If you haven't played D&D, are you
a real roleplayer?
This joke never gets old for me |
Like many people in my generation, I
started playing Dungeons and Dragons in the mid 1990's. Back then, it
was Advanced Dungeons and Dragons, 2nd edition. Or, 2nd
Edition AD&D. Or much more simply, 2nd Ed. Second
Edition is very different then the modern incarnations (at the time
of this writing, D&D is on its fifth edition). It was... Clunky.
It was a bit unbalanced and didn't have much for rules outside of
combat. However, it was amazing to my young self. As I grew older,
and discovered other games and systems, I started to like D&D
less and less. While fun, especially with my old friends (who were
once part of this blog), it just didn't work for me anymore.
Then, Wizards of the Coast dropped
Dungeons and Dragons 3rd Edition, having bought the rights
from TSR sometime before.
And it was good. For a while.
Don't get me wrong, 3rd
Edition was amazing and almost revolutionary. But, it had flaws. Some
minor, some major. Wizards realized this and launched 3.5 in a timely
manner.
And it was very good.
From a mechanics perspective, 3.5 did a
lot of things right. They simplified things down to a single d20
roll. Both combat and skills were a simple check. These checks
required meeting or beating a Difficulty Class (DC). Which was the
same as hitting someone, you would meet or beat their Armor Class
(AC). This easy and streamlined system made D&D much more
accessible to new players, as all you had to do was roll a d20, add
some numbers, and see if you hit or not. Goodbye, THAC0, we don't
miss you here.
This ease of play also got added to the
DM's side of the table. The DMG contained a new mechanic called
Challenge Rating (CR) for monsters and traps. A CR of 5, for example,
was a solid threat for an average party of four 5 level characters.
Now, you didn't have to worry about killing the whole party because
what you thought was an easy monster was actually a real threat to
them. It also gave you tables for how much treasure each encounter
should contain, based on the level of the party. The tables also
included totals of gold for characters beyond 1st level,
as well as a great tool for creating magical weapons.
City of the Spider Queen is one of the best adventures ever |
There was also new, quality rules for
character classes and leveling. Instead of what we had in 2nd
edition, in which different classes had different experience points
(XP) for different levels, every class now needed the same amount of
XP to reach the next level. This was one of the best changes they
made, in my opinion. Having played more than one 2nd
edition games in which everyone started out at level one, we would
end up with a level 7 fighter, a level 6 thief, and the cleric and
wizard at level 5, even though we had received the same amount of XP.
This new system made it easier to keep everyone on a level playing
field (pun mildly intended). Of course, different classes had
different hit dice, different skill points and all that good stuff,
it still kept everyone equal to a degree.
Another change was Prestige Classes.
While multiclassing was in the core book, and looked to be handled
very well, the addition of Prestige Classes allowed you to create
characters that could start at the same point (two wizards, for
example) and end up in totally different places. Of course, some of
these classes were clearly better than others, they did add a lot of
flavor to the game. Many of the supplements added new Prestige
Classes, making some books must-haves.
With Feats, skills, and these new rules
for multiclassing, as well as Prestige Classes, made for a greater
degree of customization when creating your characters, from level one
all the way to 20 and beyond. This, I firmly believe, is one of the
best things about 3/3.5. It allowed you to make a different character
each time, even if you played the same class every game you played.
The game also expanded the core
classes. In 2nd edition, you had Warriors (Fighter,
Paladin, Ranger), Wizards (Mage, Illusionist), Priests (Cleric,
Druid), and Rogues (Thief, Bard). In 3.5, you got all of these plus
Sorcerers, Barbarians, Monks, and renamed the Thief to Rogue. Well,
the illusionist went away and became a specialization for Wizards.
Truth |
While the combat system was excellent,
the roleplaying systems were bare bones. Which I suppose makes sense
for D&D. As much as we remember our characters and the hilarious
in-jokes (“It's not Thursday yet!”), D&D wasn't really about
roleplaying. The joke is that it's all about Roll-Playing. You kick
in the door, kill the monster, and check for loot. I have played such
games, and can find them enjoyable, it's also great to have games
that are about the characters and the world they live in.
Which brings me to my next point. In
the core books, the setting presented is the Greyhawk campaign
setting. Many of the supplements were based around this setting. From
what I remember, Wizards did a contest for the setting of this
edition. While Greyhawk won, many people wanted Forgotten Realms
(which is my personal favorite), some wanted Dragonlance, and others
wanted Dark Sun. Eberron, which later became a very successful
setting and a fan favorite, was in the running but didn't win. They
did go on to release supplements of the various settings, including
Oriental Adventures (which was based on Legend of the Five Rings,
that also got its own supplements and I do plan on covering the OA
campaign settings in the future), it was Greyhawk in the beginning.
God damn Halflings! |
D&D 3rd and 3.5 created
the core of the new “open source” system of the “D20 System”
that was free to use and publish. This caused a deluge of unbalanced
and weird books released by third parties. These supplements included
books on monster races, explored in detail. And in very different
directions than we saw in the core books. However, this did allow
for Drangonlance to finally get updated to 3.5.
Because of the popularity of 3.5, many
companies who had properties using unique systems went on to release
D20 versions of their games (Deadlands, looking at you right now).
This may have caused not only the collapse of 3.5, but some of these
companies as well. I think that some of them were so busy chasing
these new “D20 kids” that they made some of their older fans
feeling neglected and forgotten.
These factors may have caused the
downfall of 3.5 as a system. Since they had let their system out
there to be used by anyone, they lost control of what was other
there. They had to update the Open Game License because the infamous
Book of Carnal Knowledge finally got an “official” release. In
fact, there are several games with very heavy sexual and disgusting
natures out there that use the OGL. Since Wizards had been acquired
by Hasbro, they needed to keep a much cleaner image for their new
parent company. Having games that involved “Shit Armor” (no, I'm
not joking) be attached to their name wasn't going to help them with
that. And don't forget that there are still people out there in the
world who still believe the Satanic Panic propaganda.
When you get down to it, D&D 3.5 is
a classic. It's still played by a lot of people, myself included. Is
it perfect? No, not at all. But it is fun and, aside from some parts,
very easy to learn and play.
One final point I'd like to address.
Many people I knew weren't very impressed by 4th edition.
I never played it, so I can't say much about it. I didn't play it for
one major reason: Investment. I've sunk a lot of money into 3.5, both
official releases and third party, so I couldn't afford to pick up
yet another new system. Given how many books Wizards had printed for
3.5, I knew that it would be even more so with 4th. Do I
hate 4th edition? Not really. I don't like it, but I don't
hate it. From what I've been told, it was a very bland system. Which
is a shame.
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