than people realize.
--Plus, people WILL compare games, and I think they have every right to do so, and it's a useful exercise. If somebody is gonna run a fantasy game, they will ask "hey, which rules should I use, DnD, GURPS Fantasy or something else?" Comparing systems is a valid thing to do, especially with the versions of DnD, which are basically all just "flavors" of the same system.
--To put it another way: We have "flavors" of the Unix operating system floating around. Red Hat, Debian, whatever. Different versions of mostly the same thing. If you had one version of Unix that was faster, more stable and more user friendly than any other version, then this is the BEST version. If somebody told you that some other version was better, cause they "liked how it felt" or somesuch, you'd think them a fool. It's the same thing here. 3e is faster to use, easier for new players to understand, has more features, and is in virtually every way a better system. If you don't use the best tool for the job, then you're not taking the best approach. That's just how it is.

Ok, I could quote lots of the above, but basically I can see we are in agreement on most points. And at the very least the content now seems better than flaming. :) There is only one real point to address:

"If you don't use the best tool for the job, then you're not taking the best approach. That's just how it is. "

Totally agree, but I feel the rules in 2nd ed and the rules in 3rd ed are different enough to be different tools, for slightly different tasks.

3rd edition is an improvement in a lot of areas, but BECAUSE they are similiar (like you say) a lot of those changes are merely organisational ones. Having rules in logical places (rather than scattered haphazardly around the books) etc.

Other changes, are what make the systems innately different. The use of Feats for example. These one time bonus powers change the feel of the game enough for me to render them as different.

Sure you could get the same effect with proficiencies a lot of the time, but it was down to the roleplayer to put together the right proficiencies, OR if he chose, put together the WRONG proficiencies which didn't make sense in terms of improving the character in game mechanics, but made sense in term of playing the character.

Basically, the difference is that 3rd Ed seems to lay forward a fairly linear and obvious way to advance your character, much like a computer game might do. 2nd ed was more free form (perhaps because of it's hap hazard nature.) and thus didn't push anyone in particular directions.

Maybe it's a very small thing, but it's one of a number of small things. And if we ARE going to say they are the same gaming world, then it becomes a small thing that matters. The world HAS changed, things are different, and people don't necessarily like it. That's up to them.

If we are looking at the 'D20 system' (whatever that is exactly) and how IT's rules are layed out, and compare them to 2nd ed, I am in total agreement, one is better, and it's not 2nd ed.

[[ Other changes, are what make the systems innately different. The use of Feats for example. ]]
--I have to disagree here. I think feats are nothing more than a cleanup of hacky rules already in 2e. The example I always use is "Whirlwind Attack." This is one of the most powerful feats in 3e, but it's also something that was included in the 1st Edition Oriental Adventures book. It was attached to the Kensai class, and was available at some level.
--The point here is that that they're NOT innately different. Sure there's differences, but if there weren't some differences, we couldn't compare.
--Cause the bottom line is that people compare things, and in order to compare those things they have to be different. It just doesn't make a lot of sense to say that you CAN'T compare things because they're different. Certainly one can't compare "apples and oranges" but I don't think this is apples and oranges. I think it's old, wormy apples, and new shiny apples.

[[ Basically, the difference is that 3rd Ed seems to lay forward a fairly linear and obvious way to advance your character, much like a computer game might do. ]]
--NOTHING could be further from the truth. Feats, skills, new multiclassing rules, and general interchangeability all mean that 3e is FAR less linear than 2e.
--In 2e, your character was mostly locked into a single class or kit, and would get various powers and advantages at each level. No choice, just allotted powers.
--In 3e you buy skills and feats as you advance. Take a fighter. He might focus on powerful attack styles, and purchase feats that allow him to do more damage in less time. He might instead focus on defensive feats which will make him more survivable, and able to evade harm. He might spend all his feats mastering a particular weapon, to allow him to do special maneuvers with it. In short, the feat system allows a vastly higher degree of flexibiliy.
--Don't assume that 2e was freeform because DMs felt empowered to rule off the cuff, and make up rules. They did that because the game was badly written, not because it was well written. The option to go freeform still exists in 3e, it's just that 3e combines freeform feel with definitive rule systems so well that there's hardly a need.

I am just about to bow out here as I have nothing really constructive to add. Truth be told I don't particularly like ANY of the D&D systems, and as such shouldn't be making such a big contribution to this discussion.

What I will say is that 3rd Ed caters even more for the Dungeon Crawl style of Roleplay than 2nd ed. And maybe, when all is said and done, that DOES make it better, because that seems to be what D&D is about. So by making the rule system cater towards it you can simply kill the monsters and roleplay the bits in between, instead of roleplaying killing the monsters as well with tricks, bizarre moves and incredibly risky risks that the game DIDN'T give you rules for, spur of the moment stuff that the GM made a snap decision about how appropriate and cinematic and funny it would be if it came off, and gave you a roll appropriate to the context of the situation.

I never had all the supplements for 2nd Edition, in fact I had barely any and usually found that the rules they incorporated didn't REALLY help the roleplaying, so maybe that is where I am coming from. Maybe you could do all this stuff with rules to back you up if you had all the extras. We couldnt, we just had to go at it with what we thought was cool and fun and appropriate, and that IS more freefrom roleplaying, because EVERYTHING is controlled by the context.

3rde sukes cuck

"3rde sukes cuck"

My... What a well written and thought out argument.
I am sure everybody will be instantly swayed by it.

"3rde sukes cuck"

Gee, ya know, after over a year of defending the changes made to the system in order to bring 3e into being, hearing all of the ranting and arguing and calling me a munchkin/blinded idiot, and never once questioning my belief that 3e is for the most part a superior system, I find this and you know, I just can't argue with it.

I'm convinced. I will never defend 3e again. It sukes cuck. Wow. I am now enlightened and have been instantly swayed. Thank you for bringing me from the darkest dark into the brightest light. What an epiphany. Thank you. Thank you.

--The Sigil

P.S. Words utterly fail me on this one. Really, they do. Unbelievable.

"3rde sukes cuck"

Reminds of another quote...

"Never argue with an idiot. People may have a hard time telling the difference."

And of course, I am not even going to try to argue with this one - I refuse to have a battle of wits with an opponent who is obviously unarmed.

And yes, my previous post was the height of sarcasm.

--The Sigil

Wow!

I too am flabergasted (however you spell it) by such wit.

Thanks Collin, rest assured my 3E books have now been reduced to cooling ashes and me and my other 3E converts have seen the light and gone back to playing 2E which was soooooooo good it defied logic that AD&D almost dissapeared as an RPG.

Wew! Thanks man!

The Demise of Dungeons and Dragons was caused by TSR and the second edition.

I don't think so, I know so. I used to work in a gaming store, at the time we had one store in Montreal, one in Quebec and one virtual store on the net.

AD&D sales had been steadily decreasing for years, other systems were taking players away from AD&D and not many new gamers were playing AD&D. They all went for 7th Sea, White Wolf and other systems. Look at the numbers folks! AD&D sales started representing less and less sales both in terms of ratio to other products (such as CCGs and GW figs and games) as well as compared to AD&D sales for the previous years.
As the "complete books of whatever" kept coming out, the sales kepts plumetting. Then there was that financial fiasco when TSR's novels all came back from the bookstores and the company went the way of the dinosaures.

Besides the numbers, the comments we had from customers were more and more negative towards AD&D: that it was an archaic game, that it was for immature gamers and that its concept was passé.

Well I was saddened when TSR died and the books stopped printing, my heart skipped a beat when Dragon Magazine stopped coming out (the longest lasting RPG Magazine was dead) or so we thought.

Wizards stepped in and revamped AD&D. By the way, Wizards like Steve Jackson Games have kept alot of gaming worlds alive by taking them and retrofitting them.
I for one prefer to be playing 3E than nothing at all. I also prefer a company that sells a licence so that little companies can produce stuff to keep the hobby alive, than a company that sued every little guy into bankrupcy and shut down internet sites so that it alone could control the evolution of AD&D.

I tell you most, custommers and retailers are happy with the change, most gamers are too. Personnaly I prefer all the adventures and campaign material produced by the little companies but I tip my hat to the design team that brought back my favorite game, alive, kicking and more accessible to new players.
New players who I wouldn't have had the pleasure of playing with had the rules not been streamlined. Call it dumbing down if you will, but when I want complex or complicated I play Rolemaster or Gurps now that is real complexity (both for the players and the master).
So stop being elitist because you had enough useless memory space to remember all the contradicting rules 2E, that most of us had edited anyway.

Wow that felt good.

C-ya.

OOps, my break was close to being over when I typed this last post, the last paragraph should have read :
Blah blah ...to remember all the contradicting rules 2E HAD...

1) D&D 3 is infinitly superior to previous D&Ds. THAC) and rolling initiative each round were just plain dumb. How can you say that there are a bunch of complex number to add and subtract? They add and sit in a little box on your character sheet. The only thing which really prolongs combat is the attacks of oppertunity rules, but I think those rules are essentual to make light fast character classes like Rouge and Monk viable. Finally, 3 has amazingly consistant rules.. the population figures in DMs are screwed up.. but the actual rules almost always work. That's why much of the erreta is saing "No idiot we obviously mean this."

2) Hackmaster is a piece of shit.. intentional. i've read player's, a bit of DM's, and the commics. It's a big joke. You play to abuse rules untill you all start laughing, quit, eat pizza, and go home. It's not a serious game. It's making fun of the piece of shit that was AD&D.. just like the comics. You go make you 25 Dex 25 Str dart thrower and let your DM kill you with a grudge monster from the "smart ass player smack down table" after you insult him. You noticed that they intentionally made dart throwers worse by adding both str and dex to hit? They even have a no contradictions "rule" to enshure that any apperent contradictions are interpreted in the most bizar way possible.

>

Yeah, the dart-thrower might hit all of the time, but he's limited by the damage he can do. No matter what the damage modifier for a huge strength character, it can never exceed the max damage for the weapon used.

Plus, the only way to max a character out with stats like that is to roll high and then take massive amounts of quirks and/or flaws to get the xtra Building Points to max the stat(s) you want maxed. Any character taking that many flaws has a life expectancy of roughly 4 1/2 seconds as there's a section in the GMG detailing how to exploit flaws. :)

-Chris

(P.S. In keeping with the spirit of the board, I would have to say, X (creative name)...you are a piece of shit.) :) I apologize for the roughness of the flaming...I'm new to it. :)

Well it took less time for Wizard of the Coast to start repeating the mistakes of TSR.

Has anyone read Song and Silence? I thought it was dissapointing.

I've read it (although quickly) and man were the complete book of Thieves and the Complete Bard's Handbook ever better than this one.
The feats are so so and the prestige classes are… well bland and boring.
Where's the flashy stuff for the bards?
Where's the mysterious stuff for the rogues?

Not enough on guild structures and bardic organisations (although you could always use FR's Harpers as an inspiration.)
Not enough spy like stuff!
Not enough new angles on cunning your opponents instead of just back stab.... eh I mean sneak attacking them.

Well I guess I'll keep more of my 2E stuff than I thought.

In a sense, the book that focussed on traps and dungeons was more usefull than that one (for the rogues at least) But then I think it was from White Wolf… They seem to publish better stuff than WoC for D&D (alot of times).

