| DM Under The Bridge |
The whole 'pursuade/con/beg/manipulate' the GM aspect is one thing I hated about AD&D during my very brief experience with 2E. I love the freedom available when a GM basically decides to go 'rulings not rules' but not the dependence that comes with it. If that makes sense.
Setting your character up to do really well in a game is a form of manipulation. Now you can do it with builds, rules and mods, or you can describe and present it, both are you trying to manipulate the scene to your advantage. The AD&D crowd that find they like the old to the new, preferred the freedom of not needing a great build to do great things, and being able to suggest a course of action and then roll for it if needed, rather than having to select a feat to do something.
I think this conversation is really going places, and is very illustrative of the different ways of playing fantasy games and the transitions we can now see in hindsight.
| DM Under The Bridge |
It especially screws over the fighter. The game pretends to give him a bunch of bonus feats, but locks most of the cool feats he might actually want behind feat chains and undsrwhelming fear taxes. He ends up with LESS feats he actually gave a damn about than classes with no bonus feats.
Yeah, absolutely. Manoeuvres +2 vs. 3.5's +4.
| ParagonDireRaccoon |
| 1 person marked this as a favorite. |
A lot of the things we're complaining about have been around a long time- powergamers, players who min/max equipment and stats, players who don't roleplay in a way we consider ideal. I think part of it is the optimizing rollplayers post builds, and that has a lot of influence on players who grew up with console RPGs and MMOs. I tend to remember an idealized version of the best of years of gaming. Of course a few PFS experiences and what I see posted about modern PF experiences doesn't compare.
But this thread is going strong approaching 900 posts, I'm glad to see others remember AD&D like I do and love what I love about AD&D. The sparcity of rules could be a lot of fun (it could also be a problems, but I have fond memories of rules made on the fly that worked well). In a column or interview Monte Cook answered a question about the gaps in rules in AD&D, he answered "roll a d6, that's a good mechanic when the rulebook doesn't spell out what to do." Even when I run 3E or PF, if I don't know a rule off the top of my head I'll suggest a mechanic and if the group says it sounds reasonable (or at least reasonable enough to avoid stopping the game to look up a rule) we'll go with it, and look up the rule later.
I'm enjoying the discussion of roleplaying interactions, rather than rollplaying interactions. Modules that include diplomacy and intimidate DCs to accomplish things in encounters with NPCs help when it comes to running a universal experience, but there's a lot less backstory on NPCs and the world included in the modules. Temple of Elemental Evil, Return to the Temple of Elemental Evil, and Expidition to Castle Ravenloft come to mind as having great dynamics between NPCs and a sense of a world that exists apart from PCs, towns that are places with lives of their own rather than places with an inn and a magic shop.
Touc
|
| 2 people marked this as a favorite. |
@ ParagonDire Raccoon: Treasure Hunt for 0-level players, someday I'll convert this to PF. It's a trope in most heroic stories that at some point the hero is stripped of everything but their wits, creativity. While it should be sparingly used, it's designed to test characters when their sheet doesn't tell them what they can and can't do. Treasure Hunt is probably the truest form of "making it up as you go."
For those who haven't experienced such "old school" style of play, there may be no life experience telling them they can play an RPG with more creative freedom. An RPG is far richer when the players and GM can interact with one another rather than with the dice.
I also took note of a prior post where the ranger character you made probably looked similar to a dozen other rangers out there. So to distinguish him, you added flavor, story. Your strongest memories weren't of times "I rolled a 12 and the king became friendly." They were more of the times you went "outside" the figurative box and did something novel, and it either spectacularly succeeded or failed. You tried it because there wasn't anything telling you that you'd fail or couldn't.
| thejeff |
Jaelithe wrote:The key, to me as DM, is to tell players the risk level of the campaign prior to character generation. The player is either on board or they are not. If not, they can find another game.
The key for any DM is to discern the risk level each player wants for his characters and employ it
There are advantages to some negotiation, rather than a take it or leave it offer. There's also the risk of players not believing you. There's some history of GMs wanting players to think they're more at risk than they actually are.
