[HN Gopher] Dungeon Magazine
       ___________________________________________________________________
        
       Dungeon Magazine
        
       Author : kleiba
       Score  : 239 points
       Date   : 2021-01-14 12:57 UTC (10 hours ago)
        
 (HTM) web link (archive.org)
 (TXT) w3m dump (archive.org)
        
       | [deleted]
        
       | Paul_S wrote:
       | The history of Dungeon and AD&D is an interesting lesson in
       | licensing and IP ownership. Also a lesson in power of brands and
       | marketing.
       | 
       | Pathfinder is the real successor to AD&D and Paizo had the
       | subscribers communication channels to fans and yet people
       | remained with WotC and moved on to the new WotC system whose only
       | connection with AD&D was the name. Back when I was a more active
       | DM this puzzled me to no end.
        
         | mcv wrote:
         | Pathfinder 1st edition was a direct successor (near-clone,
         | even) of D&D 3, which was created by WotC. That's where the big
         | break from AD&D happened. D&D 5 has about as much in common
         | with AD&D as D&D 3 and Pathfinder have. Perhaps more, because
         | D&D 5 was in some ways (though not all) an explicit attempt to
         | go back to earlier, less complex editions of D&D.
        
           | dragonwriter wrote:
           | > Pathfinder 1st edition was a direct successor (near-clone,
           | even) of D&D 3
           | 
           | Without going back and checking, wasn't PF a fork of the open
           | core of D&D/3.5e?
           | 
           | > Perhaps more, because D&D 5 was in some ways (though not
           | all) an explicit attempt to go back to earlier, less complex
           | editions of D&D.
           | 
           | D&D/4e and 5e are pretty clearly the most simple versions
           | outside of the simplified versions after OD&D and in parallel
           | with AD&D (B/X, BECMI, Black Box, Rules Cyclopedia), and in
           | many ways both newer versions are simpler so long as you only
           | consider similar similar scope, though they have broader (but
           | not a superset, because neither has domain management or
           | divine ascension as a first-party subsystem, while BECMI has
           | both and the Cyclopedia retains BECMI's coverage of the
           | former) scope.
           | 
           | 5e seemed to be more an effort to restore flavor elements
           | many perceived as lost from the very complex AD&D/1e through
           | D&D/3e than to revert to simplicity lost (since the opposite
           | was true) in 4e.
        
             | Jtsummers wrote:
             | > Without going back and checking, wasn't PF a fork of the
             | open core of D&D/3.5e?
             | 
             | Yes, this is why it was often referred to (at the time at
             | least) as 3.75. Mechanically, if you knew 3/3.5 you could
             | almost jump in without looking at any rules in Pathfinder.
             | It did change things around spells and classes (having its
             | own being the biggest issue more than changes to the
             | standard/common ones with 3/3.5).
        
           | cwyers wrote:
           | "Near clone" undersells it, even. Most of the rules come from
           | the D&D 3.5th Edition System Reference Document, under the
           | terms of the Open Gaming License (basically the GPL of
           | tabletop game systems). It's basically a hard fork.
        
           | crooked-v wrote:
           | > less complex
           | 
           | I see someone's forgotten about weapon speed factors, weights
           | measured in gold pieces, modifiers based on opponent's armor
           | class, nonweapon proficiencies with different numbers of
           | slots required, ranged being measured differently based on
           | environment, round vs turn distinctions, and any number of
           | other things.
        
           | 131012 wrote:
           | To me, d&d 5 is like python3: never gonna look back! Just
           | better in almost all, but don't expect it to support all your
           | niche needs, but you can still try anyway.
        
           | pdonis wrote:
           | _> earlier, less complex editions of D &D_
           | 
           | I'm not sure I would characterize 1st Edition AD&D as "less
           | complex". In many ways the evolution of the D&D ruleset has
           | consisted of _removing_ unnecessary complexity to make the
           | game easier to manage. For example: a standardized simple
           | formula for computing attack rolls instead of pages and pages
           | of  "to hit" tables (I remember when bootleg copies of the
           | tables in the 1st Edition DMG were passed around in my school
           | because the book had just come out and not everyone had it
           | yet); standardized experience points to gain each level
           | instead of class-specific; a more standardized pattern to
           | class progressions instead of a hodgepodge of ad hoc rules;
           | standardized mechanics like skills and feats instead of
           | class-specific ones.
        
