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In an earlier column, I mentioned that one of the goals of the new iteration of
Dungeons & Dragons was to unite the editions. Judging by the reaction, this is
a contentious topic, and an important one. So let's delve into it more deeply.
First off, why is that our goal? There are many reasons. First and foremost,
however, is that if you're playing any version of Dungeons & Dragons, you're a
D&D player and a "part of the fold." The days of edition wars and divided
factions among D&D fans are over. Or at least, they should be. (In fact, they
should have never started.) I'll be frank: the fracturing of the D&D community,
no matter what the cause, is just foolish. We all have far more in common than
we have differences.
So a rules system that allows people to play in the style that they like,
rather than a style that a game designer or game company wants them to like,
makes a lot more sense. As a designer myself, I know that it's not my job to
convince you to play D&D in a particular way. It's my job to give you the tools
you need to play the way you want and then get out of your way. And that's what
the new iteration of Dungeons & Dragons is meant to be about. There is no wrong
way to play D&D.
But what does it mean to play in the "style" of various editions? That's a
complex issue. It has involved, for me and my fellow designers, looking at the
different editions and trying to distill down the essence of each one. For
example, is it important that "elf" remains a class to someone who enjoyed
Original D&D (1974) or Basic D&D? I'd argue, no. What's far more important for
that player is an open-ended system with a lot of emphasis on the Dungeon
Master, lots of exploration, and simple mechanics that enable fast combat, to
name just a few things.
As a contrast, AD&D (that is to say, 1E) involved more specific mechanics to
create a more unified play experience from table to table. This included a more
careful eye toward "realism," or perhaps more accurately, "simulation." But by
modern standards, the game was still fairly simple, and things moved quickly.
There were options for miniatures and tactical play, but most 1E fans did not
use them. (Likewise, there were options for very high simulation, such as
weapon speeds and the weapons vs. armor table, but most people didn't use them
either.) 1E fans—and I'm of course overgeneralizing here—want many of the same
things that BD&D lovers want, but with a few more options and a bit more
simulation.
Then 2E came along and made only minor changes to the rules, but it made
important changes to the style of gameplay. The Player's Handbook was not
significantly different, but the Dungeon Master's Guide was. We started reading
phrases such as "it's all about the story." Worldbuilding became more important
than adventure design. If in OD&D one DM might say to another, "let me tell you
about my dungeon," in the 2E era, a DM might say to another, "let me tell you
about my world." As the system developed with many supplements, simulation and
game balance took a back seat to story, setting, and interesting characters.
Kits and nonweapon proficiencies, some of the major new(-ish) changes,
showcased character development in interesting ways. This suggests that,
broadly speaking, 2E players enjoy epic storylines and tools to create
well-developed characters.
With the advent of 3E, which brought along many significant rules changes, the
game's design once again embraced simulation, and balance became more
important. Character development became even more of a focus, and all flavor
was backed up with mechanics. Less responsibility was put upon the Dungeon
Master as various actions and options were specifically mechanically defined
and standardized. Combat became far more complex, and while it was also more
interesting, it moved more slowly. Miniatures became an important focus. Fans
of 3E want even more options for their character customization—skills, feats,
and so on—and the ability to play interesting, tactical combats with a high
level of detail.
When 4E debuted, the game once again underwent a radical change. This time, the
most significant change was the way character classes were expressed. Balance
and standardization became even more important, combat more complex, and
cinematic action and heroic power levels were the focus. Character powers
ensured that everyone always had something interesting and dynamic to do every
round. The DM had even less responsibility, and her job was made easier with
interesting innovations to NPC and monster design. Miniatures and a grid were
absolutely required. 4E players like even more balance and tactical play, and
they want even more interesting and straightforward options for their
characters. In addition, simple and quick preparation for the DM is a must.
A lot of sweeping generalizations? Sure. I was/am a fan of all of those
versions of the game, so some or all of those descriptions apply to me, and not
all of them are compatible in a straightforward manner. Still, it's useful to
begin to realize the various kinds of needs and desires different players and
DMs have. To truly unite all the editions, the game needs to cater to all of
them. In short, people need to be able to play the game that they want to play.
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Last week, I talked about why we might be interested in uniting the editions,
and how we might look at the tones and play styles of those editions to capture
what we seek to have in D&D. To be clear, we're not talking about creating a
bridge so that you can play 1E and 4E at the same time. Instead, we're allowing
you to play a 1E-style game or a 4E-style game with the same rules. Also,
players at the table can choose the style of character they want to play. In
short, let's talk about style and D&D.
The way we want to accomplish handling the style of play is with a modular
approach. If 3E style is about character customization and a tactical view of
combat, options should allow you to customize characters with feats and skills,
plus play with a grid and miniatures (and have rules that support threatened
areas, attacks of opportunity, and so forth). But in a 2E-style game, some or
all of these options would not be desirable. Because of this truly modular
approach, it means you don't have to pick an edition style. You can have the
simple, fast combat of 1E with the character customizing skills of 3E, or any
other combination.