OTOH, "the risk level each player wants" is tricky to sustain. Without a lot of fudging it's hard to set different risk levels for different characters and it probably won't make everyone happy.
houstonderek
|
| 1 person marked this as a favorite. |
Either someone wants to play a game with story elements, or someone wants to tell a story with game elements.
The first doesn't mind character death because it's part of the game they're playing. The second does mind because they're not really playing a game, they're enjoying a session of cooperative story making.
Either way is fine, but the two groups do not mix well.
For the record, I like games. I'm not looking for a story with dice rolling that means little. So I don't seek out that type for my table.
| thejeff |
Either someone wants to play a game with story elements, or someone wants to tell a story with game elements.
The first doesn't mind character death because it's part of the game they're playing. The second does mind because they're not really playing a game, they're enjoying a session of cooperative story making.
Either way is fine, but the two groups do not mix well.
For the record, I like games. I'm not looking for a story with dice rolling that means little. So I don't seek out that type for my table.
My experience is no where near that black and white.
People have varying preferences along the story/game continuum. Even within that people have varying desires for challenge level on the one hand and narrative driven loss on the other.
LazarX
|
Either someone wants to play a game with story elements, or someone wants to tell a story with game elements.
The first doesn't mind character death because it's part of the game they're playing. The second does mind because they're not really playing a game, they're enjoying a session of cooperative story making.
Either way is fine, but the two groups do not mix well.
For the record, I like games. I'm not looking for a story with dice rolling that means little. So I don't seek out that type for my table.
Actually most story oriented GMs DO allow for the fact that things happen. When they do, it becomes part of the story. I am a heavily story oriented GM. My players know that. They also know that an essential part of my stories is that Anyone Can Die. And that the players themselves will determine how the story plays out, by design or accident.
| Kirth Gersen |
| 3 people marked this as a favorite. |
Yeah, when I run a game, it's near 100% game, but it's my creative task as DM to then cover that game with a compelling story as well. Like a mechanical bull with such cunning taxidermy over it that it looks exactly like a real one (or, if I fail, more like a bunch of gears with some mangy fur stuck to them, I guess).
| ParagonDireRaccoon |
| 2 people marked this as a favorite. |
It's been commented before in this thread, but the months (or more) of game sessions between leveling up influenced playing styles. I enjoy leveling up more frequently, but remember playing characters more than leveling up. As Touc pointed out, remembering creativity is fun. I never tell stories of "that one time I rolled a natural twenty and one-shotted the BBEG." I have a couple stories of GMing and players being really creative, but no one reminisces about a particular dice roll. So in some cases that more frequent level advances lends itself to focusing on the build and the next level (and the feat and/or class abilities to be gained). The feats at odd levels and more frequent class abilities are a lot of fun, but in 1E most levels you only got a few hit points, maybe better THAC0 and a better save or two (save vs. rods, staves, wands if lucky), and most importantly a new title based on your class level.
A lot of AD&D elements carried over with my old group. We gamed together for about 17 years, starting in 2E in 1996. As we got older and guys got married and had families we went from gaming Monday nights and going out a few nights a week to only hanging out on Monday games. When I first started GMing regularly I made more than my share of mistakes, but the group could make inexperienced GMing fun for everyone. I didn't become aware of the fairly common playstyle differences between old-school gamers and new-school gamers until I joined a PFS night event at a gaming store. It was a mix of a few old-school gamers and a lot of newer gamers. Everyone had fun, but a guy who had never played an RPG joined and the PFS GM gave him a half-hour tutorial on character builds and tactics, without mentioning roleplaying. It looks like the focus on builds and tactics and DPR and survivability and deemphasis on roleplaying may be relatively common in newer gamers.
I think one of the things several old school gamers (myself included)think of as part of the essence of AD&D is the social aspect, and having fun with friends. PFS is good for sales, and I believe the success of PF helps game stores make a profit and lets them carry other RPG products, but there is less of a 'social, hanging out with friends' aspect. It's more like playing an MMO at a table with casual aquaintances.
| Zardnaar |
I went back to AD&D 2nd ed from Pathfinder as I burned out on it. Last Amazon order had 2 PF bestiary, 1 PF core book and 3 Castles and Crusades adventures which is basically Pathfinder for 1st ed AD&D.