Still I found the three previous "Class Books" to be good (especially Defenders of the Faith) so maybe there is hope for the final one (Heroes of the Wilderness is it? The one for Barbarians, Rangers and Druids).

Anyways, I'll probably get an I told you so note from the Cult of "3E sucks cocks and ain't Hackmaster the best EVER!!!!" but I just thought I'd add my grain of salt.

A Cthonian X-mas to all sentients of Ill will towards human kind ;)

Have to agree and disagree.

I found Song and Silence to be, in a word, crap. To be quite honest, I found Sword & Fist so-so, Defenders of the Faith quite good, Tome and Blood so-so, and Song and Silence to be crap.

What made Defenders of the Faith good? IMO, it was the "new uses for old abilities" - namely, it introduced a lot of new possibilities for "turning" as "channeling of negative/positive energy." This is a new use of an old ability instead of just neat new abilities (read: new spells, feats, prestige classes).

I had hoped that the Song and Silence book would expand the repertoire and range of abilities of our Bardic Friends with their Bardic Music Ability but I guess not. I will be doing one myself anyway - the way think S&S *should* have been. :-b

I don't always want new stuff, but I would much rather see new and creative ways to use the old. The Dragon Magazine article on "Levelled Weapons" for instance - good (though it resembled Earthdawn quite a bit). The "new spells for your spellflinger" or "new weapons for your meatwall" articles - bad. Anyone can design new toys.

--The Sigil

Can't agree with you more Sigil, we liked Defenders of the Faith for the same reason and that's what I was hoping for in Song and Silence... it sucked, oh well I guess more job for me and the other DMs

Ciao

Just a reminder, folks...

Please don't feed the trolls.

:-b

--The Sigil

iv only been play for the last to years. in which i played the 2nd edtion. until this summer id just about every weekend. i came here to see if anyone had a players hand book and dunger master guid they want to sell. ill pay about fifty dollars for the both of them. thank you.

You know. Since 3rd Edition came out, I've been vomitting and praying that the WotC CEO is hit by a run away train, or lightning or something simular.

However, reading over the rules and such simply made me realize something. It's not that the game is bad. It's simply just not D&D, not at heart. Sure they can tack on the D&D title and trademark all they want, but the core and heart of it, is more WotC then TSR. And thusly, it is not D&D. It is WotC RPG. A cheap knockoff of the D&D system. So if you like D&D, then stick with D&D. If you want to try a completely different RP system that isn't D&D, buy 3rd Ed.

Good heavens, not another "3e is not really D&D".

I'm getting so sick of this argument, I really am. Before you make this claim, please explain to me precisely what elements make a game "D&D" as opposed to another game.

And need I remind you that there have been many incarnations of D&D - from the old white/brown boxed sets (Eldritch Wizardry, Blackmoor, Men & Monsters) to AD&D 1e, to the B/E/C/M/I boxed sets of D&D (Basic, Expert, Companion, Masters, and Immortals rules) - including the two or three variations on the Basic and Expert sets, to AD&D 2e, to AD&D 2e with the Player's Option Books to 3e (its current incarnation).

What is it that makes all of the previous incarnations of D&D different from the newest incarnation? Here are the only things I can think of:

1.) THAC0 is gone. Instead of "roll a die, add modifiers from magic and strength/dexterity, subtract this total from your THAC0, then compare to the creature's AC to see if you hit - if the result is lower than or equal to the creature's AC, you hit it," we have "roll a die, add modifiers, then compare to the creature's AC to see if you hit - if the result is higher than or equal to the creature's AC, you hit it." In other words, the only real differences between the two methods is that (1) we have removed the intermediate step of subtracting my modified roll from my THAC0 and (2) I now want a result that is equal to or greater than the AC instead of a result that is equal to or less than the AC. Change 1 is an improvement because we get essentially the same result in fewer steps. Change 2 is very slightly positive in that it is slightly more intuitive to want a bigger number rather than a smaller one when the process is done so that, IMO, makes it slightly better, but not enough to warrant a change if this was the only benefit we were to see. In other words, this isn't really a change that affects the system fundamentally.

2.) Change in Saving Throw names - The change actually makes assigning a Saving Throw for many events easier - for example, when the characters are faced with dodging a falling log trap, should they roll a save vs. Wands? Dragon Breath? Spells? Petrification? Hard to tell - dodging falling logs hardly falls under one of these categories. Should they roll a Fortitude, Reflex, or Will save? Reflex - "get out of the way." Much more intuitive. The new system also does a much better job of keeping the odds of making a save proportional to BOTH parties involved in the combat - e.g., in the Master Set for D&D, my 36th level fighter had to roll a "2" or better to save against a 1st-level mage casting a sleep spell, a 5th-level mage casting a fireball spell, or a 36th-level mage casting a Power Word:Kill. How realistic is that? One would expect that to some extent, the degree of difficulty would reflect not just the experience and skill of the target, but of the caster as well. No prior edition of D&D has incorporated either of these concepts. This is an improvement in the rules, like it or not, even if it is a change because it does an excellent job of both clarifying Saving Throws AND making them feel more realistic. So I grant that a change was made, but it did not fundamentally change the game - rather it clarified an area in dire need of clarification. The different saving throws, then, aren't new, just a reorganization of old material.

3.) Prestige Classes & Feats - These are a new addition to the game that help customize characters. However, especially in the case of Feats, these are often simply ways of incorporating into the ruleset abilities and powers that formerly were "tacked on" to the existing rules rather than integrated (think 1e psionics). As has been pointed out, things like Whirlwind Attack have been around since 1e Oriental Adventures. They were somewhat awkward tack-ons to the system. Feats integrate these abilities into the system in a more modular fashion (I think this is better, but will grant that the opposing point of view may have merit - I will NOT grant that Feats "break" the system since they are just a way of making more modular abilities which already existed as part of the system). Prestige Classes are a different beast entirely - I happen to like the "customization" factor they offer, but there are sufficiently different from kits to argue that to compare the two is to compare apples and oranges. I do feel compelled to point out, however, that there IS a precedent for prestige classes in the "old way" - 1e Bards are essentially a Prestige Class. Also, in the Companion Set, the Druid (Neutral Cleric), Paladin (Lawful Fighter), and Avenger (Chaotic Fighter) all clearly seem to be prestige classes, and an argument might also be made that a Halfling Master (see GAZ8, The Five Shires), Elven TreeKeeper, and Dwarven Forgekeeper are also Prestige Classes of a sort. Prestige Classes HAVE existed prior to 3e, there just weren't very many of them and they didn't come with the title "Prestige Class" affixed. So neither Prestige Classes nor Feats is all that new, either.

4.) Proficiencies vs. Skills - Some people say that the new skill system has perverted the old proficiency system. In this case, I feel obliged to point out that (a) the old proficiency system was rather poorly designed (are you telling me that a 1st-level character with an 18 in an ability score who devotes a single proficiency slot to a skill is better at something than the 20th-level character with a 10 in that ability score who has devoted his entire life and all of his proficiency slots to a single skill), and, more importantly, (b) not every edition of the game prior to 3e even had skills/proficiencies. The Basic/Expert etc. versions of D&D did not have them. Skills (they were called Skills, not Proficiencies) were added to the Basic/Expert D&D game by the Gazetteer series about 10-15 years after the system was created. So these have been around for quite some time as well. Nothing new here.

5.) Thieves' Abilities - "They're skills now!" is the hue and cry from those who cling to the tenants of previous editions. Unfortunately, Thieves' Abilities already underwent some major changes coming from 1e and Basic/Expert to 2e. Under 1e and Basic/Expert, they were completely arbitrary - your percentages were simply read off of a table. In 2e, flexibility was added, giving all thieves base percentages and letting them add a total of 30 percentage points (IIRC) each level. That's a HUGE change in that it lets your thief (or rogue, if you prefer) be much more flexible. Skills were simply the next step along this development. You really can't complain that a change was made to thief abilities in moving to 3e without being hypocritical - unless you are still sticking to 1e. This is one thing that IS different... but again, since it's already been tweaked and changed moving from 1e to 2e, how can you complain if it's tweaked again? Other, similar things that can be argued about are initiative (it used "high d6" in 1e, "low d10" in 2e, "high d6" in bD&D, and so forth - if it changes with every edition, we can't point to one convention and call it the "right way" to do it in D&D - we can only say "I prefer method "), and Experience Points (the scale used to determine XP vs. level is unimportant and changes from edition to edition).

6.) Multiclassing - Multiclassing is essentially 1e dual-classing opened up to all races and with the removal of ability score restrictions. So it has been there all along and I have already pointed out that I believe it vastly superior to the old multiclassing rules. But the point is, it ISN'T new.

These seem to be the major points of contention that I hear, and I have tried to point out that pretty much every single one of them isn't new.

I again ask that you present me with a set of things that "make D&D what it is" instead of simply stating "3e isn't real D&D" without a logical argument to back it up. I have presented 6 elements that I often hear complaints about - that these elements have somehow changed the basic nature of 3e to make it different from previous incarnations. I have followed this by demonstrating that in 5 of the 6 cases, these elements already existed in previous incarnations and therefore arguing that these are "new" and fundamentally change the game is a flawed argument.

Has the flavor of the game changed? Yes, somewhat - D&D is becoming more "self-referential" instead of relying on old fantasy standbys such as LotR - but it has the ability to now because it has 25 years of history behind it. Are characters as "pigeonholed" into given roles as they once were? No. Is this a good thing? Maybe, maybe not. I happen to think the answer is "yes" because more options to create roles for your characters gives you more options for roleplaying.

So for all of you who tell me that 3e isn't D&D, I again ask you to provide me with examples of things that make D&D what it is and why 3e doesn't fit them (be warned that I may counter by saying something like, "this other system does the same thing and it isn't D&D" - I want things that D&D has that make it unique and that no other system has - though you may argue that it is a set of items and not a single item that makes D&D what it is - for example, D&D and Palladium are both level-based games but are quite different - if you want to tell me that D&D is D&D because it is level-based AND uses a Fire-N-Forget magic system, but just having one or the other isn't enough, that is fine).

If you tell me 3e just doesn't "feel" like D&D should without giving reasons, well, you are certainly entitled to your opinion, but don't tell me "it's not D&D." Instead tell me, "I don't think it feels like D&D." I can't argue with the latter, but I can (and have) argued with the former.

--The Sigil

--Seems to me that there's a lot of people here who CLAIM to be great roleplayers who dislike 3e, and who claim that 3e is "dumbed down" and all that.
--It seems to me that these people, for all their claims of roleplaying greatness, are totally fixated on the rules for some reason or another.
--Is it DnD because of orcs, fireballs, and cure light wounds spells? Or is it DnD because of THAC0, non-weapon proficiencies, and an assortment of clunky, arcane rules? I'd argue that it's the former. The monsters, spells and old faithfuls that make a great adventure. Not the rules that one uses to simulate it.