         | cwyers wrote:
         | This isn't really accurate.
         | 
         | So, a brief history: Once Upon A Time there was TSR, which
         | published two lines of D&D books, based on the original D&D:
         | Dungeons and Dragons (which started with the Basic Set and
         | added other sets over time) and Advanced Dungeons and Dragons,
         | which got two editions. TSR went bankrupt and was bought by
         | Wizards Of The Coast, which was flush with cash from the
         | success of Magic: The Gathering. They put out a Third Edition
         | for D&D, which unified both lines but kept the AD&D numbering,
         | hence Third Edition. It was a rather thorough reworking of the
         | rules to D&D -- everthing is unified around a central mechanic
         | using d20 (20-sided dice, which is why the underlying rules are
         | called the "d20 System"), which eliminates a bunch of tables
         | and complexity. The game removed restrictions around what races
         | could use what classes and got rid of a lot of the vestiges of
         | old D&D, where "elf" was a character class in the same way that
         | "thief" was. It introduced feats... essentially, D&D 3rd
         | Edition was a new game compared to AD&D 2nd Edition. They
         | bundled up a bunch of errata into what was awkardly called the
         | "3.5th Edition" at some point down the line, and most books
         | published for 3rd Edition were really 3.5th Edition books.
         | 
         | At the time, Wizards of the Coast did two things that are
         | notable here:
         | 
         | 1) They licensed a third-party company, Paizo, to publish the
         | Dungeon and Dragon magazines. Paizo did a brisk business in
         | these, driven in part by their popular "adventure paths." 2)
         | They released a stripped down version of the core rulebooks,
         | removing some "product identity" and some of the rules around
         | character creation, as the System Reference Document, which was
         | released under the Open Gaming License, basically an open
         | source license for RPG materials. The point of the OGL/SRD was
         | to allow people to publish third-party supplements for D&D.
         | This _mostly_ went very well, but there were some releases that
         | WotC was unhappy with, either because they were controversial
         | (like the Book of Erotic Fantasy) or because they were not
         | supplements for D&D but competing games using the d20 System
         | that Wizards had built for D&D.
         | 
         | At the end of 3rd Edition, they announced a Fourth Edition,
         | which was roughly as radical a departure from 3rd Edition as
         | 3rd Edition was from AD&D 2nd Edition. They also revoked
         | Paizo's license to publish material for D&D, and they decided
         | that 4th Edition wouldn't be released under the OGL, and they
         | released a much less useful "System Reference Document" under a
         | much more restrictive license. Paizo's entire business at the
         | time was D&D 3.5th Edition supplements, so this left them out
         | in the cold. So what they did was release a new game,
         | Pathfinder, based on the 3.5th Edition SRD, published under the
         | OGL. The changes from 3.5th Edition to Pathfinder First Edition
         | were pretty small, which led it to be nicknamed "3.75th
         | Edition" by D&D players around the time of its release.
         | 
         | And, despite WoTC owning the rights to all of the trademarks --
         | all of the popular settings, NPCs, what have you -- Pathfinder
         | outsold D&D 4th Edition. Because it was a lot more comfortable
         | with what 3rd Edition players wanted from the game.
         | 
         | D&D 5th Edition basically throws out most of the changes from
         | 4th Edition and goes back to a 3rd Edition base. It is
         | streamlined from 3rd Edition, but if you have played 3rd
         | Edition or Pathfinder and you want to play a 5th Edition game
         | someone can teach you enough to start playing in about seven
         | minutes.
         | 
         | The tradeoff is that 5th Edition has far fewer options to
         | customize characters than 3rd Edition did, but is more
         | streamlined and easier to adjudicate at the table. Pathfinder
         | has retained much more of the spirit of 3rd Edition in the
         | sense of giving a lot of options to customize characters. But
         | neither of them is, in a rules sense, closer to AD&D than the
         | other.
        
         | mistrial9 wrote:
         | on the US West Coast, at the early D&D time, there were a dozen
         | other systems in varying states of completion, required
         | learning skills and lots of other differences. Without trying
         | to enumerate all the pithy distinctions, I preferred the Arduin
         | Grimoires.. all hand-typed photocopies as they were.. D&D
         | proper was always viewed with some scepticism by most of the
         | intellectuals involved, whatever the age.
         | 
         | Thanks Internet Archive once again!
        
         | sillyquiet wrote:
         | This was briefly not true during the 4th edition years. A LOT
         | of people moved to Pathfinder as a kind of 3.75th edition,
         | rather than picking up 4th edition.
         | 
         | It was only when 5th edition came out and it became popularized
         | in the mainstream that WotC regained its seeming ascendency.
         | 
         | And I get it, 5th edition is much more streamlined and
         | accessible than its predecessors (not that they were Fate-level
         | challenging or anything).
         | 
         | Tangentially, I think 4th edition and now 5th edition lost a
         | lot of the creative soul of earlier editions - the lore is much
         | more heavily integrated with the rule set and feels a lot more
         | prescriptive. but that could just be nostalgic bias as I grew
         | up with 2ed.
        
           | dragonwriter wrote:
           | > Tangentially, I think 4th edition and now 5th edition lost
           | a lot of the creative soul of earlier editions - the lore is
           | much more heavily integrated with the rule set and feels a
           | lot more prescriptive. but that could just be nostalgic bias
           | as I grew up with 2ed.
           | 
           | I think that's true in a superficial way that helps people
           | new to it get into it, but I also think the core is more
           | streamlined and easily adaptable than the earlier versions
           | (particularly the pre-3e versions), and there's quite a
           | diversity of different-setting-and-flavor options in the core
           | (primarily, in the DMG), and a good diversity of both generic
           | tools and specific built settings and reusable setting
           | elements, both first- and third-party, so even if the core
           | doesn't push as hard for "build it yourself", the support for
           | that is as good as earlier editions.
        
           | VonGuard wrote:
           | I hear you, I grew up playing 2nd edition, and somehow the
           | 5th stuff started off feeling empty for me, though I have to
           | admit the rules are so much better and rolling is so much
           | easier. Pathfinder is like doing math homework, every roll...
           | 
           | 5th is finally starting to get some better flavor, however,
           | now taht 3rd parties, and WotC seem to be filling in the
           | gaps. Goodman Games has a line of reissued classic
           | adventures, like Castle Amder and Barrier Peaks, and these
           | books are fabulous. They're updated for 5e, so they offer
           | that old school charm in 5e rules.
           | 
           | Additionally, 5e has so little in the way of specializations
           | and customizations for characters, but that's being cleared
           | up in the newest official D&D book, Tasha's Caldron of
           | Everything. It's got a bunch of specialized subclasses, like
           | the Bladesinger, and a lot of more flavorful text and items
           | to go with your campaigns.
           | 
           | I feel like 5e started off kinda bland, but has been becoming
           | significantly more fleshed out and living over time. And that
           | makes sense: it takes time to add to these worlds.
           | 
           | Oh, also, Kobold Press' Tome of Beasts 1 & 2 are also
           | fantastic 5e books. Great monsters.
        