One of my players has decided to DM for the 1st time with his sister and her friends. I added the PF books to my Amazon order. My current C&C group is basically all Pathfinder players and it seems like we have settled on C&C/PF for our D&D fix depending on what mood we are in.
Both are well supported by adventures. The 1st 2 Kingmaker adventures and Assault on Blacktooth Ridge are some of the best "D&D" adventures I have come across since the TSR era and PAizo Dungeon run. The d20 clones based off AD&D or BECMI are the easiest D&D I have ever DMed.
I picked this up for $5 on Amazon as well. Think very very basic but it uses ascending ACs and stuff.
http://www.basicfantasy.org/downloads.html
I like the AD&D playstyle a lot, mechanics not so much. In 2nd ed I have houseruled in BAB instead of THAC0 and use ascending ACs. Still buying a minimal amount of PF stuff but mostly stopped running it. Happy to play just not DM.
| Grimmy |
Hey guys, seems like a good place to put this.
I'm running a play by post game based on a lot of the ideas discussed in this thread.
FGG, multi-party sandbox.
Running for about 4 months now, currently full, but taking some new people in July.
The recruitment thread that's open right now is more of a slow interest check, I'm really taking time filling these last spots so I can find people that are really interested in this idea and will get a lot out of it.
Please head over there and take a look at what I'm doing.
Lost Lands Mega-Campaign Recruiting
All the games in my profile are part of this one campaign, so click around if you want, there's some info about the setting in the campaign info tab and on the wiki page (obsidian portal).
There's a lot there, so if you want to post in the recruitment thread I linked above, don't worry about asking questions I might have already answered somewhere. I don't expect anyone to read thousands of posts to get up to speed.
I'd like to see some extension of the discussion that happened here to continue in my recruitment thread but hopefully with less distraction from the peanut gallery.
At some point I'll try to distill things and put the pith of it right out front and center on the wiki and the campaign info tab.
| Muad'Dib |
| 4 people marked this as a favorite. |
Well our weekly Pathfinder/RotRL group threw in the towel and are going back to 2nd edition Homebrew AD&D. It was unanimous decision.
There is a lot we liked from PF and we plan on adopting some of it, such as the simplified saving throws.
We just got to about level 8-9 and the bloat of feats and crazy damage numbers just did not scale with armor and healing. So it just becomes a game of winning initiative and dealing your damage before the monster does. We found that battles, while strategically interesting lack a lot of the drama mostly because they are over so quickly.
I do greatly enjoy Pathfinder, particularly at the low levels and thankfully I have another group that plays every so often that I can get my PF fix in.
But to recapture the essence of AD&D we decided to just play AD&D. House-ruled to death...because that's how you play AD&D no?
-MD
| thejeff |
| 1 person marked this as a favorite. |
Well our weekly Pathfinder/RotRL group threw in the towel and are going back to 2nd edition Homebrew AD&D. It was unanimous decision.
There is a lot we liked from PF and we plan on adopting some of it, such as the simplified saving throws.
We just got to about level 8-9 and the bloat of feats and crazy damage numbers just did not scale with armor and healing. So it just becomes a game of winning initiative and dealing your damage before the monster does. We found that battles, while strategically interesting lack a lot of the drama mostly because they are over so quickly.
I do greatly enjoy Pathfinder, particularly at the low levels and thankfully I have another group that plays every so often that I can get my PF fix in.
But to recapture the essence of AD&D we decided to just play AD&D. House-ruled to death...because that's how you play AD&D no?
I'd be careful about adopting PF saving throws. An essential part of the AD&D balance was lost when saving throw DCs were allowed to scale up instead of high level characters actually getting better at saving.
| Muad'Dib |
Muad'Dib wrote:I'd be careful about adopting PF saving throws. An essential part of the AD&D balance was lost when saving throw DCs were allowed to scale up instead of high level characters actually getting better at saving.Well our weekly Pathfinder/RotRL group threw in the towel and are going back to 2nd edition Homebrew AD&D. It was unanimous decision.
