Comment: Re:Anything Else? (Score 1) 208
Realism? In a game that has magic swords, dragons, and fireballs?
Original Dungeons and Dragons was decent - the attribute bonus rules were uniform ( +0 for 9-12, +1 for 13-15, +2 for 16-17, +3 for 18), the attack and armor rules were relatively straightforward, skills were simple, hit points were simple, saving throws were a bit odd. It wasn't a flexible game, but it was by far the easiest for newbies to learn.
Every edition since then, from AD&D1 through 4th edition, added flexibility plus complexity. AD&D 1 and 2 had different weapon damages based on the size of the opponent you were hitting, and different weapon classes (piercing, slashing, crushing). AD&D 1 and 2 also had different attribute bonuses for different stats, and multi-classing, and all the oddness of the saving throws mechanics from original Dungeons and Dragons.
3rd edition and 3rd edition revised simplified: multi-classing, saving throws, attribute bonuses, weapon damage types, weapon damage factors based on the size of opponents. Then they complicated the hell out of things with feats, more complex skills, and the interaction of different class abilities in multi-classing. Five steps forward, anywhere from three to fifty steps back depending upon who you ask.
4th edition simplified skills again, reduced the relative impact of feats, simplified the magic rules, and rewrote the multi-classing rules to be less flexible and less easy to understand but easier to control (e.g. it made it harder for players to discover combinations that gave them an unfair advantage relative to the other players in the group). 4th edition also gave each class a set of choices of a series of special abilities, which makes for great flavor, great fun, but yet again tons of added complexity.
Original Dungeons and Dragons was decent - the attribute bonus rules were uniform ( +0 for 9-12, +1 for 13-15, +2 for 16-17, +3 for 18), the attack and armor rules were relatively straightforward, skills were simple, hit points were simple, saving throws were a bit odd. It wasn't a flexible game, but it was by far the easiest for newbies to learn.
Every edition since then, from AD&D1 through 4th edition, added flexibility plus complexity. AD&D 1 and 2 had different weapon damages based on the size of the opponent you were hitting, and different weapon classes (piercing, slashing, crushing). AD&D 1 and 2 also had different attribute bonuses for different stats, and multi-classing, and all the oddness of the saving throws mechanics from original Dungeons and Dragons.
3rd edition and 3rd edition revised simplified: multi-classing, saving throws, attribute bonuses, weapon damage types, weapon damage factors based on the size of opponents. Then they complicated the hell out of things with feats, more complex skills, and the interaction of different class abilities in multi-classing. Five steps forward, anywhere from three to fifty steps back depending upon who you ask.
4th edition simplified skills again, reduced the relative impact of feats, simplified the magic rules, and rewrote the multi-classing rules to be less flexible and less easy to understand but easier to control (e.g. it made it harder for players to discover combinations that gave them an unfair advantage relative to the other players in the group). 4th edition also gave each class a set of choices of a series of special abilities, which makes for great flavor, great fun, but yet again tons of added complexity.