Back from holidays ready and refreshed for a renewed round of the flame war :)

"I'd challenge your assertion that 3e is not innovative ..... What's innovative is the single minded devotion the designers have with regards to creating consistency and balance in the game" - Jack

Jack, when I said 3e is not innovative, I was referring the fact that 3e overall is not innovative. Yes, there are a few new things that didn't exist in 2e (like monster templates) and yes, it is more streamlined, but 3e hardly invented 'consistency and balance' as you have implied in the quote above. For example, the much proclaimed 'one roll to rule them all' mechanic is not 'new' in the least. Again, I refer you to the D6 system as just one example. Quite frankly, 3e is not a revolutionary quantum leap forward in roleplaying games, nor does it introduce any real ground breaking concepts to RPGs for the first time (3e's opposed skills - again, see the D6 system). Not only is 3e hardly an earth-shattering system, sadly a lot of the character of AD&D was lost in the process of 2e becoming 3e.

"Liking AD&D (or OD&D) over 3e is a bit like preferring a Spitfire over a Harrier Jump Jet." - Me
"No, this is a bad analogy." - Jack

I wont argue about it, so I'll try a slightly different analogy. I could have just as easily used the analogy of an older model Ferrari vs. a newer model Ferrari. What is the purpose of a Ferrari? In the end, for most people it's a status symbol, a fashion accessory. Considering the fact that pretty much any car can go way faster than the legal speed limit, a Ferrari being built for speed is irrelevant. OK, so the newer version might have a fancy inboard computer, fuel injection and active suspension. But so what? Does that make it 'cooler'? Probably not. For many people, on the other hand, the older, tried and true version might give a bumpier ride and guzzle petrol (oops, an Australianism - for those affronted, insert 'gas' or some such) like nobody's business, but has arguably a lot more 'style' and 'character' than the newer version. I gave 3e a test drive and I simply didn't like what I saw ... and I wasn't making it up when I said I really wish that was different.

"Seems to me that there's a lot of people here who CLAIM to be great roleplayers who dislike 3e, and who claim that 3e is "dumbed down" and all that." - Jack

I don't think any critics of 3e on this post have claimed to be 'great roleplayers' ... that seems to be your own defensive assumption in response to other gamers criticisms of 3e. The point is more that 3e's emphasis on skills and feats as the main element of PC customisation might very easily detract from the 'old-fashioned' method of spending time creating an interesting personality and background, and then attempting to play that PC as written - a chance to be someone else in a distant, fantastical land for a few hours each week. If that is what you consider claiming to be a 'great roleplayer', then so be it.

"Is it DnD because of orcs, fireballs, and cure light wounds spells? Or is it DnD because of THAC0, non-weapon proficiencies, and an assortment of clunky, arcane rules? I'd argue that it's the former." - Jack

MERP has orcs, trolls and dragons, fireballs, sleep, haste, bless and telekinesis spells (all their ACTUAL names as printed). So, is MERP D&D too? IMO, D&D was in essence a generic fantasy roleplaying SYSTEM attached to no particular setting - and it was and still is a system I enjoy. So, when you change the latter - practically every core mechanic in that system (all those terrible things like THAC0 and non-weapon proficiencies etc.) - it simply ceases to be the original. After removing the innards of a Rolex and replacing it with the innards of a piece of plastic crap is it still a Rolex? One may or may not like the new system, but that's not the point. (Incidentally, I like the description 'arcane' ... kind of fits a sword-and-sorcery RPG, don't you think?)

Sigil, the seeds of some or all of the changes obviously have their origins in earlier editions, but for the most part if you knew how to do something in the earlier editions the chances are you wont know how it is done in 3e without having to read the new rules. As I said, the argument whether the changes are good or bad is another issue entirely. I really do take your point that most changes were made to already existing elements of D&D, but each alteration wasn't just a bit of tinkering around the edges to streamline the rules, but rather a substantial rewrite in most cases. Taken individually, each change can be considered RELATIVELY small (like the slight reorganisation of the Schools of Magic), but when taken all together it's, IMO, a different story.

You seem to somewhat contradict your own point by saying on one hand that because elements in 3e existed in earlier editions that automatically means 3e is still D&D, but then go on to say, correctly, that just because two systems have similar elements (like being level-based) they aren't necessarily the same game. So, just because 2e and 3e have similar elements doesn't necessarily make them the same game either. If you want examples of why 3e isn't really 'D&D' any longer (and why '3e just doesn't "feel" like D&D' for that matter), IMO here are just three off the top of my head which you have already discussed:

1) Saving throws: The earlier edition saving throws system added a lot of colour. Ok, the saving throw names were idiosyncratic but they were a term-of-art that players of D&D understood. Problems of deciding when to use what could have been easily resolved by a clearer explanation in the new rulebooks, rather than a total rewrite. Although, condensing them down into three saves made sense, and is one of the few rule changes I can understand on that level, it nevertheless means that 3e no longer is or 'feels' like D&D (taken with all the other changes, of course). You might argue there is still a saving throw system - and that equals 'D&D' - but that's a bit like saying that all cats have four legs, my dog has four legs, therefore my dog is a cat. '2e has saving throws, therefore 3e must be D&D' has the same sort of logic about it.

2) THAC0: C'mon, you've got to admit, just hearing the acronym for 'To Hit Armour Class 0' conjures up images of many-a-night spent round a table stuffing your face with junk food, staring at collection of weird dice, badly painted miniatures and a malicious bastard called a 'Dungeon Master'. OK, so you roll a dice and then compare it to a number to resolve combat encounters in all editions of D&D, but that's what all game mechanics (in most systems) pretty much boil down to in the end. The changes in how you determine that number is the real issue and why 3e is and 'feels' so different from AD&D (again, taken with other changes). 3e's one step beat-a-difficulty-number mechanic (i.e. your opponent's AC) is a bit too similar to many other RPGs (D6 Star Wars, for example).

2) Feats: These may be inflated versions of some earlier elements from AD&D, but their prominence in 3e and their elevation to use as mini-superpowers can make 3e feel, as I have said above somewhere, at best cartoon like and, at worst, like a bad kung-fu movie. Again, another change IMO that means that 3e no longer is or 'feels' like D&D (and again, taken with all the other changes). Like most of your examples, the point that some of the changes may have been conceived of, in one form or another, in earlier editions just isn't the point, it's how the various actions are resolved (i.e. the mechanics), and how they fit into the new system that is the issue.

At the end of the day, I can pick up an OD&D module printed, say in 1979, and run it with OD&D (in any incarnation), 1e or 2e rules today ... and have relatively few changes to worry about - changes that I can mostly make on-the-run during a game. This can't really be said of 3e. The common 'language' is obviously gone, and the internal power balances have been significantly altered also. IMO, the changes, for good or bad, were significant, and so the criticism that 3e 'just ain't D&D' is still valid.

As for the new 3e stuff ... well, WotC were always going to start pumping out loads of accessories once they got going, and some products were going to be utter crap and others were going to be pretty good (just like the Complete Handbook series etc.). So, Sam from Quebec, I hate to be the obnoxious member of the '3E sucks cock' brigade to say 'I told you so', but ... I told you so :)

Merry Xmas and a Happy New Year all :)

Tas

A couple of quick responses to you, Tas...

"1) Saving throws: The earlier edition saving throws system added a lot of colour. Ok, the saving throw names were idiosyncratic but they were a term-of-art that players of D&D understood."

I will agree with you that they added color (colour, whatever, I can understand and speak Aussie/Brit English as well as Amerish ;-) even if others have a problem) to the system. But my main complaint was, again, they were one-sided. It doesn't matter how tough your opponent was - saving throws for the most part weren't dependent on you opponent's abilities - they depended only upon your own. While you may not like the "roll a die, add a modifier, compare with a number" method, it allows much more scaling of difficulty to take place. Again, I want to know why, in OD&D, my fighter needs to roll the same number to beat a 1st-level wizard's sleep spell as he does to beat a 30th-level wizard's meteor swarm spell.

Secondly, when taken with the changes to the multiclassing system (which I consider one of 3e's biggest improvements over 2e), it becomes absolutely necessary to change the nature of saving throws, making the system a "cumulative bonus" rather than "pick the best available based on your class/level combinations."

The moment you allow dual-classing or multiclassing, you must come up with a system to determine how saves, hit rolls, hit points, spells, and so on will work. In 2e, the MC system was "pick the best available option" except hit points where it was "take the average."

"Problems of deciding when to use what could have been easily resolved by a clearer explanation in the new rulebooks, rather than a total rewrite."

Could have been. But they were not. I thought this was a discussion on the merits of each system as written, not on what the system *could* have been if it were done better. ;-) That 3e contemplates multiple possibilities and defines saving throws broadly, instead of narrowly, so that they CAN be used in such a fashion, is, in my mind, a proof positive that at least in this limited case, they absolutely did a better job with the mechanic; i.e., Saving Throws were done better in 3e because the rules were written to cover all possibilities, whereas prior editions' rules did not cover all possibilities. That seems empirical to me. If you don't like the mechanic, that's another thing, but it's hard to argue that previous editions did a better job applying Saving Throws to all situations.

"Although, condensing them down into three saves made sense, and is one of the few rule changes I can understand on that level, it nevertheless means that 3e no longer is or 'feels' like D&D (taken with all the other changes, of course)."

That you do understand why a change was made - but you don't agree with it - shows that this is a "matter of taste" with you, so I can agree to disagree on which is better - it becomes a matter of opinion at this point. So I like the 3e way and you like the 2e/1e way. No big deal. No sense arguing that one further.

"You might argue there is still a saving throw system - and that equals 'D&D' - but that's a bit like saying that all cats have four legs, my dog has four legs, therefore my dog is a cat. '2e has saving throws, therefore 3e must be D&D' has the same sort of logic about it."

Now you're twisting my premise a bit. I want you to tell me what makes D&D. "Saving Throws make D&D" is a bad argument for the reasons you suggested above - it is like saying "four legs make a cat." My counter-argument would be "four legs also makes a dog so four legs is not a good criterion by itself." Or, in terms of D&D (since that is the subject at hand), many games have Saving Throws, therefore "D&D has Saving Throws" is not a good definition of D&D.

IOW, my argument is not "this also meets the criteria so this is also D&D" but rather, "this also meets the criteria and is clearly not D&D, so the criteria given obviously are not sufficient to define D&D." See the difference? ;-) I'm not trying to add something as D&D, but instead trying to "break" your definition by providing a counter-example (an old logical method - to disprove a theory, one needs to merely provide a single example where the theory clearly does not hold).

"2) THAC0: C'mon, you've got to admit, just hearing the acronym for 'To Hit Armour Class 0' conjures up images of many-a-night spent round a table stuffing your face with junk food, staring at collection of weird dice, badly painted miniatures and a malicious bastard called a 'Dungeon Master'."

Actually, my memories of THAC0 involve sitting around a bench at recess with reams of graph paper behind a cardboard screen and BEING that malicious bastard called a 'Dungeon Master.' :-)

"OK, so you roll a dice and then compare it to a number to resolve combat encounters in all editions of D&D, but that's what all game mechanics (in most systems) pretty much boil down to in the end. The changes in how you determine that number is the real issue and why 3e is and 'feels' so different from AD&D (again, taken with other changes)."