There is a lot we liked from PF and we plan on adopting some of it, such as the simplified saving throws.
We just got to about level 8-9 and the bloat of feats and crazy damage numbers just did not scale with armor and healing. So it just becomes a game of winning initiative and dealing your damage before the monster does. We found that battles, while strategically interesting lack a lot of the drama mostly because they are over so quickly.
I do greatly enjoy Pathfinder, particularly at the low levels and thankfully I have another group that plays every so often that I can get my PF fix in.
But to recapture the essence of AD&D we decided to just play AD&D. House-ruled to death...because that's how you play AD&D no?
We are not planning on DC's.
We are simply planning on merging the 5 saves into the three intuitive names you see in PF and 3.5. Fort, Relex, and Will. Fort would receive the con hit point bonus, reflex the dex bonus, and will the wisdom bonus.
But they would scale and act just as they do in 2nd edition.
I'm not sure I'm explaining it well but that's what we will attempt to do in a nutshell.
-MD
| thejeff |
thejeff wrote:Muad'Dib wrote:I'd be careful about adopting PF saving throws. An essential part of the AD&D balance was lost when saving throw DCs were allowed to scale up instead of high level characters actually getting better at saving.Well our weekly Pathfinder/RotRL group threw in the towel and are going back to 2nd edition Homebrew AD&D. It was unanimous decision.
There is a lot we liked from PF and we plan on adopting some of it, such as the simplified saving throws.
We just got to about level 8-9 and the bloat of feats and crazy damage numbers just did not scale with armor and healing. So it just becomes a game of winning initiative and dealing your damage before the monster does. We found that battles, while strategically interesting lack a lot of the drama mostly because they are over so quickly.
I do greatly enjoy Pathfinder, particularly at the low levels and thankfully I have another group that plays every so often that I can get my PF fix in.
But to recapture the essence of AD&D we decided to just play AD&D. House-ruled to death...because that's how you play AD&D no?
We are not planning on DC's.
We are simply planning on merging the 5 saves into the three intuitive names you see in PF and 3.5. Fort, Relex, and Will. Fort would receive the con hit point bonus, reflex the dex bonus, and will the wisdom bonus.
But they would scale and act just as they do in 2nd edition.
I'm not sure I'm explaining it well but that's what we will attempt to do in a nutshell.
Yeah, I've thought about that. It's probably workable. May require a bunch of upfront work to put everything into a category, but there's precedent in 3.x for most things.
Auxmaulous
|
Muad'Dib wrote:Yeah, I've thought about that. It's probably workable. May require a bunch of upfront work to put everything into a category, but there's precedent in 3.x for most things.thejeff wrote:Muad'Dib wrote:I'd be careful about adopting PF saving throws. An essential part of the AD&D balance was lost when saving throw DCs were allowed to scale up instead of high level characters actually getting better at saving.Well our weekly Pathfinder/RotRL group threw in the towel and are going back to 2nd edition Homebrew AD&D. It was unanimous decision.
There is a lot we liked from PF and we plan on adopting some of it, such as the simplified saving throws.
We just got to about level 8-9 and the bloat of feats and crazy damage numbers just did not scale with armor and healing. So it just becomes a game of winning initiative and dealing your damage before the monster does. We found that battles, while strategically interesting lack a lot of the drama mostly because they are over so quickly.
I do greatly enjoy Pathfinder, particularly at the low levels and thankfully I have another group that plays every so often that I can get my PF fix in.
But to recapture the essence of AD&D we decided to just play AD&D. House-ruled to death...because that's how you play AD&D no?
We are not planning on DC's.
We are simply planning on merging the 5 saves into the three intuitive names you see in PF and 3.5. Fort, Relex, and Will. Fort would receive the con hit point bonus, reflex the dex bonus, and will the wisdom bonus.
But they would scale and act just as they do in 2nd edition.
I'm not sure I'm explaining it well but that's what we will attempt to do in a nutshell.
Honestly, this is just a numbers fix. If you control what changes DCs you control the DCs.
Ex: Make DCs tied to a CR or Level score instead of a formula based on 1/2 HD + Stat mods (both of which are hyper-inflated in 3rd ed/PF).