             | FeloniousHam wrote:
             | I can't put my finger on why I dislike 5e, other just
             | having a "corporate polish". Maybe the rules are too
             | articulated, over-specified, or maybe it's just too clean
             | and modern.
             | 
             | In any case, Dungeon Crawl Classics[1] is like a mainlining
             | RPG nostalgia. It's the one product that put me in the back
             | of the bus with my 4th grade buddies working their way
             | through the Caves of Chaos. The art, rules and just general
             | vibe are so Old School metal, you can practically hear
             | Zeppelin playing in the background.
             | 
             | Magic is uncertain and rare, and death in DCC is the
             | natural result of real danger. Encounters are not gradually
             | scaled to fit the current Challenge Rating of the party.
             | Can't say enough about how much fun this game is. Great
             | community too.
             | 
             | [1] https://goodman-games.com/dungeon-crawl-classics-rpg/
        
               | setr wrote:
               | > I can't put my finger on why I dislike 5e, other just
               | having a "corporate polish". Maybe the rules are too
               | articulated, over-specified, or maybe it's just too clean
               | and modern.
               | 
               | IMO 5e isn't engaging in the right ways -- characters,
               | and combat, become the primary context everything
               | revolves around, and the dungeon itself falls to the
               | wayside. Both because it's fairly easy, and encourages
               | the DM to _not_ kill you (even subtly, like the absurdly
               | time-consuming character generation), so there 's little
               | reason to see the dungeon itself as a threat, and a tool.
               | Skills get so minutely defined that even if you have a
               | novel strategy, your character background strongly
               | defines whether you can execute it (to the point that
               | it's much easier to fall into standard patterns, and the
               | dungeon is so nonthreatening that you can continue to do
               | so indefinitely).
               | 
               | There's simply too little freedom and leeway in how you
               | approach things, defining so many rules and contexts its
               | _not worth the trouble_ to continuously do novel things,
               | but at the same time so expansive that it takes ages to
               | get anything done. And the rules largely slow down the
               | most uninteresting parts of the game -- standard combat,
               | basic activities (leaping caverns and such), standard
               | communication with NPCs, etc.
               | 
               | I mean its slow. The ruleset is fundamentally and
               | ridiculously slow.
        
               | dragonwriter wrote:
               | > the absurdly time-consuming character generation
               | 
               | Pick a target background, race, and class, and race,
               | spend a few seconds rolling or assigning stats, pick a
               | handful of options from your race, class, and background,
               | and maybe buy a little custom gear (though the default
               | for class and background often has you covered).
               | 
               | 5e chargen is usually lightning fast, even with a non-
               | first-level start, unless you are creating your character
               | by doing something like original optimized level 20
               | theorycraft. Which is probably a waste of time, even if
               | you are dedicated to min/maxing, because someone's
               | probably done the theorycraft you want online and you can
               | just look it up.
        
               | eterm wrote:
               | I think lethality is extremely DM dependent and it's hard
               | to generalise across different games.
               | 
               | The DM my group plays with has no issue killing off PCs,
               | we're level 4 and have had 3 deaths across our party of 4
               | so far. (Two for the same player!).
        
               | sillyquiet wrote:
               | I think part of it is the corporate nature of the owners
               | of D&D now, and part of it is that the D&D 1st and 2nd
               | editions and to a lesser extent the 3rd edition, were
               | designed to appeal to the sensibilities and tastes of the
               | Dave Arnesons and Gary Gygaxes of the world, i.e.,
               | middle-class western European or North American, mostly
               | white and mostly male nerds.
               | 
               | The later editions have much more general audiences from
               | much different generations than those early ones, and so
               | the game changes - and that's not a _bad_ thing. Buuuut,
               | combine that with the impetus of a corporation to make
               | their product sanitary and palatable to that wide range
               | of tastes, you end up with something bland and
               | inoffensive.
               | 
               | edit: none of that is to say that I think 5ed is a bad
               | game, it's not, it's just different in kind and in
               | philosophy to the earlier editions.
        
               | FeloniousHam wrote:
               | Just to be clear, I don't think 5e is a bad product, it's
               | just not for me. My friend's kids are all into it, and in
               | forty years they'll probably be griping about whatever
               | new fangled trash 10e has become.
        
               | Jtsummers wrote:
               | My group gave up on 5e because it (subjective) felt like
               | the PCs were overpowered early on (especially the healing
               | rules). It's a different style of play for people who
               | came out of AD&D or who took to the OSR style games.
               | 
               | DCC, which I've been playing and running for a while, is
               | _lethal_ in comparison. Which is a mark against it for
               | many people, but my group loves it. We don 't have a
               | death a week, but we had several deaths over the past
               | year. The threat changes the play style versus what we
               | saw with 5e where it just felt like PCs couldn't die
               | unless the DM went out of their way to create an
               | excessive challenge that bordered on a forced TPK
               | scenario.
        
               | pdonis wrote:
               | _> My group gave up on 5e because it (subjective) felt
               | like the PCs were overpowered early on (especially the
               | healing rules)._
               | 
               | I felt the same way about 4e: overpowered early on, but
               | underpowered (compared to earlier editions) at higher
               | levels. It basically felt like playing a party of 30th-
               | level characters wasn't all that different from playing a
               | party of 1st-level characters.
        
               | FeloniousHam wrote:
               | > it (subjective) felt like the PCs were overpowered
               | early on
               | 
               | I think that's it: the stakes are too low. You don't have
               | to ration your spells, there are few constraints, and
               | your investment in your character is so great it's
               | customer abuse to write them out of the story. Which is
               | not say I don't get attached to my DCC guys.
        