Okay, we are in agreement on the point that in pretty much any game, it's "roll a die, compare with a number." If you wish to define "use of THAC0 as part of the comparison method" as one of the things that defines D&D, I don't agree with you, but I can't argue with it, because I can't provide a counter-example of something that is clearly not D&D that uses it. On the other hand, it *is* an assumed criterion that I do not share. But since, in logic, I can only challenge the validity of an assumption by using it to simultaneously prove contradictory statements, I must let your assumption stand.

IOW, if you wish to define this as a criterion, then you are right to use it. On the other hand, I am also right to not use it in my criteria because it is a matter of what you want to assume. Another matter on which I will say, "I agree to disagree." I don't agree with you, but I don't begrudge you your point of view and have no reason to try to assault it.

"3e's one step beat-a-difficulty-number mechanic (i.e. your opponent's AC) is a bit too similar to many other RPGs (D6 Star Wars, for example)."

I was thinking you were going to mention the even more obvious example - the Palladium system. But IMO, it all boils down to the same thing - roll the dice, add/subtract some modifiers, compare to a number. My opinion is that THAC0 need not be part of the process (but then, I tend to look at it from a more abstract point of view where the result is the thing, not the process one takes to arrive there). Yours is. Okay, fine. We disagree and that's fine. That's why there are multiple RPG systems out there - because people disagree on what the "right" way to do something is. :-)

"2) Feats: These may be inflated versions of some earlier elements from AD&D, but their prominence in 3e and their elevation to use as mini-superpowers can make 3e feel, as I have said above somewhere, at best cartoon like and, at worst, like a bad kung-fu movie."

I couldn't disagree more. When properly used as part of a campaign, Feats are what make combat more interesting than "stand there trading slugs and the last man standing wins." Feats are what make it possible to see hedge wizards brewing potions. Feats allow your "master of fighting with two daggers" character to truly be a "master of fighting with two daggers." When coupled with Skills, they allow for a character who could play "Outer Planes Trivial Pursuit." They allow for a necromancer whose necromancer spells have even more nasty efficacy than a similarly-leveled character.

In other words, they give Game Mechanic substantiation via grant of abilities to match descriptions. I have run a 3e campaign for over a year now and have not seen the "cartoonish" or "bad kung fu" aspects - merely great roleplaying tools that make the game more varied and interesting (then again, perhaps the fact that none of my players are min/maxing helps - among the Feats these guys selected are things like Leadership, Spell Focus: Evocation, Skill Focus: Wilderness Lore (helps the ranger track), Exotic Weapon Proficiencies (to help them blend in with the local orc tribe by being able to use funny orcish weapons easily) and so forth).

As with many things in all systems, Feats are a tool that can be abused by players, but open up fantastic role-playing opportunities when used properly and help create some of the fantasy archetypes we are used to (such as the ranger who can track a falcon on an overcast day). Is it larger than life? Probably. Is it cartoony? No. We want our heroes a little larger than life - after all, if we were playing a "true-to-life" medieval simulation, the characters would be heavily-taxed, disease-ridden, farming serfs who barely survive bouts of plague, drought, wars, and other unpleasantries.

"Again, another change IMO that means that 3e no longer is or 'feels' like D&D (and again, taken with all the other changes). Like most of your examples, the point that some of the changes may have been conceived of, in one form or another, in earlier editions just isn't the point, it's how the various actions are resolved (i.e. the mechanics), and how they fit into the new system that is the issue."

I gather from these comments that rather than seeing special abilities integrated into the system, balanced, and conforming with the rules of the system, you would prefer to see special abilities that are obviously late external "hacks" to the system that do not conform with the rules (IOW, create a horrendous set of exceptions to remember) and do not have any game balance (making them even more dangerous to min/maxers)? I have to disagree with you on this one.

The argument can be made that if you don't want special abilities in the older system, you can simply eliminate them and since they are "add-ons" to the rules, game balance remains intact. This would be true but for the fact that there was no game balance in previous editions of D&D (please don't start on "level caps for demihumans" since I don't know of a single oD&D campaign where house rule number one wasn't, "no level caps on demihumans"). And multiclassing was unbalanced (I again use the example of an elf with 1 million XP who can be a level 11 fighter or a level 10/11 fighter/wizard, giving up a point or two of THAC0 and an average of 20 hp for the ability to throw spells).

So, yes, it is easier to remove the special abilities from oD&D (where they are not tightly integrated into the system) and if you like that, that is your business. I find that, properly used, Feats add much more to the game than they take away from it (I have seen players agonizing over which Feat to take at 6th level - and this tells me that there is not a single "super set" of Feats that make the perfect combat machine). The nicest thing about 3e is that there are SO many options that a single Feat (or set of them) does not give you the advantage in every situation.

Now, there are some changes I didn't like about 3e - if you want to tell me that they eliminated halflings and renamed "kender" to be "halflings" I won't argue with you. And the treatment of gnomes is beyond bad, IMO.

"At the end of the day, I can pick up an OD&D module printed, say in 1979, and run it with OD&D (in any incarnation), 1e or 2e rules today ... and have relatively few changes to worry about - changes that I can mostly make on-the-run during a game. This can't really be said of 3e. The common 'language' is obviously gone, and the internal power balances have been significantly altered also. IMO, the changes, for good or bad, were significant, and so the criticism that 3e 'just ain't D&D' is still valid."

At the end of the day, I can run a 2e or 1e module in 3e with the following three changes:
1.) Subract all THAC0's from 20 to get a total attack bonus.
2.) Subtract all AC's from 20 to get the correct AC.
3.) Place a Difficulty Rating of 15 plus Average Party Level on all traps.

And I'm done. I can run the adventure like this! Is that really too much work? Of course the conversion isn't perfect, but it's darn close.

I think everyone who is complaining that converting to 3e is too hard is making way too much out of it.

"As for the new 3e stuff ... well, WotC were always going to start pumping out loads of accessories once they got going,"

True enough, but the rate at which they are pumping out those accessories has been FAR slower than the rate at which TSR pumped them out. OTOH, the rate at which WotC plus all other "bandwagoning" companies has been pumping out material is far higher. But WotC themselves have actually gone at a fairly moderate rate (I again refer you to the 6-7 products per month over TSR's final 5 years versus the current rate of about 2 products per month since the release of 3e).

"and some products were going to be utter crap and others were going to be pretty good (just like the Complete Handbook series etc.)."

Some products have been utter crap, but for the most part, they have been pretty good. Though IMO, the Complete Handbook Series was one of the WORST Series ever released for 2e. But that is a matter of opinion and not worthy of a flame war since we already seem to agree that we can have differences of opinion and it's okay. ;-)

"So, Sam from Quebec, I hate to be the obnoxious member of the '3E sucks cock' brigade to say 'I told you so', but ... I told you so :)"

Umm, that would be "3e sukes cuck" ;-b and I don't think anyone expected WotC to stop putting out new material. But I will say that at least I can use most of what they are putting out in some form or other - even if I don't game in the Realms, the magic items, prestige classes, Feats, and rules for new things (such as drug use) are modular enough to "port" from world to world. OTOH, I had little use for Maztica, Dark Sun, Ravenloft, Spelljammer, and so on, since each used so many "optional add-ons" that they became mostly useless for my campaigns. In the same way, I can't really grab anything from Mystic Eye Games (using Vitus Points) or Ravenloft, or Deadlands, or other d20 systems that require "added rules."

Enough blathering from me. I'm done. Merry Christmas, all.

--The Sigil

Sorry for the foul language, I'll go chew on a bar of soap now. ;)

By the way guys, Tas and Sigil agreed on something back in the LOTR post.... be affraid folks :)

I'm gone

[[ Not only is 3e hardly an earth-shattering system, sadly a lot of the character of AD&D was lost in the process of 2e becoming 3e. ]]
--There's only so much that can be said about this before it's clear that an impasse has been reached.
--You constantly refer to the "loss of character" which DnD has suffered, in the same breath as the rules changes. If the relative clunkiness of the 2e mechanics were what made the game for you, then I'm not sure what more can be said. In my book, that sort of thinking is two steps away from valid. Step 1 is that the rules control the "character" of the game. Step 2 is that bad rules have more character than good ones anyway.
--I'd also point out how foolish it is to be "new" for the sake of newness. Die rolls represent a randomly generated range. So do playing cards, coin flips or whatever else. No matter how you disguise it, everything can be simulated with a roll. If you're mathematically unaware enough that rolling a handful of d6s seems more "innovative" than rolling a single d20, then there's just not gonna be much agreement between us.
--Ultimately what has happened is that WotC has added more functionality to the game, and removed much confusion. This is a logical and intelligent progression. If it's something you can't enjoy, that's fine, but that's not something you should be proud of. As I have said before, you have every right to suggest that 3e is a step down for YOUR enjoyment, but to suggest that it's not a step up in general is delusional.

[[ I could have just as easily used the analogy of an older model Ferrari vs. a newer model Ferrari. ]]
--This is a better analogy. I more or less knew where you were coming from in the first place though.
--The fundamental difference between us, is that you seem to enjoy being interfered with. When you're playing DnD, it somehow pleases you to come to yet another common game occurance that requires an arbitrary ruling or consultation of some arbitrary table. You like using the horribly counterintuitive THAC0 mechansim because you've attached some significance to it. I don't know WHY you'd enjoy all this, I just see that you do.
--For me the best analogy wouldn't be Harrier to Spitfire or Ferrari F50 to Ferrari 360, it'd be a Ferarri 360 to a Ferarri 360 with the gears arranged out of order on the stickshift, a speedometer that counts down from 200 mph, rather than up to it, and an engine that randomly requires diesel gas from time to time, with no indication as to when or why. In short, I'd say that 3e and 2e are the exact same car, but the 2e version has been saddled with all manner of shitty mistakes, and the 3e version is smooth and streamlined, allowing you to get directly to driving with minimal hassle.

[[ If that is what you consider claiming to be a 'great roleplayer', then so be it. ]]
--Semantics... All I'm saying is this: I see lots of people saying "learn to roleplay you 3e munchkins" then I see those same people saying "the rules gave 2e character." Is it the rules or the roleplaying that matter? They can't both be of primary importance.
--The fact that you fixate on the rules, to me, is nearly a proof that you're more of the "munchkin" that you admit. For me, the system is, and always has been a vehicle for telling a story. I don't care if you call it THAC0 or To Hit Bonus, or whatever. I never spent that much time obsessing over how to boost it up. You remember the things you focus on. I remember the great stories, great characters, fun times with friends. You remember the rules. Who's the munchkin?
--And BTW, don't take "some people" to mean "you." It literally meant "some people."

[[ MERP has orcs, trolls and dragons, fireballs, sleep, haste, bless and telekinesis spells (all their ACTUAL names as printed). So, is MERP D&D too? ]]
--Oh, come on... More semantic games. I could have just as easily said "the genre elements make DnD what it is, not the rules." I chose to actually list genre elements in the hope that they would remind you of what is great about the game. This is my attempt at adding a little drama and vitality to my arguments. To me, the images of orcs and fireballs evoke many great RPing memories. I suppose that sort of thing is lost on you. Perhaps if I mentioned that joyful night where you played AssQuest, a special homebrew system that replaces all numbers with letters, and makes all die rolls based on the results of a random die roll chart, you'd be more excited. "Haha! My RRTHBASSWFIAFOTSSIM (Required Roll T Hit Bipeds And Some Sheep When Fighting In A Field On The Second Sunday In March) score is PZ! That means I need to roll... Hmmm. Oh! An MR sided die, plus a LP sided die and see if it's greater..."
--Jesus christ, PLEASE don't shackle me with that sort of bullshit, man. 2e sucked. You liked it cause you're odd. REALIZE IT.

