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Post Posted: Thu Feb 18, 2010 10:35 am 
 

Badmike wrote:For the life of me I'll never understand the hatred of 2E, AS A GAME, for as long as I live. Virtually indistinguishable from 1E>


There's the two points, Badmike.

1)  I don't hate it as a game.  I played it for years and years.  If it was indisinguishable from 1st Edition then why did we need it?  Go back in time and kill Unearthed Arcana before it can be printed and AD&D never truly breaks.

If 2nd Edition had come to us with a much-improved skills system, it might have been a better game.

2)  The artwork.  Ech!  :pukel:   The splatbooks.  Ach! :thumbdown:

Counting my blessings...at least they did not switch to feminine pronouns in 2nd Edition.  That's one thing I hate about 3.0/3.5.

But, mostly I just find it fun to rant against 2nd Edition in the same way people rant against 3.0/3.5.


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Post Posted: Thu Feb 18, 2010 10:37 am 
 

i started with the holmes set that my sister bought me in 1977. i started going to gencon in 1978. i started playing ad&d in 1979. i have never played 2nd ed, nor 3th, nor 3.5 nor 4th. i never saw the point as i have never assumed that what is new is better.

  

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Post Posted: Thu Feb 18, 2010 10:45 am 
 

lokiwookie wrote:What I found very different is that in 3.5 Fighter become more than powerfull, with more than powerfull feats. Wizards loose most of their power, with decreased duration of spells, and lesser effects. In a general way, 3.5 is more designed for "no-brained" people than 3.0 :) My feeling is that they want to focus on new players, mostly teenagers, who like to fight and not to think  :evil:  and the 4.0 is the edge of this focus...


3.5 begins a rapid breakdown at 12th level that is complete by 15th level.

(That seems pretty bad until you remember that post-Unearthed Arcana AD&D games began a rapid breakdown at 7th level.)

It might depend on your gaming style, but fighters become less and less relevant as the game progresses.

Wizards are a problematic class (the party is under a haste spell in virtually ever combat and the mage is completely invisible).  Changes in spell duration only mean that some of the wizard's spells are not virtually permanent.  They still well-outlast any given encounter, and a lot of them are still un-ending as far as game play goes.

Clerics can be an even greater bane to the DM.  A high level cleric is almost indestructible and monsters need a natural 20 to save versus what amount to "save or die" situations.  Two clerics in the party render the game pretty much over after 12th level.


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Post Posted: Thu Feb 18, 2010 10:52 am 
 

lokiwookie wrote:What I found very different is that in 3.5 Fighter become more than powerfull, with more than powerfull feats. Wizards loose most of their power, with decreased duration of spells, and lesser effects. In a general way, 3.5 is more designed for "no-brained" people than 3.0 :) My feeling is that they want to focus on new players, mostly teenagers, who like to fight and not to think  :evil:  and the 4.0 is the edge of this focus...


I'd like to think I'm one of the brained people that played 3.5    :wink:

3.5 was necessary, in the fact that a lot of loopholes from 3.0 that needed to be closed out.

The decreased duration in cleric and wizard spells doesn't make them any less powerful than they were in 3.0. They just have to use their resources (and spells) more effeciently.


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Post Posted: Thu Feb 18, 2010 10:55 am 
 

FormCritic wrote:
There's the two points, Badmike.

1)  I don't hate it as a game.  I played it for years and years.  If it was indisinguishable from 1st Edition then why did we need it?  Go back in time and kill Unearthed Arcana before it can be printed and AD&D never truly breaks.

If 2nd Edition had come to us with a much-improved skills system, it might have been a better game.


If 2E had the d20 skill system of the Third Edition system... indeed...


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Post Posted: Thu Feb 18, 2010 11:01 am 
 

RaisedFromTheDead wrote:.......... I have seen and participated in many campaigns from all of the different versions, and one thing sticks out:
GM's as a whole have gone downhill from the "old days".
Most of the ones I see now are surrounded by rulebooks and accessories, as are the players.
It really is a shame, the game as I understand it was never supposed to be about having a shitload of ancillary rules and add-ons.
I attribute it to the lack of imagination which is endemic to the new generation, and is a product of a digital society.


Amen.
Imagination is not the responsibility of just the DM in a role playing game.
It aint just DMs, players have also gone way downhill from way back then too.


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Post Posted: Thu Feb 18, 2010 11:08 am 
 

Zenfinite wrote:As somebody who played 3.0 AND 3.5 pretty extensively, I'll pretty much agree with what has been posted so far about the differences. The basic points:
- General spell fixes.
- Class buffs.
- So, yes, 3.0 to 3.5 was pretty needed.

As for 4th Edition, Mandalaymoon, I'm one of the few who love it on these boards. :) I've actually put a lot of thought into how it differs most, and I think I've got the answer.

Compartmentalization.


The strength of 4.0 is also it's weakness.