               | Jtsummers wrote:
               | > your investment in your character is so great it's
               | customer abuse to write them out of the story
               | 
               | This is the biggest issue I've run into with some
               | individuals/groups, and one thing DCC really helped with
               | (for them). Character creation in DCC take about 5
               | minutes, if that. 6x3d6, assign to stats in order, roll
               | on a few more tables, spend your starting coin, ok let's
               | go. It got several people over their hatred/fear of PC
               | death even in our non-DCC games. I'm starting up a Call
               | of Cthulhu game (which is very rough on PC health, both
               | physical and mental) and there's more effort needed to
               | create characters and _much_ more invested in each
               | character, but now that their fear is gone the game
               | should be more enjoyable. Even with the possibility of
               | characters disappearing in the night or losing their
               | minds and becoming useless.
        
               | dragonwriter wrote:
               | > My group gave up on 5e because it (subjective) felt
               | like the PCs were overpowered early on (especially the
               | healing rules).
               | 
               | Well, compared to the "classic" versions (through, oh,
               | AD&D/2e), 5e's handling of cantrips and assignment of hit
               | dice to classes make the primary casters more active and
               | less like eggshells at low levels, and healing outside of
               | "healer" character abilities is much more generous by
               | default (but there is also, in the books, a simple option
               | that makes it grittier reverses all of that except the
               | not-eggshells parts, by increasing the time for "short
               | rests" and "long rests" which are key for both healing
               | and spell recovery.) Also, I feel like lots of tables by
               | people who come from older versions underuse exhaustion.
        
               | Jtsummers wrote:
               | People do ignore encumbrance/exhaustion a lot, kind of
               | annoys me when I have to remind my players: You can't
               | carry a battle axe, longsword, longbow, crossbow, two
               | fishing nets, and a boulder. I don't care that you have
               | 18 strength and it's technically something you can _lift_
               | , it makes no sense to be able to _run_ with all of that,
               | let alone expecting to keep up with unencumbered
               | opponent.
               | 
               | But this is one of the great things of this hobby:
               | 
               | 1. There are thousands of systems to select from.
               | 
               | 2. No one forces you to play it RAW.
               | 
               | 3. If you do want RAW, you can probably find a system
               | that works for you.
               | 
               | The most important parts are: what's fun and conveys the
               | sense you want for the game; agreeing on the rules
               | (either RAW or house) with some consistency (What do you
               | mean I can't jump down 10'? You let him jump off a 50'
               | cliff without getting hurt just last week!).
        
               | dragonwriter wrote:
               | Yeah, and I have no problem with people using what they
               | want and ignoring what they want at their tables. I just
               | think that a lot of the people who complain that 5e
               | boosts PC power more than they like are underusing new
               | core features and options that counter that effect, and
               | in the core exhaustion seems to be a common piece that
               | gets overlooked or underused (avoiding encumbrance has
               | been common, AFAICT, from the earliest days of D&D, and I
               | don't think 5e substantially alters the impact of
               | ignoring that.)
        
               | vharuck wrote:
               | >My group gave up on 5e because it (subjective) felt like
               | the PCs were overpowered early on (especially the healing
               | rules).
               | 
               | You might just be too good at the game for usually
               | appropriate encounters. My group's having a blast, and
               | we've come to rely on all that healing to push our luck:
               | jumping into more dangerous encounters, building our
               | characters more for story and less for optimization,
               | being able to play even when two of the five can't make
               | it (usually the healer). If imagine newer players also
               | need that healing, even when they're trying their
               | hardest.
               | 
               | That's not to say you're wrong for not liking 5e. If it's
               | too easy for you, then it's too easy. You could try to
               | account for that by using tougher or more monsters, but
               | that makes balancing encounters harder for the DM.
        
             | natural20s wrote:
             | mathfinder
        
           | smogcutter wrote:
           | Personally I like 5e, but I know what you mean.
           | 
           | I think part of it is just us getting older. DnD is one thing
           | when you're a bunch of 12 year olds eating cheetos in a
           | basement, and it's something else when you're a bunch of
           | 30-somethings with families and jobs carving 4 hours out of a
           | Sunday afternoon. It helps to have a more well-defined and
           | approachable game.
           | 
           | That said, the 5e material does feel much more narrowly
           | focused on creating "adventures" rather than creating a
           | world. Like the 3e books had rules for buying a castle and
           | hiring guards for it. Even if no one really did that, just
           | its presence in the book indicated possibilities outside of
           | "run this printed campaign set in the forgotten realms".
        
             | sillyquiet wrote:
             | Yeah, I feel like the creators have already created the
             | world for you and are just giving you a rule set to have
             | adventures in that world. Which, like you mention, is fine.
        
             | dragonwriter wrote:
             | > Like the 3e books had rules for buying a castle and
             | hiring guards for it. Even if no one really did that, just
             | its presence in the book indicated possibilities outside of
             | "run this printed campaign set in the forgotten realms".
             | 
             | 3e was the first open core version (and the first version
             | designed from the ground up at WotC, rather than pre-WotC
             | TSR), and WotC learned a lot about the first/third-part
             | split and what worked well in core/supplement split between
             | 3e and 5e.
             | 
             | What they had for this in the core in 3e wasn't really
             | adequate for people who wanted rules for it (and there was
             | a first-party supplement for it). By 5e, this kind of
             | subsystem isn't the kind of thing that they really do much
             | in first-party supplements, but there is prominent third-
             | party support leveraging the open-core nature of 5e (a
             | feature it shares with 3e):
             | 
             | https://shop.mcdmproductions.com/products/strongholds-
             | follow...
        
