SkeleTony said:
Volrath said:
Things like THACO and negative AC were moron repellents. D&D 3E started the decline.
Moron magnets is more like it. Designing a rules system to be counter-intuitive is not in itself bad(if there is some brilliant reasoning behind such). But making a game that is counter-intuitive, counter-logical, backwards, messy, cumbersome and just all around unnecessarily Rube Goldbergian YEARS after much better designs were published is bad. And maintaining such for a few DECADES just because the 'secure in their misery' kiddies are threatening to not buy a game we all know for certain they WILL buy(re: 3rd edition and 4th ed.) and get used to and eventually admit they were being idiots in their youth...well that is just madness.
I have heard a lot of gripes from the over 40 nostalgia guys in regards to 3rd ed. being the "decline" but one thing I have NEVER heard from a single one of them is an argument rooted in any understanding of game design. A lot of "They shouldn't have changed anything EVER!" but no "Here is why *THIS* worked better in 2nd ed...." arguments.
Telling.
Ok here's a reason. Well, sort of. I actually agree that 3rd edition is better for PnP. But I greatly preferred 2nd ed for crpgs, and not just because we had better games for it. The flaws of 3rd edition for crpg-ing are actually the things it improved for PnP. Classes in 3rd ed are much better balanced, in that they all start out in arm's reach of each other, and progress at roughly the same rate, so long as you include non-combat usefulness and versatility as 'power' (for bard, shadowdancer, etc). The system is far less harsh and classes are less important. You want a level in another class, you just take it - no fucking around with dual-classing and/or kits required.
2nd ed had flaws in PnP that were actually fun in crpgs. For example, magic-users (mages especially) were so incredibly weak early on that a level 1 wizard had a 50% statistical chance of losing to a housecat, assuming the wizard has the best spell selection memorised and good stats, but later they grew into teh fuck-off powerhouse. Same for dual-classing: you'd be taking a big hit to your character's abilities for a long time, that would be traded for late-game uberness - and the more late-game uberness you wanted, the longer your character would be gimped. You could have a kensai-wizard, or fighter-wizard that has the SAME number of spells as a pure wizard in BG2, while having hefty fighting skills if you timed your class-switching right (as the way the levels worked you could get about 9 levels of fighter, from memory, using only the exp between the exp cap and the wizard level one below the cap).
Now in PnP that is just shit design - a player is gimped out of the action for your first 6 months of gaming, then becomes overpowered and ruins the encounters for everyone else forever after that. BUT in crpgs, it was one of the more fun aspects of party management. It became a strategic decision about what balance of 'useful-now' and 'useful-later' you went for. E.g. timing you dual-classing right so that you always have a thief and a mage active, but still giving all your thieves fighter or mage dual-classes, and all your mages fighter or thief classes. If really powergaming you'd start out with a set of characters all in their OPPOSITE classes to what will be their eventual mains. But if the game was at a decent difficulty, that shouldn't be possible - instead you'd be making hard choices about how much early survivability you can AFFORD to trade for later power.
Also, for some reason, the greater emphasis on class seemed to make party-development and party-selection strategy more interesting in crpgs, whereas in PnP, where each player has one and only one character, it just makes the game more limiting.
I also liked, for crpg-with-reload purposes the sheer insanity of some spells that got scaled back in 3rd edition so they could actually be used in PnP without someone having a heart-attack: 'wish' I'm looking at you
Some of the monsters were eviller in more interesting ways - again, all in ways that were impractical in PnP where death is not just a quickload away from fixing - slimes that turned what they hit into more slimes, that kind of thing.
I know that isn't exactly a treatise, but does it satisfy you for why someone might preer 2nd ed for reasons other than 'don't change anything ever'. Again, I agree that later editions are better for PnP, so we aren't in complete disagreement.