Has anyone seen or read 12 Angry men? A great play from writen by Reginald Rose in the 50's that got turned into a movie and should have earned Henry Fonda an Oscar? Anyone?

Well, if not, you should rent the movie just for the sake of watching good drama. The debate here reminds me of it. Many of us have used the same argument techniques as the "bad guys" from that story. In the sense that many assume that their opinion or taste preference are general and apply to most if not all "sensible" people. Just like jury number 3 and 10 are convinced that their world view is THE world view.

What about the creative geeky insults we use on one another, like munchkins… WTF! Come on! If some people are power players and you don't like it, don't let them play at your table. RPGing isn't a unionized thing where seniority and other rules determine how one joins a group. The players and the game master decide how they want their game, that's it.

I, for one, like my adventures/games to be comprised of varying degrees of intrigue (AKA head achy part), comedy (AKA half witted puns and jokes), diplomacy (AKA the part where the fighters are back benching) and the gratuitous violence (AKA Da Rumble).

As much as I don't like munchkins or power gamers myself, I also hate the kind of player that constantly tells the DM what his familiar is doing and how he cares for it and how it feels and… "Will you shut up about that stupid crow man!" It's a question of finding the right balance for the group you play with.

Oh and Tas, alot of people on both sides of the argument have used the "We're better role players than you" argument. So Jack's reaction is only natural. Who started this "We're better than you" cheap argument I don't know, but it's there all over the post.

Some like clunky systems (their choice), some like things to be more functionnal. It depends on the learning capacities of the players and how much time and effort they are willing to spend on this wonderful hobby.

I myself would and have taken the time to learn the worst conceived games, some wouldn't (their loss). I must admit that a more accessible system can make it so that great ROLE PLAYERS can play, even if they don't have what it takes to master a quirky or complicated system like... GURPS.

Some say the rules make the game, some say the players do and some say it's a weird blend of the two. Whatever!

It's YOUR game. Keep playing 2E or Hack Master, don't switch if you don't like 3E. If you thought 2E sucked, sell your books to those who thought it was the best and switch to 3E.

I like arguing as much as the next guy, actually more than that if you ask my girl friend, but nobody here has added anything new for a while. Maybe we should start aguing about something else?

Should halflings look like hobbits or like shrunken elves? Should Flumphs be available as a player race? Or why do they always ask the same dumb riddles in every adventure?

Cthulhu Matata

D&D should have and extra book, it can be filled with all sorts of races and classes. It would be like another Players HandBook but it will only have races and classes in it, then it will be alot funner if it had more than 12 types of classes in it. and it needs new spelles in all of the editions they all almost have the same spells in it. A class that i thought of would be a Summoners Class, or a Demon class, or a Vampire Class.

A new class should be a summoner or a Demon or a Vampire.

Frankly I think that Wizards has made a very good business move. They have bought a product from a company with very poor cash flow and they are now going to milk the cash cow. 2nd Edition did well and continued to do well but once the players bought all the books what was left to buy. Some of the players bought modules sure, and of course there was always a supplment or two but overall there was not a lot of money coming in.

Wizards offer TSR enough money to pay off their debts and doesnt let go too many of the creative staff (management say goodbye)

Now what to do. They need to come out with a new product. Wizards is a name that most (if they havent been under a rock for the last ten years) know. They decided it is a good business move to push out a new version of AD&D. For all purposes its a new game. There is a enough that is familar (modules, books etc) but it is a new game. (if you dont agree that cool. Been playing D&D since 78..I know when I see a new game)

OK now they have a name and new books. Everyone has to have it and because HASBRO bought out Wizards they have a lot of money to push this new game. Now we have a new game, new modules, new supplements etc. Lots of money coming into the company that poor TSR because of its had rep and lack of cash flow could not have pulled off.

IMHO I give the new editon 5 years. (maybe 3) It will then be Wizards idea to come out with a new edition. So lets call it 4th edition. Look now everyone can go buy new books, supplements and modules.

Dont think so....hmm..take a look at a company called Gamesworkshop. OR Wizards..does anyone remember the dozen or so sets of Magic the Gathering thats been released.

People keep comparing the two editons. Dont bother its like comparing RuneQuest to Space Opra. Play 3rd edition have fun thats what gaming is all about. Play 2nd edition for the same reason (or 1st). I am sure we will all be saying the same when 4th editon rolls around.

uh, putting money into a company allowing it to make new stuff like cool new edition handbooks, good campaign settings, and releasing a lot of cool ESDs for low costs (but unfortunately not all countries) is not exactly "milking the cash cow".

One thing that I have to say is that it is so much easier to overpower characters. My friend came to one of our weekly sessions last week, and said that he had figured out how to make a lvl. 20 gnome who did an average of three hundered damage around against a great gold wyrm and how to make a lvl 20 human samurai with 640 hp. You know you have crossed the line when...

Hey Pirate!

How fun would such characters be to play? Just wondering. If you can make 300 a round against a gold wyrm good for you (or your friend). All I say is min maxing existed even in first ed it gets inflated with every new player that puts his/her mind to it. There ain't much to it, heck you can even make killer PC's for Call of Cthulhu...

Maybe you can make killer characters for CoC, but will they be able to hold onto their sanity for any longer? :)

Wooz

Actually yes, with a high score, as long as you keep off the books... but what's the fun in that... Wich brings us back to the killer PC question... why do it? They get so tiresome after a while.

C ya all, moving tommorow so gotta catch some zzs

First, this article is a total and complete waste of space. Yes, there are issues with it... and just last night I was thinking to myself that 3rd Edition D&D has lost a lot of the 'feeling' that 2nd Edition had... but there is absolutely no denying that 3rd Edition is a much more simple and flexible system than 2nd Edition.

However, your article was so blatantly backwards that I had trouble believing you actually posted it as anything but a troll. First of all, you've demonstrated that you don't have the faintest idea WHAT Challenge Ratings and such are. They have NOTHING to do with combat... only in determining how much experience the party would get for overcoming the creatures, once cross-referenced against the party's average level on a convenient table in the DMG. That's just the tip of the iceberg. You honestly had absolutely no concept of the mechanics behind 3rd Edition D&D when you wrote this.

thac0 still exists. It's just forwards instead of backwards now. Rolling high on a to-hit roll is still what you want to do... and there's no artificial limit on AC at -10 like there was in 2nd Edition (unless the DM allowed lower ACs), making it harder to create an unstoppable munchkin Fighter. Essentially, an AC of 30 is what AC -10 *used* to be... and rather than drop your AC when you add armor and protective gear, it now raises it. Roll 1d20, add your bonuses, see if it beats the AC. Simple.

Classes are more flexible in 3rd Edition. Using psionics no longer requires comprehending a totally seperate system just for psychic powers like it did in 2nd Edition.

3rd Edition and 2nd Edition *ARE* two different games, yes... but you *CAN* compare the two. You can compare apples and oranges if you really want to... and 2E and 3E have much more in common than that.

At times, it almost seems as though part of the problem with 3rd Edition is that it's *too* simple. Everything is laid out in clear instructions of black and white. Everything is explained thoroughly... even Attacks of Opportunity (which I initially hated but now believe in quite strongly after DM'ing 3rd Ed since release). What's the problem with that? It's just nowhere near as geekish now. ^^ No longer does it seem like a 'roleplaying player's handbook', it seems like a set of instructions. But maybe that's just me.

I could go on and on. But end of story is that the poster of this article is a complete troll. Or a moron.

And Pirate Bobo, your friend is a liar. :) Plain and simple.

I've played D&D since the beginning. They have taken everything I hated about 1e and 2e (which are really more like 4e & 5e), everything Gygax vomitted from his unbalanced brain, everything that made no logical or even fantastical sense, and threw them out the window. Huzzah!

Thank God all that old Gygax crap is gone. Good riddence.

Personally, when I DM campains (I'm certainly not the greatest DM ever, but I do my best), I use my own, more realistic hybrid set of rules that is a combination of ADD 2nd ed., ADD 3rd ed., various online house rules i have found, along with some new rules I and my players have developed. I have the 2nd ed. DMG and MM and I can not seem to find a Players Guide, so a lot of my rules HAD to be house rules (although I had most memorise from reading friend's Players Guide). I think the 3rd ed. is okay, but so is 2nd ed. (I have not had the honor of playing 1st ed.) If a DM in Arkansas is looking for players, e-mail me...

P.S.
Karidal, I generally agree with your point of view...

HEY FUCK YOU Jubilex!!!!! Gygax is a GOD!! Tomb of Horrors, The 1st edition DMG, Thats what the Game is all about. Without it all you have is this wussafied 12 year old 3E Shit. Now HackMaster, thats a Game. I hope to GOD that Gygaxs writes for this system. Die hards like melive for it.

Hi all,
re: 3e sucking, I think the major flaw is the computer game feel. We all know why WotC did that, it is to dumb it down for the TV consumer type customer. Unfortunately, D&D is like a physical sport, in that there needs to be a single set of rules useable by all but demanding enough to make the activity meaningful in terms of skills of the game (for D&D, rules knowledge and implementation) and scoring the game (for D&D, legitimately earning XP for roleplaying character activities).

Third Edition has lost the essential thread of the D&D continuity in that it lacks flavour and sufficiently detailed rules. Many 3e rules are not comprehensive, and are also littered -littered- with errors of logic. THe playtesting was clearly not done. This will have huge longterm effects in that as players advance their characters the DMs out there will strike more and more problems of game balance. In the computer games 3e is an imitation of, such as Diablo and similar, the problem is solved by simply ending the game... in a live "mental sport" like D&D it will cause a serious breach of trust within a gaming group when a group has to redefine its whole campaign every few adventures to prevent more and more powerful destructive effects from spoiling the feel of what is sold as a high fantasy experience. Similar problems are emerging in the d20 rulebooks people have brought out.

In relation to the numbercrunching questions concerning surprise, etc., the person posing this deep question has skipped the stochastic modelling lesson in which the reason we use dice was explained -- we use dice so we DON'T have to calculate this. If character A surprises on 7 or less on d8 and character B negates surprise on 5 or less d12 or whatever, that is why we roll dice of the appropriate number of sides. It is redundant to attempt to port such calculations to another expression with the same or higher difficulty. Although, how difficult is it to generate a percentile out of the product of two fractions, with or without a calculator?

For those really against 3e, take comfort from this: by pandering to a lowest common denominator audience, HASBRO / WotC have guaranteed that their "D&D" brand will have a similar lifespan to all the other pap produced for the trancers.

im new so i mite be prgedst but im the dm in a grope im starting and 3e ruls look esre than 2e rules sonde. mim could be rong but i dout that sum how. if 3e brings in new blood then it cant be an all bad thing, canit

and by the way, sory for the speling mestaks but im dilexec

Come on T2 are you for real?