               | smogcutter wrote:
               | That's a good point about the 1st/3rd part split, I
               | hadn't really considered that.
               | 
               | I know that it's not that you can't buy a castle in 5e,
               | and a big part of the game is grokking that the rules
               | aren't a list of _what_ you can do, but _how_. But
               | finding that section of the book as a kid was a real
               | imagination kickstarter. Having it in there was just
               | _fun_ , even if the actual rule was clumsy and would've
               | been better as a fleshed out supplement.
               | 
               | I really am a fan of 5e, and have been having a lot of
               | fun running it. I wouldn't go back to 3e (or AD&D for
               | that matter, which was a little bit before my time), but
               | the kitchen sink approach in 3e had a kind of charm that
               | I could see people missing in the new, more coherent
               | material.
        
             | pdonis wrote:
             | _> the 5e material does feel much more narrowly focused on
             | creating "adventures" rather than creating a world._
             | 
             | I have the same feeling; I had it with 4e as well. I can
             | see why, given that the target audience is much wider and,
             | as you point out, often has much tighter time constraints.
             | I can't even begin to estimate how many hours I spent as a
             | teenager doing world building for our D&D campaign (which
             | started with 1st Edition Advanced D&D), hours I couldn't
             | possibly spend today.
        
           | smrq wrote:
           | Strange; I grew up with 3rd and I have the impression that
           | 5th is much less prescriptive than its predecessor (I'm
           | ignoring 4th entirely as an anomaly; I never played more than
           | two sessions of it so I don't have any insight about it). 3rd
           | had oodles of rules, prestige classes, feats, etc. whereas
           | 5th to me has more of a "make stuff up for flavor" intent
           | behind it. I think this is a direct result of 5th edition's
           | focus on streamlining.
           | 
           | This could be because I was involved with Living Greyhawk in
           | 3rd edition, which was by its nature bound pretty strictly to
           | RAW; or because I came into 5th edition when it was brand new
           | and rules-barren. But I feel like they lifted a lot of
           | restrictions in 5th edition. Example: alignment restrictions
           | on classes. These days I don't even play with alignments at
           | all, but the chaotic good paladin of freedom that I rolled in
           | 5th edition would explicitly contradict the 3rd edition
           | rules. And spells that used to interact with alignments have
           | now been rewritten to target more objective things like
           | creature type instead.
        
           | lakkal wrote:
           | WotC has been dead to me since 4.0. I stayed on 3.5 and
           | switched to Pathfinder for some new games.
           | 
           | I don't particularly want to learn 5.0, but I'm feeling I
           | might be forced to if I want to join/start any current
           | games...
        
             | dragonwriter wrote:
             | As someone who played and liked BECMI, AD&D/1e, AD&D/2e,
             | D&D/3e, D&D/3.5e - and thought each had their strong and
             | weak points, and wouldn't mind playing any of them again
             | though the gratuitous mechanical complexity of AD&D/1e is a
             | bit over the top - but rejected 4e, I find that 5e is
             | (while incorporating and furthering in some areas the
             | mechanical simplifications of 4e) much more in the spirit
             | of the pre-4e versions than it is like 4e, and it fairly
             | quickly became my clear favorite version.
        
             | Jtsummers wrote:
             | One of the awesome things about published content is that
             | you are never forced to do anything if you can form your
             | own group. And even then, there are lots of people in many
             | cities and online willing to play just about any system out
             | there.
             | 
             | My friends and I still play AD&D (run by a couple of the
             | guys), or OSR systems if run by myself and the other guys.
             | I've _played_ 5e and 4e, but never felt like it was forced
             | on me, because, you know, I own books for other systems and
             | so do my friends. And since I didn 't enjoy 4e, I just
             | dropped that game. I haven't played 5e since the playtest
             | days, but with OSR systems out there that already covered
             | the same terrain, it held no appeal to me or my group.
        
               | lakkal wrote:
               | Yeah - and I get the impression that 5.0 isn't anything
               | like 4.0, so maybe it wouldn't be as unpleasant as I've
               | been fearing. I had been with two very long-lasting
               | gaming groups (~35 years each) which both dissolved in
               | the last couple of years, so maybe it's time to
               | modernize.
        
               | cwyers wrote:
               | D&D 5e basically acts like 4th Edition never existed, and
               | you will find it very familiar as someone who ahs played
               | 3rd Edition.
        
               | dragonwriter wrote:
               | Mechanically at its core, 5e is has a very close
               | similarity to 4e with encounter powers becoming recharge
               | on short or long rest and daily powers becoming recharge
               | on long rest, and a few similar translations; it's much
               | closer to 4e in that regard than to any earlier edition.
               | And the catalog of classes, and other options, and their
               | design doesn't throw out 4e heritage entirely, either.
               | 
               | But it manages to avoid, IMO, the super-metagamey feel of
               | 4e.
        