You then control the numbers and as a consequence you can more easily assign class based save values to match expectations. So a 3rd level spell would have a fixed DC of X for being a 3rd level spell, instead of base DC 13 + super stat mods + feats + items which increases the range of the DC wildly.
You just cut all the wild number variables and go straight to the expectation or standard you are looking for. It can be done, just requires some up front work (as you said).
| thejeff |
That's not the upfront work I was talking about. That was just assigning each thing to Reflex, Fort or Wis.
Doing what you suggest is the exact opposite of how AD&D worked and of what I'd want to keep. A 3rd level spell has the same DC as 1st level spell and as a 9th level spell. Your saving throw bonus goes up.
High level characters (and monsters) are actually less effected by all magic, not just low level magic.
Auxmaulous
|
That's not the upfront work I was talking about. That was just assigning each thing to Reflex, Fort or Wis.
Doing what you suggest is the exact opposite of how AD&D worked and of what I'd want to keep. A 3rd level spell has the same DC as 1st level spell and as a 9th level spell. Your saving throw bonus goes up.
High level characters (and monsters) are actually less effected by all magic, not just low level magic.
No, it isn't the exact opposite, all I'm doing is addressing that a 3rd level spell is more powerful than a 1st, the save paradigm is still heavily weighed on the Character Ability Charts (Fort, Ref and Will), those numbers are all mutable to match expectations. If the save expectation for a given level or HD don't work (like how they do not work in PF) you re-set them vs. a Fixed Value or DC.
If all my 1st level spells have a save DC of 12, and a character at level one gets +2 on all saves (say a Fighter) he is starting with a baseline of 50% success vs. spells he will likely encounter at that level of play.
And again, those numbers are mutable - he could have + 4 across the board or the baseline for a 1st level spell can be lowered.
I don't think AD&D's "don't roll anything but a 1" vs. Fireball or an Imprison spell made sense. It's one of those things about a closed save system that IMO I would not want to go back to. Some aspects of nostalgia are exactly that, they are nostalgic and do not make sense.
We can go back for a similar feel without going backwards on system advancement and what we've learned over the last 14 years since 3rd ed came out.
All that being said - you can keep the DC system and still make it easier for higher level PCs to make their saves, what I presented was a reason for using higher level spells vs. higher level foes (managing expectations), the success rate is tied to the numbers (all mutable) and the generator of the DC effect does not get to make a DC 11 into a DC 21 by stacking on 1 million variables to his spell or SLA (which breaks the current game).
What I am offering also does eventually outstrip and outpace lower level spells/effects as the character levels up. The approach of Grease being as effective as Imprison on a high powered creature without Magic Resistance is silly (sorry). It was one of the bad things about 1st and 2nd ed.
| thejeff |
That thing you don't want to go back to is exactly what I want out of the old system. Tastes vary.
I haven't played with it in years, so maybe I'd try in and find I didn't like it, but it very much is what I'm looking for.
High level spells do more when they work and often have effects even with a passed save. Grease still isn't as effective as Imprison. One makes you slip, the other ends the fight.
| Muad'Dib |
We ran a mock up battle using 2nd edition to refresh the rules in our wee brains. (It's amazing how quickly I forgot them.) Anyway we had a blast. Hexes on the table instead of squares, figurine facing, weapon speed, rolling initiative each round, battles lasting a bit longer allowing for more variables...it just was fun.
I know you can house rule any of those things into PF. But it's just not the same. I can't say why...it just is.
-MD
LazarX
|
What is the essence of AD+D? Is it something that's separate from the common heritage that all roleplaying games spawned after Chainmail? And how much of it do we really want to bring back?
The thing is, Gygax and Anderson weren't creating a new story form. In their original creation all they did, was create a new style of war-game with the unit size reduced to one. Story elements were much slower to evolve. How much of what we're looking for in games actually originated AFTER Gygax or TSR?
| thejeff |
What is the essence of AD+D? Is it something that's separate from the common heritage that all roleplaying games spawned after Chainmail? And how much of it do we really want to bring back?