But where do you start? For this to work, there needs to be a basic core to the
game upon which you layer these options. That's where distilling D&D down to
its essence comes in. What are the things that you'd expect to overhear at a
table of people playing D&D if you didn't know which version they were playing?
That's something that we're working on right now. But some of the answers are
obvious. Six ability scores ranging from 3 to 18. Fighters, clerics, wizards,
and rogues. (Or, if you prefer, fighting-men, clerics, magic-users, and
thieves.) Character levels. Experience points. Rolling a d20 to attack. Magic
missiles. Fireballs. Hold person. And so on.
In effect, what you end up with is a fully playable game with its own style.
Think of it this way: It would be wrong to say that there is no inherent D&D
style that carries across the nearly forty-year lifespan of the game. What you
really end up with, in this approach, is a game that ends up looking—not
coincidentally—like original D&D. Not entirely, of course, and not precisely,
but close. It's a game that captures the feel of OD&D.
From there, with that excellent foundation, we can build upward and outward.
I know you have a lot of questions, and frankly, so do I. That's what the
public playtest is about—finding the answers together. The next big question
you might have, however, is that with everything being so customizable, who
makes the decisions?
I think some of the answers are player-provided answers, and some are
DM-provided. This is tied in very closely with my philosophy of the game
overall. Players should play the characters they want to play (with DM input),
and DMs should run the games they want to run (with player input).
Some choices then—such as whether a character has a long list of skills and
feats; or skills, feats, and powers; or just ability scores, hit points, Armor
Class, and an attack bonus—are up to the player. Some choices are up to the DM.
If miniatures and a grid are used, that's a DM choice. If the adventures are
going to be about grinding through a dungeon to get enough coppers to pay for
tomorrow's meal or an epic quest across the planes to save the universe(s),
that's a DM choice. (That latter choice might seem like flavor only, but it can
determine which rules options are taken.)
So, the game is actually a matrix of these choices, with some made by the DM
and some by the players, which will end up determining the feel of the overall
game and might allow the group to "emulate" a prior edition. More importantly,
though, these choices allow people to play what they want to play. In effect,
the group can make their own edition of D&D. And that's really the most
exciting part of it, I think.
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Over the last couple of weeks, I've written about why we want to try to unify
the editions, and how we're going to pull it off. Here are some more
miscellaneous thoughts about the process that are worth discussing as well.
Stuff to Leave Behind
Although we don't currently see universal consensus on this, it seems likely
that there are a handful of things from prior editions that we don't want to
bring forward into a new iteration of D&D. Not everything about every version
of the game was absolutely golden.
For example, it would be difficult to imagine that THAC0 would make a comeback.
Armor Class values going down to represent them getting better. System shock
rolls. Racial level limits. Gender-based ability score maximums. Lots of bonus
types. And so on. But here's the thing: if I'm wrong about that, get involved
in the open playtest when it starts and let us know. If you would like to see
things like that be a part of the core rules set, or if you would use rules
like that as optional modules, that's the kind of information we are looking
for in order to make this a game you want to play.
Further, there's stuff that is kind of on the fence in this regard. What about
a system that resembled the weapons versus armor table in 1st Edition? Could we
make that work as a part of a simulationist rules module? Maybe. Racial class
restrictions? Sure (but why?). Are these good ideas? Bad ideas?
New Material
We don't want a new iteration of the game to be only a "best of" of the prior
editions. If we did, there would be no reason to play it. It needs to achieve
the goal of not only giving you the play experience that you want, but also
giving you that play experience in a way that's better than what you've had in
the past. Faster, better, smarter.
But how much new material is too much? That's the question. How can we capture
the feel and tone of your favorite edition if we add in mechanics or material
that's never been in a prior edition? And yet, how can we convince anyone to
play a game that is just a rehash of what's come before?
One way is simply through the customization of the rules modules that I wrote
about last week. That is to say, although you can recreate the feel of 2nd
Edition using them, you can also recreate the feel of 2nd Edition with a few
options from 3rd or 4th as well. You wouldn't have to choose a past edition.
You'd customize the game to make it yours. Imagine a game with Basic D&D's
simplicity but with the powers of 4th Edition. Or a game that has the character
customization abilities of 3rd Edition without all the tactical rules. Or any
other combination you desire. We believe it's perfectly possible.
We are experimenting, however, with some material that is truly and entirely
new. Class abilities that capture the core feel of a class, for example, even
though they've never been presented in any version of the class. For example,
we might take the idea of a ranger's favored enemy but express that idea in a
completely different way.
We are also experimenting with variations on task resolution. What if, for
example, something that used to give you a bonus or a penalty instead modified
the dice you roll? A bonus to your attack roll might be the ability to roll
2d20 and take the best roll, for example. Or maybe instead of having a flat
bonus, you got a bonus die to roll and add (or, in the case of a penalty,
subtract)? Would these brand-new mechanics be fun and add something new to the
game? And most importantly, would they feel like D&D?
That's what lots of playtesting and player feedback will let us discover.
--
"If Barack Obama isn't careful, he will become the Jimmy Carter of the
21st century."