               | cwyers wrote:
               | I get where you're coming from here, but the basic crunch
               | of it is delivered on a 3rd Edition base. If you look at
               | a 4th Edition Wizard, they have at-will, encounter and
               | daily powers, just like any other 4e class. If you look
               | at a 5th Edition wizard, they have... spells, broken down
               | by spell level, in a way that feels very familiar to 3rd
               | Edition players. Some of the spells feel like they
               | haven't changed at all from 3rd Edition.
               | 
               | Here's 3.5th Edition magic missile:
               | https://www.d20srd.org/srd/spells/magicMissile.htm
               | 
               | Here's the same spell in 5th Edition:
               | http://5e.d20srd.org/srd/spells/magicMissile.htm
               | 
               | Very similar. The 5th Edition version is a bit simpler to
               | read/understand, but frankly if you sit there at the
               | table and think you're casting the 3rd Edition magic
               | missile you will get it right 8 times out of 10.
               | 
               | And then on page 20 of this quickstart rules, you can see
               | the 4e magic missile, which is a very different spell
               | altogether:
               | https://issuu.com/biggerstaffhosting/docs/quickstartrules
        
         | ajross wrote:
         | Hah, I love when HN strays into obscure RPG industry flame war.
         | 
         | See, I think this is wrong. People didn't, in fact, stick with
         | D&D at the point where Pathfinder launched. Pathfinder was
         | (relative to the third party RPG market) a huge success. And 4e
         | D&D was objectively a failure in the market (though sure, it
         | sold more than Pathfinder).
         | 
         | Where Wizards won was with the 5e rules. And the 5e rules are
         | better than Pathfinder in fundamental ways that lead to higher
         | sales and more player satisfaction.
         | 
         | And the reason is that 5e is, really for the first time since
         | the Holmes Basic Set of 1978, _accessible to the mass market_.
         | Kids like D &D again! Prior to covid, I ran a 2-year campaign
         | for my 10-12 year old son and a bunch of his friends and they
         | _loved_ it. Some of them are hooked hard now. Likewise, couples
         | play 5e; random groups in offices. You can watch people play it
         | on the internet, and apparently that 's a big thing too. There
         | are communities of women and queer folks plugging a game that
         | used to be associated mostly with unwashed cloistered incels.
         | 
         | It's a straightforward, easy game that gets out of the way and
         | exposes the actual fun part of in-person RPGs to people who
         | would never have had the patience to read through the tomes
         | full of prestige classes and feats that 3.x/Pathfinder require.
         | 
         | Basically: with 5e WotC finally got back to the promise we all
         | saw in the early 80's. Pathfinder is a fine game, but it's
         | really just trying to hang on to a player culture from 2004
         | that doesn't have a lot of growth in it.
        
           | whatshisface wrote:
           | > _a game that used to be associated mostly with unwashed
           | cloistered incels._
           | 
           | In the same way that "pro-life" does not literally mean
           | anyone who is in favor of life generally, I think you're
           | misusing that term, which refers to a particular culture that
           | did not exist in 1978 or even 2004.
        
           | crooked-v wrote:
           | I'd personally attribute far more of that to the cultural
           | zeitgeist of (a) name brand power and (b) a variety of
           | streamers using 5e for streams of real games, than to any
           | inherent property of the actual rules.
        
       | tiahura wrote:
       | Awesome, but I wish people would scan black-and-white documents
       | in black-and-white, not color.
        
       | arbitrage wrote:
       | I'm going to try and not got excited here, in spite of myself.
       | 
       | Archive.org has an honestly fascinating recent history with this
       | type of collection. They create a repository of something
       | obviously copyright(ed)(able), make a really big release, I enjoy
       | it for a week, then it gets cleaned out once the first C&D hits.
       | 
       | If this is still up and complete at the end of the month, I'll be
       | surprised.
        
         | zozbot234 wrote:
         | I assume that this stuff is being uploaded by random users, not
         | Archive.org themselves. The difference compared to any other
         | online host that gets DMCA takedown requests is that they're
         | allowed to store the content for preservation purposes (being a
         | library) and will make it generally available when the rights
         | on it expire.
        
         | nevster wrote:
         | That was my first thought as well. However the About page shows
         | this was created in 2016!
        
         | toomuchtodo wrote:
         | The Internet Archive is treated as a library by many
         | jurisdictions, and that comes with some latitude with regards
         | to copyright.
         | 
         | Any legitimate DMCA takedown requests would be honored with the
         | content being made unavailable, but still stored on disk, for a
         | later date (copyright runs out eventually for all works).
        
         | aksss wrote:
         | Yeah I saw the headline and (cuz I'm an adult nerd now?) the
         | copyright issue was first thing to come to my mind. I also grew
         | up playing AD&D 2nd Ed., loved it, glad others are keeping the
         | fun alive. But I'm aware of a few niche hobbyist publications
         | that are relatively rare and will be lost to time unless
         | someone steps forward to sacrifice their own and digitize them.
         | The copyright is not expired but the holders are not easily
         | identifiable after bankruptcies, deaths, etc. This might be a
         | good avenue, but I'm skeptical that they're as resilient to
         | claims if a quilt work of state-level status recognitions are
         | the only defense.
        
       | sillyquiet wrote:
       | Dungeon magazine (and Dragon Magazine) were nerd nirvana in the
       | age of the satanic panic.
       | 
       | Geek stuff was NOT mainstream, it wasn't cool, and it wasn't a
       | big component of everyday life.
       | 
       | Lord of the Rings, Star Trek (and Star Wars, but less so), D&D...
       | these were practically underground interests, especially in more
       | conservative areas of America.
       | 
       | So the first time I went to a Waldenbooks in the shopping mall
       | and saw a magazine with a freaking' dragon on the cover, well, it
       | blew my mind. I had stacks and stacks of them. Still have many.
       | The short stories, the comic strips, the short adventures, even
       | the advertisement for miniatures and dice - it was amazing to me
       | SO MANY people shared my interest.
        
         | ilamont wrote:
         | The short stories were fantastic. And they really were
         | underground: mainstream youth culture had no idea and no
         | interest and in some cases were even hostile toward the small
         | group of believers. Like you I still have a stack of these
         | magazines somewhere in my basement. My kids are not into RPG's,
         | so I may have to get rid of them or connect with a buyer if
         | people really like to collect these things.
        
           | sillyquiet wrote:
           | Yep, playing D&D was not something to admit to in a general
           | audience.
           | 
           | to this day I have difficulty talking about D&D with people
           | in public.
        