If you are you suffer from aphasia not dyslexia by the way, but since you made it all up to make the pro 3E people look bad, I guess you would not know that now would you?

And Gamer, except profanity can you find a good point of argument? I doubt it.

Sure the Gygax modules gave me some of my fondest teenage memories, but come on! Even you must admit that as you grew older, you started making fun at the simplistic plots, the rumour tables and the ever so stupid villages where everyone was 5th level but couldn't get the nerve to deal with the bandits and the orcs (remember Temple of Elemental Evil where for the first levels the village was more dangerous than the Temple itself?).

Even you must have found it incredibly stupid that a people worshiped gods and demons that were less powerfull than they were, or at least than their champions were. No?

Even you must have boosted Tiamat and all the dragons so that they gave a challenge to characters of a level higher than 14. No?

Tell us you didn't have a binder filled with home made rules and monsters so your game ran smoother and was more interesting.

Tell us you didn't modify all the "perfectly excellent God's gift to gaming Gygax modules" so they made more sense and were more interesting to run and play. Can you say that? Honestly?

If not, then you whole rant about "Gygax is a god" is a bit hypocritical don't you think?

If you can then I am sorry for questioning your integrity and offer my appologies.

But still...

Get this through your thick skull, "Hackmaster" is a parody of AD&D's first edition, just like "The Knights of the Dinner Table" is a parody about 3 munchkin-ruleplayers, a poor artistic roleplayer and a DM stuck with a bunch of players that refuse to do anything but hack monsters.

Oh by the way, I assume you DO master the English language enough to have seen that the title "Hackmaster" contains the word "HACK". You know like hack and slash? Well I guess at least the game's writers are honest about what they liked about first edition AD&D.

Are you?

Feel free to disagree.

Cthulhu Matata.

Oh by the way, there is a balance of play with 3E (just like there was with the previous editions) once you get past 12-15 th level. What makes it more problematic in 3E is that we don't have enough experience with the system yet to really deal with it efficiently.

"Many 3e rules are not comprehensive, and are also littered -littered- with errors of logic."

Examples? I can provide numerous examples of logical errors in 1e. Infravision. Surprise chance (I'll get to this again in a moment). Multiclassing/Dual Classing. "The silly spectacle of taking a fighter with plate and a shield (AC 2) and giving him a +3 shield instead and getting a resultant AC of -1 (yup, 2+3= -1)." (quote taken from a book written in 1974!!!). Demi-human level limits... that's why the 30-yr old human wizard can be better than the 500-yr old elf wizard. Need I go on?

Perhaps you refer to some "fiat" decisions - like Darkvision replacing Infravision. Is Darkvision realistic? No. Does a "fiat" decision like this eliminate a TON of problems? Absolutely. The rationale, "it just works because it is magic" IS acceptable in a fantasy genre. I am generally not a fan of "fiat" decisions but on a limited basis, where the alternative is fifty pages of rules, I'll take the one sentence "fiat" decision that the game designers themselves admit was done by fiat in the interest of GREATLY simplifying things.

"THe playtesting was clearly not done."

**rolls eyes** The playtesting was clearly not done? Have you examined the back of the 3e Player's Handbook? You know, the page with the names of *hundred* of playtesters? Clearly, the playtesting *was* done - far more so than with 1e or 2e, which had a playtesting cadre of maybe a couple of dozen.

"This will have huge longterm effects in that as players advance their characters the DMs out there will strike more and more problems of game balance. In the computer games 3e is an imitation of, such as Diablo and similar, the problem is solved by simply ending the game... in a live "mental sport" like D&D it will cause a serious breach of trust within a gaming group when a group has to redefine its whole campaign every few adventures to prevent more and more powerful destructive effects from spoiling the feel of what is sold as a high fantasy experience."

Not quite sure what you are getting at here. I will grant that 3e appears to have taken a good share of "modeling" its world from computer games. It seems to me that the existing set of rules is very well-suited to conversion into computer code. But please be more specific in what you mean by "powerful destructive effects." Prismatic Spray, Meteor Swarm, and other such goodies (including the ultimate game-breaker, "Wish") have been around since 1e.

"Similar problems are emerging in the d20 rulebooks people have brought out."

Huh? You mean escalation of power? "Munchkinism" or what have you? How awful! We never saw any of that in the "good ol' days" of 1e ***cough*** psionics rules ***cough*** Unearthed Arcana ***cough*** or 2e ***cough*** Complete Handbooks ***cough*** Skills & Powers ***cough***. As far as "continued escalation" goes, I agree that this is a problem in most systems, 3e/d20 included. However, when I play, I use the "Core Rulebooks." That means the PH, DMG, and MM. And IMO, the 3rd edition set of Core Rulebooks contains a superior system to the 2nd and 1st editions. Add-ons are ALWAYS optional, and therefore should not be considered when looking at the merits of the mechanics of the game.

"In relation to the numbercrunching questions concerning surprise, etc., the person posing this deep question has skipped the stochastic modelling lesson in which the reason we use dice was explained -- we use dice so we DON'T have to calculate this. If character A surprises on 7 or less on d8 and character B negates surprise on 5 or less d12 or whatever, that is why we roll dice of the appropriate number of sides."

You danced around the question very adroitly without providing the answer. The person posing this deep question has a very deep grounding in statistical mechanics and modelling the world around him... he has a physics degree. He is me. Give me the answer to my question... "how do you determine surprise in this case?" and I will leave it be. You didn't even tell me which die do to roll, a d8 or d12? As for "skipping the stochasitc modelling lesson," good grief, I know the insides and outsides of the bell curves better than I care to. Let me provide a 2-minute explanation of "stochastic modelling" (modelling a world based on probability) and pose my question yet again.

A single die has a flat probability curve with a length determined by the number of possible outcomes (i.e., sides of the die). Adding modifiers to a die simply shifts this probability curve from side to side without changing its shape. Multiple dice create a bell-shaped probability curve, with the shape approximating a bell curve better and better the more dice we use. Again, modifiers added to/subtracted from the result simply shifts the curve from side to side without changing its shape.

Some of D&D's stochastic models are simple to understand... like rolling ability scores... we understand that a "curve" exists, with most people falling toward the center of the curve ("average" people). In rolling ability scores, most people have 10 or 11 in a given score. It means that exceptionally high or exceptionally low scores are rather uncommon. In other words, if you take 216 people, you expect only one of those to have an 18 Str, but you expect 27 of them to have a 10 Str. In other words, "all outcomes are not created equal," or you expect to see some results more frequently than others. This is not at all a bad thing for modelling human population, where you expect to see far more "average" specimens than "exceptional" specimens.

Compare this to combat in D&D. Once you do all the math involved with BAB, THAC0, or whatever, in both 1e and 3e it essentially boils down to "you have to roll at least this on a d20 to hit." That is a flat probability curve. If you take 200 rolls, you expect 10 rolls of 18 and 10 rolls of 10. Thus, if I am told that I need at least a 16 to hit, I can expect to hit 25% of the time. This is a simplistic model, but certainly adequate for combat.

Here we have two relatively straightforward, if unidentical, stochastic models. The question on the surprise rule then, is quite simple... WHAT IS THE UNDERLYING STOCHASTIC MODEL FOR SURPRISE IN 1ST EDITION AD&D?!?

We are given several points of reference. A "normal" situation has a 1 in 3 chance of surprise (1-2 on a d6). Some situations are not "normal," however - an exceptionally cautious character may be surprised only 1 in 6 times (1 on a d6) while a very stealthy character may surprise 7 times in 8 (1-7 on a d8). However, we know that both of these points are in relation to "normal." We do not have an independent spectrum on which we can measure them. And as I have mentioned, I have not been able to find a first-order or second-order equation on which they can be modelled, because we are not given enough information with which to model them. This is because we are always given surprise chances relative to "normal" and never relative to another "non-normal" point. Hence, we have no idea of how the "surpriser" and "surprisee" abilities should scale relative to one another.

What it boils down to - and I cannot state this strongly enough - is that there IS no underlying stochastic model for surprise in 1st edition AD&D. What we have instead is a "by fiat" system... the farthest thing from a consistent statistic model. Rather than a nifty mathematical expression (i.e., a consistent, underlying stochastic model), we have a "because I said so" expression. Ugh!

"It is redundant to attempt to port such calculations to another expression with the same or higher difficulty."

It is redundant, but it is useful for the sake of examining the underlying statistical model, or indeed, to note if such a model can even be found. Anyone who has made a detailed study of the use of statistics in science will tell you that in order to draw meaningful conclusions, your data curve must be subjected to several different statistical analyses, some of which are somewhat redundant but which are required for gaining a meaningful interpretation of the data.

"Although, how difficult is it to generate a percentile out of the product of two fractions, with or without a calculator?"

Ah, so you believe that surprise is the product of two fractions. Wonderful. Let us see if this is consistent with what we find in the rules. If what you are saying is true, then the total surprise chance should be the probability that the surprisee is surprised times the probability that the surpriser can surprise. This also indicates that neither R(n) nor E(n) can ever be greater than unity (1) because it is statistically invalid to have a probability of an occurence greater than 1... in our example, that is to akin to saying that someone will surprise you 150% of the time that they meet you.

If we call R(n) the normal chance of the surpriser to surprise and E(n) the normal chance of the suprisee to be surprised, we can then proceed from there to get an equation of R(n)*E(n) = 1/3 (since "normal" surprise chance is 1/3). Wonderful!

What can we conclude so far? R(n) and E(n) are both between 0 and 1 and their product is 1/3. Let us assume, for sake of simplicity, that R(n) is equal to 1. Then E(n) must be 1/3. Okay. Let us now take the case of the "hard to surprise" character (call his surprisee chance E(h) for the case of this example) against a "normal surpriser" (who will again be represented by R(n)). We then have E(h)*R(n)=1/6. But since we assumed R(n)=1 in the example above, we have to stay with that assumption. Thus, E(h)=1/6. Well, that's kind of what we expected... E(h) is half of E(n). Okay. We're still doing fine.

But now we have to go the other way... what happens when a monster's probability of surprising is better than normal (say, 7 in 8). Well, our guess above that R(n) is 1 must be wrong, since we already said R(n) is 1 and R cannot be greater than 1. Let's ignore that for the time being, though, and do the math anyway. We can always apply a scalar at the end to make our results more palatable, right? We'll just bump up E(n) by a factor and bump R(n) down the same factor at the end of this exercise. Well, going back to our original question, we find that R(g)*E(n)=7/8. Since E(n) is 1/3 (from above), E(g)=21/8. In order to bring this down below 1, let us apply a scalar constant... let's pick 1/3. That means that we must adjust our figures above... divide E's by three and multiply R's by three. We end up with R(g)=7/8, E(n)=1, E(h)=1/2, and R(n)=1/3.

This suggests to us that our surprise equation is 3*R*E where R and E are the given die rolls, expressed as fractions, of the surpriser and the surprisee. In normal conditions, R=1/3, E=1/3, so the total is 3*(1/3)*(1/3) = 1/3. In the case of an alert character, we get 3*(1/3)*(1/6)=1/6. In the case of a stealthy monster and a normal character, we get 3*(7/8)*(1/3)=7/8. And in the case of a stealthy monster and an alert character, we get 3*(7/8)*(1/2)=7/16. While 7/16 is not very palatable for die-rolling, it can still be done fairly easily.

