Sunday, February 21, 2016

Dnd Complexity Over Time

Matt Miller
  • DnD was most complicated  at 2E (AD&D), where there were different mechanics for: attacks, profiencies, saving throws, thief skills, cleric abilities, spells, ranger abililities, fighter extraordinary strength, fighter weapon specialization: Every class basically had a unique mechanic. XP also varied by class, making multi and dual classing a pain. 
  • Dnd 3.0 really cut down on that, converting almost everything to one of two mechanics: d20 (Attacks, saves, thief skills, cleric turning) or to feats (ranger abilities, weapon specialization). Only spells remained outside that context. XP per class was standardized.
  • Numinara, Monte Cook's take on an advancement from 3E, went simpler, with a single mechanic to manage everything. Strangely, I really don't like it for just that reason--the game has no 'depth'. Once you've mastered the up-front complexity, there isn't anything new to try--just things to optimize 
  • 4th was an attempt to implement World of Warcraft as a table-top game. My recollection is that it implemented everything as 'powers' with per day, per session, and per encounter frequency. Powers were also active, passive, conditional, and triggered. Powers were packaged as part of abilities. Spells were still distinct, but there was extensive use of meta-magic powers to alter spells. Character creation seemed to be a bit of a hassle. 
On reflection, the complication of DnD 2.0 was  actually a good thing. There was more game to play, as every class had a special set of mechanics you could explore. It did make dual-classing or multi-classing a pain.

No comments:

Post a Comment