             | Jtsummers wrote:
             | WoW and D&D 4e pretty much changed public perception, at
             | least for people under a certain age (now 40ish), with
             | regard to RPGs in general. That was when the frat guys at
             | universities started playing D&D. That would be the
             | equivalent of the high school jocks slinging dice between
             | drills. Paired with the explosion in tabletop board gaming
             | in the US (thanks Settlers of Catan) that's happened this
             | century, it's become cool/normal to be into these kinds of
             | things.
        
               | sillyquiet wrote:
               | It think the shift into acceptance of D&D is part of a
               | general mainstreaming of geek stuff (the so-called geek
               | wave) rather than just tabletop games and the like. Other
               | 'geek' interests fell into the same category - Star Trek,
               | etc.
               | 
               | Those also have reached 'ok, I can talk about it in wider
               | social circles without getting squinted at or handed a
               | copy of The Watchtower' levels in the new millennium
               | where they were not previously.
               | 
               | This is _definitely_ a better state of affairs and it
               | really really please me to see new audiences play D &D or
               | discover TNG, but sadly, as such (again, maybe just my
               | nostalgic bias) such things have been so marketable-sized
               | by the corps taking advantage of the geek wave as to be
               | bland and soulless.
        
               | ketzo wrote:
               | I guess it's just the natural course for anything popular
               | and marketable, really -- although thankfully, Wizards of
               | the Coast has continued to publish some really excellent
               | (at least in my opinion) D&D content. Plus, if you're
               | willing to sift through a lot of so-so stuff, there's a
               | lot of really great free or low-cost amateur homebrew
               | stuff out there. That kind of thing is definitely a
               | result D&D's popularity explosion.
        
             | FeloniousHam wrote:
             | The game which dare not speak its name.
        
               | zentiggr wrote:
               | Jumanji?
        
         | jtms wrote:
         | Walden books! Oh man..thank you for that dose of nerd
         | nostalgia!
        
         | doyouevensunbro wrote:
         | My parents were caught up in that and assumed that Satan was
         | coming for my soul through D&D and Judas Priest. I didn't even
         | know who they were at the time, the tracts I had to read told
         | me all about them. Now I am an adult that enjoys D&D and Judas
         | Priest, so mission accomplished Mom!
        
         | zentiggr wrote:
         | I love that some of the mini games have been written up as
         | VASSAL modules so we can still play them :)
         | 
         | And I still have my handmade pieces for Lord of the Tabletop in
         | a ziploc bag somewhere around here...
        
       | rosmax_1337 wrote:
       | This is amazing work, I'm very happy that this was uploaded!
        
       | fuball63 wrote:
       | Two thoughts: First, these magazines are surprisingly content
       | dense. From the few I flipped through there weren't many ads.
       | Other beloved vintage magazines, like Skateboarder Magazine, are
       | very ad heavy to support their industry.
       | 
       | Second, I feel like a magazine like this, that has good content,
       | might actually be popular with a niche audience as a bonus with a
       | "premium subscription" of another product. Personally I prefer
       | physical medium still, and I'm sure diehard fans of any niche
       | would be interested in something to hold and collect.
        
         | doyouevensunbro wrote:
         | Agreed, I would have a subscription in a heartbeat.
        
         | vnxli wrote:
         | Matt Colville, dungeon master and DnD 5th Edition video maker
         | on youtube, is launching exactly the kind of magazine you're
         | talking about. The magazines are free to his patreon
         | subscribers (of a certain level and above) and will be for sale
         | in the MCDM (his DnD content business) store.
         | 
         | https://www.youtube.com/watch?v=oid4QMMXjfs
         | 
         | https://www.geeknative.com/82321/arcadia-matt-colville-annou...
         | 
         | This would be worth checking out - I'm going to buy them to
         | support more cool content like this.
        
           | cwyers wrote:
           | Kobold Press has a PDF 'zine on their Patreon for 5E content
           | as well:
           | 
           | https://www.patreon.com/koboldpress
        
         | sigmaprimus wrote:
         | I was a person who bought skateboarding magazines in my youth
         | and unlike Playboy's which everyone knows were bought for the
         | articles, I bought skate mags for the pictures.
         | 
         | I had my walls covered with cut outs from magazines and a few
         | large print posters, infact at the time I was buying these most
         | came with a centerfold poster.
        
           | fuball63 wrote:
           | I'm too young for the glory days of the mags, but from what I
           | understand the ads themselves were even fun to look at,
           | because at least they were extremely relevant...
           | skateboarders like skate products.
        
         | ygjb wrote:
         | The later reincarnation of Dungeon and Dragon magazines that
         | coincided with the release of D&D 4th edition were exactly
         | this, you could purchase a D&D Insider (iirc) subscription that
         | included these two magazines and some online tools for things
         | like character creation.
         | 
         | Sadly those both ended with 4th edition, but just yesterday
         | Arcadia magazine was launched through Patreon -
         | https://www.patreon.com/mcdm (I'm not involved, just a fan!)
        
         | lakkal wrote:
         | There was some advertising, especially toward the back of the
         | magazine, but since Dragon was published by TSR, they probably
         | weren't relying on the ads for financial support.
        
           | fuball63 wrote:
           | I mentioned this in another comment, but another difference
           | is the ads are super relevant because the target audience is
           | so niche. Like, people that are interested in RPGS that buy
           | the mag are going to be interested in product specifically
           | related to that interest. Ads become interesting when there's
           | actually value behind them.
        
             | lakkal wrote:
             | I agree - I _hate_ advertising in general, but that in
             | niche magazines (as long as it isn 't too obtrusive)
             | servers a very useful purpose and I'm ok with it.
        