It's a narrow ruleset that gives characters limited... or better worded... fewer abilities to manage. It's the d20 system, with fewer skills, and spells are now abilities (called spells but I'll get to that later...).

So it's very easy to learn.   :)

However, it basically guts the Vancian wizard from days old, and reduces him to hitting the A, B, and AB button on your Wii or Xbox.   :cry:


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Post Posted: Thu Feb 18, 2010 11:18 am 
 

Invincible Overlord wrote:
I'd like to think I'm one of the brained people that played 3.5    :wink:

The decreased duration in cleric and wizard spells doesn't make them any less powerful than they were in 3.0. They just have to use their resources (and spells) more effeciently.


Don't worry, we played 3.5 too, and during several years ;)

The problem is in dungeon, when you can't sleep and if the spell duration is decreased, it become very hard to survive when you have no more spells... and with a psychopath DM is become impossible...
We played 3.0 then 3.5. I played a wizard/cleric, who has been converted from AD&D to D&D3.5, through 3.0 rules. In each rules' changes, I lose some power and my spells became less and less powerfull. It was more and more difficult to survive (even with same kind of monsters/NPC in front of us). And when there was a cleric in front of us, it was suicide to attack him...

FormCritic wrote:Clerics can be an even greater bane to the DM.  A high level cleric is almost indestructible and monsters need a natural 20 to save versus what amount to "save or die" situations.  Two clerics in the party render the game pretty much over after 12th level.


Clerics are very powerfull in 3.5, it is true. It is the most powerfull class with Fighter. A wizard have absolutely no way to survive in front of fighter or cleric of same level (even in front of lesser level).
With their feats, a fighter can do more than 100 HP in one shot and with the problem of non-cumulated AC bonus through magical items, it is very hard for a wizard to have an AC higher than 20.
In addition, a 10th level fighter with some feats like iron will could easily resists to wizard spells like domination or hold person.

It is only my feeling through our game sessions. Other players have the same feeling and were very disappointed by all classes but fighter or  cleric.


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Post Posted: Thu Feb 18, 2010 11:26 am 
 

lokiwookie wrote:
Clerics are very powerfull in 3.5, it is true. It is the most powerfull class with Fighter. A wizard have absolutely no way to survive in front of fighter or cleric of same level (even in front of lesser level).
With their feats, a fighter can do more than 100 HP in one shot and with the problem of non-cumulated AC bonus through magical items, it is very hard for a wizard to have an AC higher than 20.
In addition, a 10th level fighter with some feats like iron will could easily resists to wizard spells like domination or hold person.

It is only my feeling through our game sessions. Other players have the same feeling and were very disappointed by all classes but fighter or  cleric.


Why is the wizard standing in front of the opposing fighter / trying to go toe-to-toe with him in the first place?

Yeah, converting a multi-class wizard/cleric in 2E to 3E does lose some of it's edge. Multi-class characters in 2E took a hit during conversion.

1) What level is this fighter doing 100hp of damage in a single swing?
2) Are you using any of the expansion books, or just the basic 3?


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Post Posted: Thu Feb 18, 2010 11:29 am 
 

Badmike wrote:I'll never understand the hatred of 2E, AS A GAME, for as long as I live.


When I write my own RPG rules, I often find myself drawing ideas from AD&D2e; the rules mechanics are really pretty good. What I find alienating are the illustrations that look like they belong on romance-novel covers (although this phenomenon dates from 1983, not just 2e).

Zenfinite wrote:encounters in 4E, how balanced the game as a whole is, and how nice it is to bring new players up to speed. Also, the game's combat mechanics really are more board-oriented. Positioning, and tactics on the grid are FAR more important than in past editions.


I haven't invested in 4e, but I like this aspect of the game. The soul of D&D is in wargaming. Anything that allows a seamless transition from tactics to role-playing is a good thing.

FormCritic wrote:rapid breakdown at 12th level


D&D characters were always meant to accumulate hireling & henchmen as they progressed, & to establish their own domains around 10th level. However I've never played that way, & I don't think I've ever met anyone who does. The system breaks down because at higher level your essentially supposed to be leading an entire nation in your PC's exploits.

Maybe the whole idea of higher levels should be scrapped, with a new system for attempting the higher-level stuff.

  

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Post Posted: Thu Feb 18, 2010 11:30 am 
 

FormCritic wrote:
There's the two points, Badmike.

1)  I don't hate it as a game.  I played it for years and years.  If it was indisinguishable from 1st Edition then why did we need it?  Go back in time and kill Unearthed Arcana before it can be printed and AD&D never truly breaks.

If 2nd Edition had come to us with a much-improved skills system, it might have been a better game.


Can't argue with that...except I loved UA.  Gulp.  I always loved all the fiddly little bits, new magic items, monsters, spells, etc. I guess my point was that this stuff was already creeping into the game with the variations published in Dragon magazine that everyone I knew used (despite the "NPC Only" admonitions).