Looks good so far. BUT what about a character who is surprised more easily (perhaps he is rip-roaring drunk)... say, on a 1-3 on a d6? And let's assume he is being stalked by our patented stealthy monster? No problem! Let's just apply the formula... 3*(1/2)*(7/8)=21/16. Hmm.... 21/16 is greater than 1. That means that a simple formula such as multiplying surprise chances does not work. "Well, why can't we just change the 3 to something else?" you ask. Okay, let's change it to 2. Well now if we use it to determine "normal surprise" we get... oh, darn... 2*(1/3)*(1/3) 2/9. That's not right. We have to scrap this approach entirely.

Thus, we see that the surprise rule is NOT a simple multiplication of fractions!

The only other possibility that might save us would be to use a product of (1-surprise chances). This is also a valid physical concept. Maybe it should be: Surprise Chance = (1-E)*(1-R)*constant. We can check this quickly enough... under normal circumstances, the surprisee is NOT surprised 2/3 of the time and the surpriser does NOT surprise 2/3 of the time. The product of the inverses is 4/9. If it's simply multiplying fractions, we have to have a constant. Since we know that in this case we are looking for 1/3, it quickly becomes clear that the necessary constant would be 3/4. Okay, let's check with our stealthy monster... he does NOT surprise 1/8 so we have the following: 1/8*2/3*3/4 = 1/16. Hmm. That didn't work either.

Our last resort is (1-Surprise Chance) = (1-E)*(1-R)*constant. In the normal case, we know (1-Surprise Chance) is 1-(1/3) or 2/3. So we have 2/3=4/9*constant, telling us the constant should be 3/2. Let's again check this with our stealthy monster. we have 2/3*1/8*3/2 = 1/8. Okay, 1-(1/8) is 7/8... hey, we may be on to something. How about a character who is thoroughly sloshed (1/2)? When we crank that through we get 1/2*1/8*3/2 or 3/32 that he is not surprised or 29/32 that he is. Still okay, that's less than 1.

The acid test is to do something that pushes the bounds. How about a super-stealthy creature that surprises on a 99 in 100 and a super-uncautious character who is surprised on 99 in 100. Okay, let's run it... 1/100*1/100*3/2 is 3/20,000. Then we wind up with a surprise chance of 19,997/20,000. Still not greater than 1, so we're okay. But we have to do the other extreme too... a super-loud creature that surprises on a 1 in 100 and a super-alert character surprised only on a 1 in 100. We now have 99/100*99/100*3/2 or 29,403/20,000 ... and that's greater than 1. So close, yet so far. (1-Chance) isn't going work either.

Are you convinced that the surprise rule is NOT a simple multiplication of fractions yet? Suffice to say I spent three days trying to "reverse-engineer" the statistical probability model behind the surprise rule. And I COULD NOT DO IT. Not with addition, subtraction, multiplication, division, or exponents (I didn't try logarithims but I doubt they will work either).

Simply put, the surprise rule is mathematically inconsistent. We can "hand-wave" logical inconsistencies by saying, "we're abstracting stuff" or "we're intentionally dumbing things down to make it easier" (e.g., hit points or rounding all creature speeds to 5 or 10 feet per round rather than 9.4 feet per round). Nobody minds if you call gravity 10 m/s/s - it's close enough to 9.8 m/s/s that it will work for a simplified view of the world. But if you tell me that gravity goes on a 1/r^5 law, I'll get upset with you. :-)

I guess the point of all of this is simple... 3e is a more fundamentally sound game than its precursors. It takes a certain set of assumptions about the way the world works (the 30' rule is a good one to look at - "you can't target super-accurately beyond 30', hence no sneak attack bonuses") and, within those assumptions, creates a self-consistent and unified framework (I've already griped about and pointed out that 1e is essentially a collection of tables derived from a number of wargames with various world models, not all of which are consistent with one another).

You can question the validity of the assumptions, certainly ("well, *I* have pinpoint accuracy at 60 feet, so 30 feet is not a good rule"). But when creating an RPG, some abstraction MUST take place, and so there are always going to be assumptions you can challenge ("IRL, abilities of the general population don't curve like a 3d6 curve - it's more like a 6d6 curve"). But to properly adjudicate the balance and worth of a set of game rules, it is absolutely necessary to treat them within the context of themselves. The question should not be, "are these rules exactly right" because the answer is ALWAYS going to be "no." The question should rather be, "do these rules form a self-consistent way of expressing a universe to a reasonable degree of accuracy" with the companion question, "what degree of accuracy is reasonable given the expectations of the game." A game that tries to be very accurate modeling the real world (like GURPS) should be held to a higher standard than one that admittedly makes a number of abstractions (like D&D). Hit points are abstract. AC is abstract. These are NOT perfect representations of the real world, but the authors note that up front and say, "this is as granular as our system gets." IOW, (for those who will remember what I'm talking about), don't be surprised if you can see the pixels on a CGA monitor but also don't complain that your VGA version of the picture is much more complex and bigger than the CGA version. Game designers have to balance "ease of use" with "accuracy" with "consistency" with "universal applicability" with "page count." You must sacrifice one to get better at another (i.e., the greater degree of accuracy you desire, the worse will be the ease of use).

I feel 3e does the best job of any system to date of creating a "good model," by which I mean, "doing a good job of modeling the universe to the desired degree of accuracy." There are far fewer rules contradictions in 3e than previous versions. They have made an effort to do most of the modeling on the same "scale" even if that sacrifices a little accuracy in the name of ease of use (e.g., Skills replacing Thief's Abilities). That I prefer 3e's model does not mean 2e or 1e did not also have good models - it merely means that I think 3e's model suits my tastes better (by which I mean "less attention to statistical detail" - though obviously I can do that - so that "ease of use" is improved and I can concentrate on role-playing as a player or creating memorable adventures/scenes/villains as a DM instead of worrying about arbitrary details and charts).

3e, to me, is more "free-flowing" than 2e because its streamlined mechanics rely less on "lookup on charts" than its precursors. That is NOT for everyone. Some people like THAC0. Some people like five saving throws. That's wonderful. But don't tell me that 2e is a more consistent model or that 3e "falls down" logically in its rules application. It's simply not true.

I'm done now. Flame away, but you STILL haven't answered my very first question... what is the underlying statistical (or if you prefer "stochastic") model for surprise in 1e and 2e? I have just ripped to shreds the common fallacious assumption that is the product of two fractions.

Come on, 1e and 2e lovers! You've had what, over 15 months now? *winks*

--The Sigil

P.S. - Seriously, I am just teasing a bit with surprise - I still love 1e and 2e and bD&D... and those who play it. I just like 3e more.

Sigil,

Your last post was excellent until you wrote:

"Suffice to say I spent three days trying to "reverse-engineer" the statistical probability model behind the surprise rule. And I COULD NOT DO IT."

I gather you wrote that for dramatic effect right? If not, you should seek counselling, I mean this is clearly obsessive compulsive behaviour, not that it's a bad thing for someone who does physics for a living.

Surprise check and 2E, man do people actually use that system?
Of course Gamer you do, you hard core Gygaxian you!

Seriously were people still using this clunky and problematic system? I once had a two hour debate over it with an engeneering major and a math major over a question similar to Sigil's. Let's just say that my background in statistical research was not enough to win the other two and my vilain ended up being backstabbed by the party's thief and died without a fight and I cursed the players and had them pay for the pizza.

This useless debate prompted us to come up with a score called perception. It replaced wisdom on many proficiencies and modified find traps checks and detect illusion checks and saves vs illusions. It also determined the range of your infravision (according to race) 5' per point for average infravision (dwarves, orcs and elves) 10' per point for greater (drow and duergar infravision) and 2.5' for lesser infravision (stout halflings). We called for perception checks (just like spot checks are done now) those who failed them were surprised, we had made up a table of situational and racial modifiers and the system suited us fine. It became complicated when you had to pit perception vs. hide or move silently.

3E solved that for us, not perfectly but better than were doing.

Still you spent 3 days on this? You need help Sigil.

:-b

Hi, more on the fascinating statistical discussion (I am not being sarcastic, I am finding it very stimulating).

By way of preamble, I referred to the product of two fractions to illustrate the specific not the general case. The general case is what I want to begin consideration of below, or rather to continue the exposition of, since the worthy efforts of The Sigil come before.

To make this as accessible as possible to general readership, I will attempt to translate any 'numbercrunching' into slightly longhand form.

Thinking over the modelling issue, I believe the peculiarity in 2e AD&D is a result of two things.

Firstly, there are clear errors of logic in some of the chances given. Allied to this is the occasional historical comment from EGG and others that although various dice were recommended for surprise what they had started with was a percentile chance, that they then rounded to the nearest whole polyhedron dice - making it very difficult to see what the original chance was perceived as being after the game designer on the spot swapped out the % for a chosen die to roll.

Secondly, I believe that surprise enshrined not one but two rules calls. The first rule call was what we are talking about, the innate surprise rating the character is carrying around with them. The second rules call was the evaluation of the environmental factors that dictated enhancements or penalties to surprising and being surprised.

Surprise was described as being formed from

1. a chance of surprising someone else, and
2. a separate chance some characters had of negating surprise better than a typical surprised person could.

So given an x-sided dice, and a PRESUMED successful surprise condition if y or less is rolled on that x-sided dice, other than if a victim could negate that surprise, the person surprising has surprised the target.

Now, the question is not a uniform consideration of a presumed die rolled for ALL people surprised to see if they can negate the surprise they are assumed to be under.
The better way to see it is that IF the first die rolled for the creature surprising indicates success, the target IS surprised IFF (if and only if) there is no other factor that may negate surprise for that target.

So surprise is calculated as
____________________________________________
CHANCE OF SURPRISING multilpied by CHANCE THAT TARGET HAS A MEANS OF NEGATING SURPRISE

Now, if the target -can- negate surprise, -has- the target negated surprise?

At that point, we must ascertain what the target is in terms of what category of surprise negators it is in.

__________________________________________
How do we ascertain which category each target of surprise is in?

We refer back to the population breakdowns. Percentages for all characters from Level 0 clod to umpteenth level god are given in increasingly explicit detail in each iteration of D&D with respect to occurrence per 1000 of population*.
Assuming also that there is a default chance of not being surprised even for a Level 0 schmuck, this still does not harm the suggested model as we plug that in for the case where the target is NOT in any other identified class.

______________________________________________
Now for each of the slices of the population there is a different (sometimes crazy) surprise negation chance - for example a certain nutty class or kit might only be surprised on a 1 or 2 on d20 or whatever. This doesn't matter for any given campaign world, as the DM knows whether or not he or she is going to allow that class or not and can then put them into the population breakdown or not. Using only the default PHB classes for convenience, the calculation of surprise negation is then

___________________________________________
CHANCE THAT THE TARGET IS OF THAT CLASS (call it CLASS%) multiplied by CHANCE THAT THE TARGET'S CLASS NEGATES SURPRISE (call it SURPRISED%)
______________________________________________
If you use a version of D&D that gives everyone a chance to negate surprise, then CLASS% = 100% ie it is a certainty that the person is of a class that can negate surprise. IF you DON'T use such a version of D&D then the CLASS% is equal to the sum of all the chances that a person can be of a class that can negate surprise.
______________________________________________
SURPRISE% is going to be different for all the classes whose chance of occurrence is part of CLASS%, based as it is on all those weird dice regimens.
However, crunching them out for your version of D&D will give the absolute chance for the given D&D world that surprise is negated, and when this is added to the expression we arrive at a final formula which is based solely on the D&D rules and can form a simple (at least once it is all worked through) map of the range of surprise chances. From that one can hopefully plot the variation by class of surprise and theorise as to missing classes or abilities that might explain otherwise aberrant surprise modifiers within the classes.

