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Standing up for D&D's Gen X: 2e (Part 2)

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This is part 2 of a 2 part series. Part 1 is about 2e rules. Part 2 is about 2e 'culture'.  Here's my dirty little secret that I never told anyone before: I actually really liked the Complete Book of Elves. I am just going to leave that bombshell hanging in the air and return to it later in this post, in the hope that the shock value of that statement will minimise the impact of what I am going to say next. The aesthetic of 2nd edition expanded and improved the D&D genre of fantasy. I am going to interject here and say that this post covers two 'cultural' parts - Genre/aesthetics and Style of play. Right now we're obviously talking the first part, but I will get to the second further down. Alright, back to the topic at hand: Let's ignore the masochistic"I prefer the cheapass sketches to top of the line artists" argument that you see 1st editioners espouse every now and then as insular nostalgic nonsense and go to a second point:  Most 1e grogn

Standing up for D&D's Gen X: 2e (Part 1)

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This is part 1 of 2 about 2nd edition. Part 1 will focus on the rules aspects. Part 2 on the nebulous 'culture' aspect of 2e. Out there in real life, I just about made the cut for an elder millennial. But in terms of DnD generations, I am very much Gen X - The Forgotten Generation.  Sandwiched in between the cantankerous curmudgeons of the B/X and AD&D 1e old schoolers who from their loftily perched blogs, abrasively champion their refined and sophisticated simple gaming ways and dour-weird piss-bag adventure aesthetics (all hail Erol Otus!) and the guileless charoppers of 3e that revelled in posting "build guides" on message boards for prestige classes and tricked out feat chains, considered Wayne Reynolds real cool and thought planning out their Conjurer 3/Incantatrix 10/Fatespinner 4 15 levels in advance to be a fine act of character development Is the un-championed generation X of 2nd edition romantic railroaders and the sad fools who learned their naive D&

Addendum: Why "Roll under" Ability checks really are the best of checks

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My recent meditations on roll under ability checks and rant against the D20 unified mechanic has generated a bit of commentary and further clarified my own thinking on the matter. This post is an addendum to my  Using Ability Checks in B/X  article, seeking to further explicate why the "Roll Under" ability check truly is the best of ability checks. Earlier today, during my delvings into the blogosphere, I came across this box from  Quarrel & Fable , a Fighting Fantasy spinoff: First thing that struck me was how similar it was to my proposed resolution for Ability Checks . And secondly, it combined those thoughts with my memories of the old Fighting Fantasy  [FF] gamebooks and set my mind spinning into that cross section and how much I always liked the elegant simplicity of the FF mechanic. The best part about doing a post involving Fighting Fantasy is the chance to showcase some of the brilliant art in the gamebooks Now, I've given reasons already in previous posts

How Difficulty Class and the D20 engine ruined roleplaying

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It seemed revolutionary at the time. 3e came out and made a unified mechanic. Roll 1d20 against a target number to see if you succeed. In combat, AC is the target number. For everything else, it's a Difficulty Class [DC]. That's it.  Some of those DCs are calculated as a function of level, opposing ability score etc. But what we also got from this system was a way of ad hoc determining the difficulty of something and then simply saying "roll against that target number to succeed".  In its core form, this is wonderfully simple and intuitive. All you need to internalise is the size of the numbers on a d20 in relation to overall difficulty and then you can resolve basically anything with it. The part about size of numbers has proven to be a bit of an achilles heel for d20 over the years, but that is a different point I will address further below. No, the real point here is that there's an unintended side effect to DCs as a unified mechanic. There are other downsides

Ability Score Improvements have been a terrible addition to D&D

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This is going to be one of them rants I fear.  It relates to my previous meditation on the heft of levels across various editions  and my recent contemplation on ability checks in B/X , specifically my desire have the unmodified numbers mean something in and of themselves, rather than something purely to derive other numbers from that do  have mechanical relevance. In a way, this posts is like a concluding remark on the heft of levels in TSR vs WotC D&D. To summarise, if the mechanical relevance of ability scores are almost always somewhere on a scale of -3/+5, why do we bother with rolling 3-18 instead of just using the derived numbers to begin with? Why has that never changed? And why do I have a firm impression that there'd be a great outcry if it were ever changed in a future edition? And it occurred to me that ability scores do have a relevance in the unmodified form, one that has remained across all editions - They are the formative narrative components of the character s

Using Ability Checks in B/X

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One gripe I have always had with D&D ability scores is - what are they for? Regardless of edition, they are only ever used for deriving other numbers. It would be much clearer if it were simply a -3/+3 stat since that is how it actually gets used. And yet, no one wants that. We all love our 3-18 rolls that we end up never using. It annoys me that such a prominent feature of PCs mechanically means so little. The exception of course, is the ability check in TSR D&D, introduced in B/X and which achieved peak infamy with 2e non-weapon proficiencies. The mechanic where you actually get to roll against your ability score. To begin with, let's acknowledge that there are many good old school reasons not to roll for ability checks in B/X: Most things that DMs in later editions require rolls for,  shouldn't require a roll in the first place as long as the players can describe what they are doing properly - And the ability score should be factored in by the DM in those cases an

Stunting for Profit in D&D combat

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A complaint I've something seen concerning combat in TSR-era D&D is that it is too simplistic. You roll to hit and see if you hit or miss, roll damage die and that is it. There is no room for the kind of creativity that players might want to realise from cool action scenes in movies. By contrast, later editions allow cool moves to spice up combat. Feats in 3e allowed stuff like bull rushing, cleave, Disarm, Spring attack etc. In 4e, everyone gets a cool move they can execute. In 5e, feats returned and on top of that we get battlemaster maneuvers that let fighters pull off even more stunts like riposte, parry, feint, trip attack and similar (Rules Cyclopedia is guilty of the same with 9th lvl fighters getting access to special maneuvers). The fatal flaw in this, the older schooler might remonstrate (and I would join that choir) is that the approach to stunts in later editions gates them behind feats and class features. It defines combat in a way that strongly implies that if it&

I just picked up the original 1e boxed sets for Greyhawk and Forgotten Realms

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 30 dollars a pop on ebay from the same seller. Good deal I think. The Greyhawk set is missing the maps, but I have the sturdier versions from the folio already so no loss for me I have owned both in pdf for a good while, but having physical copies is definitely different. I have had the 2e set of Forgotten Realms since the 90s and the Folio of Greyhawk since the 00s, so it will be interesting to compare these two to them. I will probably blog on this soon.

Journey Fantasy (or: Clarifying the Nebulous Pull of Dragonlance)

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I have blogged several times about Dragonlance in the past. The broad theme I've struck up is that it gets unfairly judged on the railroad nature of its eponymous modules and the straightjacketing nature of its novel series, around which the world seems to revolve. To me, i's a distinct and worthwhile brand of fantasy once you open up the world and look smaller than the grand themes of wars and stopping gods. It was never really the Heroes of the Lance, or even the War of the Lance, that drew me to the world. It was the more earthy stuff, such as the  coming-of-age sandbox  in the Tales of the Lance  boxed set that enchanted me. Today it dawned on me why Dragonlance had such a strong pull on me as an adolescent and still tugs at my heartstrings today: Outside the epic tales that steals the headlines, Dragonlance represents a distinct and different kind of gaming fantasy than the rest of D&D - What I am here calling "Journey Fantasy". What I mean by this term