2)  The artwork.  Ech!  :pukel:   The splatbooks.  Ach! :thumbdown:

Counting my blessings...at least they did not switch to feminine pronouns in 2nd Edition.  That's one thing I hate about 3.0/3.5.


The switch to feminine pronouns is the most mind-bogglingly ridiculous thing to happen to D&D gaming in it's ENTIRE history.  They could have renamed Demons and Devils  "Bunnies" and "Tadpoles" and it wouldn't been dumber.  Pandering to less than 5% of your target audience...good call.   :roll:

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Post Posted: Thu Feb 18, 2010 11:46 am 
 

sauromatian wrote:
I haven't invested in 4e, but I like this aspect of the game. The soul of D&D is in wargaming. Anything that allows a seamless transition from tactics to role-playing is a good thing.


This is actually something I would like.


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Post Posted: Thu Feb 18, 2010 11:56 am 
 

Agreed, swtiching to feminine pronouns was ridiculous.
I should have added in my earlier post that, as Gnat stated, players have gone downhill as well. The game as a whole has.
Cleave. OK, the mechanics for this are to allow a second attack if the previous one kills an opponent.
1. How would a player know for certain he has killed an opponent? Just because the orc falls to the ground doesn't mean he is dead. If he is shamming death, do you get cleave?
2. Weapons stick, especially long pointed/bladed ones, when used to pierce.
3. What is the reasoning behind this? How does a character practice cleaving? The rationale behind multiple attacks is easy enough to understand, but how do you tell your practice partner Bert "Hey, pretend I killed you next time we spar so I can practice that free attack after a kill thing"?
For me, it was the absurd feats that killed 3E. The d20 system is fine.
Clerics are now fighters with spell powers. No need to even go into detail there.


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Post Posted: Thu Feb 18, 2010 12:07 pm 
 

I think the feats and skills are a strength of 3.5.

Like D&D combat in general, they do not attempt to replicate actual combat.  They replicate fantasy novel combat.

The feats allow for career path choices...particularly with fighters.  Different character builds add variety to the game.  

My favorite part of the 3.5 experience (particularly as a DM) is the rules set for customizing and improving monsters.

The bard class still needs lots of work.


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Post Posted: Thu Feb 18, 2010 12:17 pm 
 

I prefer at least a decent amount of realism in my games. I guess that's why 3E has no appeal for me.


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Post Posted: Thu Feb 18, 2010 12:18 pm 
 

I have found over the past two decades that trying to interest players who have grown up with Playstation and 24hr TV is possible, but keeping them interested and turning up regularly to play is nearly impossible. It's like they have a very short attention span, and do not remember the specifics of previous gaming sessions. They also seem to not be able to focus on anything outside of pure hack and slash.

Now, I have no issue with hack and slash dungeoneering. I find it enjoyable, but it is a subtly different type of gameplay, and good hack and slash IMO also needs an overriding story line, otherwise you'de be better off just playing Battletech which is far more fun for that sort of strategy destroy your enemy game.

The ability to play creatively seems to have wained over the generations, which makes me feel OLD, especially seing as I didn't start playing until the red/blue basic/expert books went on sale in the UK.

If 4E brings Battletech/Warhammer type tabletop wargames to D&D, I think that's a bad thing. It must cripple the DM because DMing on the fly is presumably so much harder, DMing from a page or two of notes, or a fanzine would be difficult at best. I note that when they publish a module for 4E (Like say Hommlet) they have to publish it along with a battlemet in order to make it playable. That's pretty sh!te.


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Post Posted: Thu Feb 18, 2010 12:20 pm 
 

Invincible Overlord wrote:
Why is the wizard standing in front of the opposing fighter / trying to go toe-to-toe with him in the first place?



Because some DM add NPCs in their dungeons? :) We encountered several other "groups" during our campaign. So most of times these groups are equal level to us, with fighter, cleric, and so on.

Invincible Overlord wrote:1) What level is this fighter doing 100hp of damage in a single swing?
2) Are you using any of the expansion books, or just the basic 3?


1) level 9 or 10. Power attack, with other feats like weapon spe, improve critical and a +2 bastard sword (when you take this kind of sword with 2 hand instead of one, all bonus are doubled for power attack for example)... you add a nice strenght bonus, it is done when you roll a 17-20 ;)
2) Yes, we use expansion books. There is a set of expansions we didn't use but I don't remember which ones.
In addition we played in Scared Lands where magic users are weaker than in other worlds (percentage of failing a spell when it is cast, is doubled for example when you are a wizard).


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Post Posted: Thu Feb 18, 2010 12:44 pm 
 

lokiwookie wrote:
With their feats, a fighter can do more than 100 HP in one shot


Already, I don't like the sound of that!!  8O   

I guess I never got to the high levels of 1st Ed, but even so, that just sounds like madness to me...


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