The thing is, Gygax and Anderson weren't creating a new story form. In their original creation all they did, was create a new style of war-game with the unit size reduced to one. Story elements were much slower to evolve. How much of what we're looking for in games actually originated AFTER Gygax or TSR?
Very little honestly. They may have originated it as a 1 unit war game, but certainly by the end of 1E, story gaming was common. Whether they originated it or not, I don't know. I never played with them or anyone close to the scene. But judging from the modules and articles in Dragon, I certainly wasn't in the only group playing more for story than wargame by then.
And other RPGs had sprung up, some of them even more story focused, even in Gary's day. By the time TSR got bought out, Vampire was big and there were other seriously rules light games out. Amber Diceless, for one. I don't think the narrative based mechanics games were really a thing yet, but the forerunners may have been out there. Most of that isn't really what people looking back to AD&D really want though.
Kthulhu
|
What a bunch of nonsense, thejeff. Everyone knows that His Royal Godness, Monte Cooke, invented stories being in RPGs in 2000. Those who claim otherwise should burn like those liars Gygax and Arneson, who kept trying to claim they were playing D&D in 1974. Stupid fools can't even do math, don't they realize that Monte Cooke didn't publish the game until 2000?!?!?
Lincoln Hills
|
I know what you mean. When PF players (with a few exceptions) find a wondrous fountain of glorious light, their first response is "What is this mystery, this magical marvel? How did it come to be? Why is it here?" Their first response is, "Does it give me a plus to anything?"
Admittedly, even in AD&D, that was their second response.
| Muad'Dib |
I actually think part of the problem is that the sense of wonder isn't perceived as "kewl" nowadays. Jadedness and affected blasé are far more de rigeur.
The sense of wonder is a hard thing to create in any game system. Even more so with gamers who have played for a while.
Also the term "Raising the bar" really applies to games. Once you have had that bar raised it's harder to enjoy games under that bar.
-MD
| Eirikrautha |
Jaelithe wrote:I actually think part of the problem is that the sense of wonder isn't perceived as "kewl" nowadays. Jadedness and affected blasé are far more de rigeur.The sense of wonder is a hard thing to create in any game system. Even more so with gamers who have played for a while.
Also the term "Raising the bar" really applies to games. Once you have had that bar raised it's harder to enjoy games under that bar.
-MD
Let's also point out that a "sense of wonder" requires ignorance. Imagine you have a friend who wants to start playing PF. He approaches you and others about creating his character, and the person sitting next to you says, "Hey, don't worry about your options, skills, feats and stuff. Just pick something that sounds good quickly and get right into the game."
Now, I'm sure some folks play that way and enjoy it tremendously. I would also be willing to bet that a large chunk of forum-goers here would have their heads explode at that statement. PF has become a build-centric game. Part of what made 1st & 2nd edition combat engaging was the simplicity. The variation came from monster stats and abilities, not from board-movement and feat synergies. You rolled vs THAC0 or cast a spell that required a save. That's pretty much it.
Now, increased complexity leads to increased choices. Many folks would be quick to celebrate the increase in choice. But with it comes the necessity of knowledge. No longer can you go into the game blind. You have to study your options, carefully build your character, and all of the possibilities for wonder go right out the window. It's one of those trade-offs that have a short-term positive, yet a long-term crippling negative...
| Type2Demon |
A lot of times, AD&D was played WITHOUT miniatures and a vinyl map.
The closest thing you had was a map drawn on graph paper by the designated mapper in your group based on the DM's description of the room.
Combat rounds were one minute long and you could get a lot done in one round.
Spells had a casting time based on segments of the round (if I remember right, both fireball and lightning bolt had a casting time of 3 segments) that meant if you started a fireball spell on your initiative, It did not go off until 3 initiative ticks later. Getting hit during that time could mess up your spell.
Find Familiar was a spell not an ability.
Combat took place in the imagination of those involved so vivid descriptions were a must for players and especially DM's this required some story telling skill.
If you really want to get an AD&D feel, try playing without minis or a battlemat.
Lincoln Hills
|
But positioning is so important in PF... I mean, it was important in AD&D too, what with fireballs that 'fill the available area' and all that, but flanking and all that have really become a lot more significant.