To this has to be added the external factors listed in the rules that modify the chances of surprise. These include environmental factors like shadows, being underwater, being blind drunk and so on as referred to by The Sigil. Each of these factors is applicable to all characters in theory but in practice is not universally applied. I agree with The Sigil that the arbitrary nature of the surprise modifiers, particularly as they accreted to the system over many years, made working with them intellectually uncomfortable. However, it would be possible to at least list them as other axes of the same graph under my percentile approach, and identify exactly where the modifiers ARE inconsistent for no logical reason. At that point we could productively suggest smoothing of such aberrations by introductions of different modifiers, or else see if there really is some other reason for such spikes or troughs in probability as the dice modifiers would require.

-J

*In older D&D, by reference to statistics required to be a class versus dice roll method to produce same, and encounter chart frequency of class; in 2e by reference to explicit mention in Players' Option entries and elsewhere; in 3e explicit mention is made of occurrence of class by % of population

"Still you spent 3 days on this? You need help Sigil."

Probably true. And you are right that I am somewhat obsessive-compulsive when it comes to playing with numbers... I used to spend hours in high school prime factoring ten-digit numbers just because "there was nothing better to do..." probably why I did pretty well in physics, but not that great of a conversation starter on dates. :-)

And J, I'll cede the point that certainly one could come up with an underlying probability system in 1e. But, given the number of points that have accreted over the years, I am afraid that we will not see a very consistent model (I could be wrong).

Could we smooth it out? Certainly. But the very fact that it *needs* smoothing out tells me that the model is inferior to the 3e model, where no "smoothing" is required. :-)

--The Sigil

Jonathan, You did not answer The Sigil's question. What the frell is the chance of surprise?

And Sigil, tell me you did not start your dates with statistical analysis banter, that's even worst than talking about RPG's, comic books or stamps. (unless you happen to meet someone that shares your obsession).

Anyone noticed that the Gamer hasn't answered my questions regarding his fanatism... Hey Gamer are you saying I'm right?

D&D 3rd Edition is awsome. If you actually tried it, you would like it. I thought it was a ploy to get money but I was wrong! You have judged a book by its cover which is something you shouldn't do! The class system is better, combat is fixed and xp is resolved better. Thaco is not gone, it has been relaced and made much easier. Just try it.

Hey Max! 3E is a money making ploy! But that does't keep me from liking the game. A company that puts out a product and doesn't expect to make money from it is doomed to go the dino's way.

No, thankfully I did *not* start dates talking about statistical analysis of various game systems and their shortcomings in modeling the actual physical world.

I can turn that "on and off" when needed (thank goodness) and am very happily married with a young son... and my wife neither understands nor cares about nor has to endure me talking about statistical models of the world. I save all that for you folks. ;-)

--The Sigil

Good for you, and them : )

Hi. I know this isnt quite the right place to post this, but, after looking around the site i THINK its the next best thing, so please, bear with me.

I remeber years ago, Ssi made these great dnd games with tsr (but my favorite was actually some weird buck rogers game). Anyway, years later, im trying to find the online again, but im not having any luck. I dont know much about computer though, so maybe someone else has found them, any luck? Id really like to take a crack of the pools of raidance again...

i would like to with draw my above coment. when i did this i was rushed for time (i dont have the internet at home but surf the web from an iternet cafe) i had only read aoupel of comets and, hveing lost a thred like this befor, i dested to put my post in then. i am very sorry if this has coulsd any afen.

just so you know, sam, it is dilxey, and my speling is shit becous of it and sows my hand riting. if i suffer from alpsa (whatever the hell that is) then its in conjecon with dilexea. some time i will send you one of my school books. o.k

T2 then I am truly sorry for my comment. It's just that you should see the level of anger some anti 3E people have out there.

I don't need to add insult to injury by asking you to prove you have dyslexia.

Back to the topic at hand.

So what you're saying T2 is that the 3E rule have made the game more accessible to you then?

Because they are clearer, which in turns makes them easier to read and so allows you to play a great game and join the gaming community without having to bust your head reading rules that make less logical sense than an IKEA assembly manual.

How can that be a bad thing "Gamer" and other anti 3E advocates?

More people to play with gives us more choice as to who we play with… oh but then we might not have to be stuck with Gamer and his bunch of grumpy old gamers. : - b

Sam, it is obvious to me that you havn't even bothered to lookat the Hackmaster Game Have you? It is FAR more than just a crappy knockoff. The Game has taken ALL that was good from 1st and 2nd edition, from all the "complete" guides and from players options and put it into the main rules.It cleared up all sorts for rule conflictions and added many more rules toadd realism such as Armor Damage, building points and charcter flaws. All without totaly changing every single bit of the game mechanics. Hackmaster is all that remains of the Dungeons and Dragons that I once played. That 3E has almost nothing in common with the original. A new edition is supposed to clerify and fix what was wrong with the original, not change the damn thing so much that I can't which way is up.

"A new edition is supposed to clerify and fix what was wrong with the original, not change the damn thing so much that I can't which way is up."

You mean like Windows XP (compare to Win 3.1)? That hasn't fixed the problems that were wrong with the original...

Oh, wait, sorry, wrong rant...

It comes to this... where are your "gaming values?" If you want a game that is more easily accessible to "new blood", 3e is a better choice than 1e/2e/HM. If you want a game that has a lot of complexity and many options, 1e/2e/HM is the choice. If you want a game where the mechanics "stay out of the way" during gameplay and you can improvise with just a single die, 3e is a better choice. If you want a game where the mechanics are important (and you don't mind constantly referencing rulebooks and tables), 1e/2e/HM is for you. If you're looking for a consistent rules system that feels homogeneous in combat, checking for traps, casting spells, haggling with merchants, with very few inconsistencies, 3e is for you. If you're looking for a system where combat has a different feel than checking for traps, which both have a different feel than casting spells, which all have a different feel than haggling with merchants, and you're willing to live with a few inconsistencies, 1e/2e/HM is for you.

As has been stated many times, it's not the system that produces the role-playing... you can role-play regardless of the system (heck, you can role-play Monopoly). However, the way the game "feels" has a lot to do with the rules (like it or not).

I personally prefer 3e because it is much more free-flowing, IMO, thanks to the d20 mechanic. I am not constantly referencing charts (in fact, one of the things I like about 3e is that I don't need a DM screen) and can concentrate more on ambience, atmosphere, and interaction of characters (PC and NPC). Players can quickly pick up on the system, so I am able to add new people to my campaign frequently. While the hue and cry goes up from the old-school, "it is conducive to munchkinism" (I personally disagree, but that's not the point), I would point out that "because it makes the game mechanics more transparent, it is conducive to role-playing."

This is not to say that there is no place for the DM's screen with all of its tables and characters moving through an area in a dungeoncrawl, with bags full of dice and constant rulebook-referencing 1e-style. Obviously, I did that for a good number of years, too. :-) The cry goes up from the 3e crowd, "but 1e is so complicated and confusing," to which I respond, "yes, but it is trying to present a slightly more realistic model than 3e" (I happen to think that while it is a slightly more realistic model in some places, some of the underlying assumptions in other places are quite odd - like surprise - or just flat out wrong - like "the problem with infravision", but I appreciate that it in general is slightly more realistic with things like weapon speeds and so forth).

I also think that while 3e does seem to have a slight focus towards "use miniatures on graph paper when enacting battles," 1e shows its "miniatures/wargaming" roots much more by its choice of movement scales (you DO know that this is why 10 feet was abbreviated as 1", right? Because the scale of the miniatures was 10 feet to 1 inch). IOW, 3e tends to explicitly call for miniatures but they are not necessary to understand the nomenclature, while 1e almost requires an understanding of miniatures in order to understand the system of nomenclature. Either way, miniatures clearly enhance the experience but are not necessary... but it serves to illustrate the similarities of the systems... both ultimately hearken back to miniature wargaming roots and are not as different as either the 3e or 1e/2e/HM pundits would have us believe.

All that said, I happen to prefer the 3e style of play. This does not automatically make me munchkin, elitist, stupid, smart, inclusive or anything else. It simply makes me "one who prefers 3e." It does not make those who prefer the 1e style of play munchkin, elitist, stupid, smart, inclusive or anything else.

Are we all clear on this? Whether or not you want to admit it, once you strip away all the rule trappings and probability curves, 3e and 1e are, at their hearts, fundamentally the same... much more similar, actually, than Palladium and 3e (despite Palladium's longtime use of the d20 mechanic). We all like different manifestations of the same fundamental system and let's quit bickering about which is better... depending on your specific use for the mechanics, one will be better for that particular situation than the other, but across the board, well, that's a different story entirely.

I'm done for now.

--The Sigil

Well, put sigil. I agreed with everything you wrote. I like game with lots of chart. I take a lot of the guess work out of running the game. This is the 9th year that my group has been together. One time I tried to run TSR's Oriental adventures and one of my players was all excited because he knew love oriental adventures. I found out later that he liked it because the rules are very loose. Discriptions on abilities are very short giving him loads if free space to do very cheesy things because "it dosn't SAY he cant do that action.". This leaves it up to me to say his ctappy abity won't let him jump over a pit that is 500ft to the other side. Now if I had more information on the subject (like Hackmaster has lots of) of a chart that lets me roll for it, then they don't get all pissed off at me for having there character fall to there bloody death because I as a person felt his character couldn't have made it. I prefer hackmaster because it has lots more of the options and information I look for. 3E seemed to have just changed existing game mechanics around to make thing even more vague. Now maybe if I had a group of newbees that didn't know broad sword from a bastard sword I would have a much diffrent view on the subject. Newbees take the DM's word as law (like it's supposed to be played). But when I have a group of 6 WELL played players, who have all ran games themselves, this little Power cleave, sneek attak stuff ain't going to cut it. I need a game with MUCH more conetent. Some hard copy I can show to defend my views. So far from what I have seen 3E is not the system that will do that. I know that I deffended the Gygax's adventures in previos quotes and that they are vague as hell, but man those adventures are just too damn cool. I would have loved if they would have re-written those with more meat in them. I wold like to say I'm sorry to whoever I wrote profanity to a few posts ago, but It sounded like he was saying whoever liked those was an idiot. Well, I know that whatever I write will not change your minds about 3E, and you'll probably never change mine. All I ask is that you view Hackmaster not as a paroty but a real game.

PS: At least LOOK through the damn thing SAM before you bad mouth it. I actually OWNED the 3E PH before I started to really bitch about it. I sold it a few days afterword but at least I gave it a try