Hm. I wonder if the simplified Beginner Box rules wouldn't work better to keep that AD&D feeling...
Deadmanwalking
|
But positioning is so important in PF... I mean, it was important in AD&D too, what with fireballs that 'fill the available area' and all that, but flanking and all that have really become a lot more significant.
It's pretty easy to do this with GM adjudication and no map, though. It's certainly what I do. A conversation like this can easily ensue:
"I flank him with Joe's character."
"You can do that, but you've gotta go all the way around him, so that'll provoke an AoO."
"Uh...I can't just skirt his threatened area?"
"Nope, you don't enough movement. Not if you want to flank this round."
"Alright, I'll eat it."
But that's less immersion breaking than the map for many people. And it all works fine. It's really not even that hard.
Adjudication's probably not always a perfect reflection of what you'd have with a map, but it's pretty close, and tends to err in the direction of fairness and an interesting story if you've got a good GM...which isn't a bad thing, IMO.
Auxmaulous
|
| 1 person marked this as a favorite. |
AoO were created as a stop gap put into 3rd ed when the got rid of declared actions and timed actions.
You bring those back and you eliminate AoO and the need to have hyper-accurate positioning tools. This can be done (with work) to PF.
You still need a method to track positioning (minds' eye, graph paper, minis) for other game effects but running past an enemy (who rolled lower than you) would just mean he didn't move fast enough to interpose (AoO) and get an attack. Everything resolves at its own speed, rinse - repeat.
If we are dissecting big mechanical changes in systems that could have affected "feel" this would be one of them.
The creation of AoO and elimination of timed or declared actions was simplification. 14 years later - with multiple companies launching minis lines (Re: product), with increased complication (and dissatisfaction) of the table-top aspect of the game, I would say that this was a failure in design, for me at least. They replaced an abstract system (timed initiative) with a miniatures based positioning system.
| Adjule |
| 1 person marked this as a favorite. |
My opinion on how to "recapture the essence of AD&D in Pathfinder" is to not give a crap about the numbers. I still get that old "sense of wonder" when I play, but that quickly fades away when those around me are talking numbers.
I used to DM all the time in 2nd edition, from 1998 until the release of 3rd edition. My approach to the games I play is reflective of those times. I still approach play like I did then, and that is not focusing on the numbers. And I have gotten a LOT of crap on these boards for that.
It's why I haven't taken up the GM Mantle since 2004, except once that ended in disaster, because all I ever come across anymore are people who care only for the numbers on the paper. If I wanted a game about numbers, I would go play an MMORPG.
And Auxmaulous: People have been using minis for decades, not just since 3rd edition. There was a huge miniatures business during the AD&D era (Reaper Minis being the more widely known).
To get that AD&D feeling again, you can play AD&D, or one of the many retroclones. Or you could possibly do like me, and not care about the numbers. It will be difficult unless the players around you have the same mindset. I joke with my brother-in-law that the reason people focused more on story and not numbers was because of how convoluted THAC0 was, and not many people understood it. I was the only one in the group who did, which was good for those few times we did have combat.
Auxmaulous
|
| 2 people marked this as a favorite. |
And Auxmaulous: People have been using minis for decades, not just since 3rd edition. There was a huge miniatures business during the AD&D era (Reaper Minis being the more widely known).
Gimme a break, I've been playing since 79 - miniatures didn't start having their own hard-coded rules (as in, part of the core game - spare me the "but teh chainmail!" responses) since they were pushed in 3rd ed.
LOL@reaper miniatures comment, they didn't start making fantasy gaming minis till the mid 90's. Think Ral Partha and Grenadier minis, they were the default mini vendors and the precursor to Reaper by decades.
The point I was making (which was lost on you) is that 3rd ed hard-coded map/board maneuvering into the system - if you want to use miniatures, peanut shells or even just markings on a sheet of graph paper it doesn't matter - spacing, moving past foes, AoO all do matter. That is big the change.
They changed the game from you can use miniatures if you like to you really should use miniatures because all of our rules heavily depend upon it.
Oh, did we mention that we also are selling miniatures?
-----------------------
I remember trying to explain the game to other people in the early days:
AD&D/D&D
"It's a game? So..... where's the board?"
"Well, it's not like other games. You do use dice for actions but the game is mostly in your imagination as you interact with the world and other players."
-
3rd ed/PF
"It's a game? So..... where's the board?"
"Oh, let me get out the battlemat and set up the minis"
-----------------------
But I will agree with you about one aspect you mentioned Adjule - "not caring about the numbers" isn't the solution but it's part of it. Maybe a game that cares less about numbers (player choices out of the game) and more about player choices in the game would be the ground to look for.
| Mark Hoover |
| 1 person marked this as a favorite. |
All this talk about AoOs, hard coding rules for maps and such, it got me thinking about a game of PF I played recently. The GM is running w/out a map and minis but still has AoOs. Regardless, the big thing is no map.
So we get to this farmhouse and start to investigate. Before anything else happens I (a ranger) ask to move from the farmhouse toward the direction of the dungeon area which I've been told is "east" since we think that the farmer has been dragged there. The barbarian declares he's using Survival for tracking and heading out toward the fields (which was depicted to us as being to the north and WEST of the farmhouse).
I roll tracking, get a 19, for a total of 30 on my check; the barbarian takes a 20 and ends up with a 27. The barbarian finds a set of tracks "leading away toward the demon cyst (the dungeon area)". I interrupt: but I was tracking toward the dungeon. No, you were headed east. Yeah, toward the dungeon? Oh, the dungeon is to the west.
Meanwhile 2 of the PCs were guarding an enemy witch. Said witch's familiar happened to be a quasit and now they're attacking it. There were 3 separate occasions during the fight when it seemed as if the creature should have been flanked by the pair and thus given the rogue SA but it never got applied, based on the difference between what the GM was thinking and what was said. We all let it go as the GM then later gave the rogue SA on a thrown weapon "since he was flanking" which should only apply to melee, but whatever.
Bottom line I remember that a lot in my old "theater of the mind" games. Inevitably my vision of the room didn't match at least one player at the table, and sometimes all of them. When a fight would break out someone would ask to sketch it anyway just so we were on the same page (pun intended).
At least THAT aspect of old-school gaming; the no-maps/no-minis thing, I'm glad to be done with. I don't mind ditching AoOs - I know it takes work and so far I don't have player buy in but I may eventually push the game that way, but I don't think it adds anything fun-wise to the game unless the PCs are built that way.
But I LIKE having maps, minis, and a consistent vision of what's going on. Sure it slows things down, but no more than things used to be when folks would argue w/me that they were running the opposite way, or behind a monster not in front, and so on.
Recently a buddy told me he got a job in Denver and is leaving in 2 months. I only play monthly so I've got him for 2 more sessions. Now, I've had other players come and go in my game, even guys I've known for years, but I've been able to shrug it off in the past.
When this guy said he was leaving, I was genuinely upset.
On a personal level he's one of my best friends. But then on a gaming level he, like me, has come up through every edition of D&D, including 4th, and returned to PF. When the 2 of us are at the table, no matter which one is GMing, it's epic and fun. It doesn't have anything to do with the rules - we just get it and click together. I don't have that with any of my other players.
I'm going to miss my friend.
Anyway, my point is that our games could have and did use multiple other systems. We've played 3x, GURPS, 4ed, Pathfinder, and dozens of board games. We have consistently had fun, laughed, argued, gotten pissed off and even quit gaming only to come back together for some truly epic moments. We had good games, and that had nothing to do with the rules.
I've said it before and I'll say it again: play YOUR game and make it your own.
| Oceanshieldwolf |
Nice one Mark.
We always drew maps of combats and marching order, and we used Citadel and Grenadier miniatures. Oh and Ral Partha.
I think Mark has a good point on the relative merits of a map that gives a consistent vision and also actually eliminates time-wasted in arguing just where everybody is.
Which leaves plenty of room for arguing about how they got there, who might suffer an AoO, who can do what in what initiative order, and just which hireling should have bought it instead of you. All while taking weapon speed and weapon vs armor modifiers into account. So. Much. Fun. Was. Had. Back. In. Teh. Dei. ;)