         | jdkee wrote:
         | I was a big fan of Gygax magazine that came out a few years
         | back. Unfortunately it was shut down due to a trademark
         | dispute.
         | 
         | http://gygaxmagazine.com/who-we-are/
        
       | msie wrote:
       | The covers are so amazing. I can imagine a story with each one.
       | I'd love to see an anthology series on Netflix based on the
       | covers alone.
        
         | njharman wrote:
         | Dragon magazine covers
         | https://friendorfoe.com/g/Dragon%20Covers/
         | 
         | disclosure, that is my website.
        
           | ndiscussion wrote:
           | thanks for sharing, these are awesome, and glad to see people
           | running websites like this
        
       | lameiam wrote:
       | this is so cool; i see that there's a way to dl individual
       | issues, but I was wondering if there was a way to bulk dl them?
       | thanks in advance.
        
         | lameiam wrote:
         | answering my question
         | 
         | this works:
         | 
         | wget
         | https://archive.org/download/Dungeon_Magazine_006/Dungeon_Ma...
         | 
         | I just wrote a quick scrip to increment the issues
         | 
         | mobi = "wget https://archive.org/download/Dungeon_Magazine_{cou
         | nt}/Dungeo..." pdf = "wget https://archive.org/download/Dungeon
         | _Magazine_{count}/Dungeo..."
         | 
         | with open("grab_dragon.sh", "w") as file1: for index in
         | range(200):                       str_index = str(index)
         | if len(str_index) != 3:                 str_index =
         | str_index.zfill(3)             pdf_format =
         | pdf.format(count=str_index)             mobi_format =
         | mobi.format(count=str_index)
         | file1.write(pdf_format + "\n")
         | file1.write(mobi_format + "\n")
        
           | einpoklum wrote:
           | The script's redering by HN is off. Maybe you should change
           | the indentation somehow?
        
           | Jtsummers wrote:
           | Throw in two spaces before each code line and that will be
           | formatted much better:                 with
           | open("grab_dragon.sh", "w") as file1:         for index in
           | range(200):           ...
        
           | dspearson wrote:
           | Or similarly: for i in `seq -w 001 221`; do wget https://arch
           | ive.org/download/Dungeon_Magazine_$i/Dungeon_Mag... done;
           | wget https://archive.org/download/Dungeon_Magazine_Annual_201
           | 0/Du...
        
         | msla wrote:
         | I posted an example using the Internet Archive's official
         | Python library and command line program:
         | 
         | https://news.ycombinator.com/item?id=25780123
        
       | rosmax_1337 wrote:
       | What you might be looking for in this thread. Just also download
       | the 2010 annual manually to get everything.
       | https://ia800204.us.archive.org/29/items/Dungeon_Magazine_An...
       | #!/bin/bash       i=1              until [ $i -gt 221 ]       do
       | printf -v j "%03d" $i         wget "https://archive.org/download/
       | Dungeon_Magazine_$j/Dungeon_Magazine_$j.pdf"         ((i=i+1))
       | done
        
         | msla wrote:
         | There's a Python library:
         | 
         | https://archive.org/services/docs/api/internetarchive/
         | 
         | And script:
         | 
         | https://archive.org/services/docs/api/internetarchive/cli.ht...
         | 
         | Which really helps you automate stuff.
         | 
         | https://pypi.org/project/internetarchive/
         | 
         | It turns your script into:                   for i in $(seq 1
         | 221)         do             ia download
         | Dungeon_Magazine_$(printf "%03d" $i) --glob='*.pdf'
         | done
         | 
         | Try 'ia help download' for more information.
        
       | lameiam wrote:
       | FWIW, I just donated $5 monthly to archive.org because of
       | this....whoever did it, thank you!
        
         | [deleted]
        
       | 11thEarlOfMar wrote:
       | Reading the first letter from the Editor led me to strain my
       | memory for my introduction to AD&D. Would have been in 1980. I
       | was playing Centipede at the student lounge at the local
       | community college and when I lost, an unexpected voice behind me
       | said, "You failed your saving throw".
        
       | Red_Tarsius wrote:
       | [deleted]
        
         | Jtsummers wrote:
         | > Edit: Not sure why users downvoted my cheeky comment since
         | that's the main drill costantly repeated by the big players in
         | the industry like Paizo and WotC.
         | 
         | Probably because it's:
         | 
         | 1. A tired complaint/comment/"joke"
         | 
         | 2. Adds nothing to the discussion
         | 
         | 3. Seems like an attempt at flamebait
         | 
         | 4. Seems like it was made in anticipation of being downvoted so
         | you could complain about being downvoted
         | 
         | Also, see the guidelines [0]:
         | 
         | > Please don't comment about the voting on comments. It never
         | does any good, and it makes boring reading.
         | 
         | [0] https://news.ycombinator.com/newsguidelines.html
        
       | novok wrote:
       | It's really interesting how you see a tone shift around issue #70
       | in 1998 where they add text and a lot more scantily clad women
       | (and some very buff shirtless demihumans) on the covers. Before
       | that the covers mostly stood on their own as art pieces without
       | any extra text and scantily clad women weren't really there.
        
       | Kototama wrote:
       | How much work is it to port an AD&D adventure to DnD 4th or 5th
       | edition?
        
         | kop316 wrote:
         | As just a straight 1:1 translation to 5e, it isn't really hard.
         | The monsters are roughly the same, so it isn't hard to run an
         | AD&D adventure on 5e. I would argue a "novice" DM could read
         | through an AD&D adventure and do the translation on the fly.
         | (EDIT: When I wrote this I meant look at the monster in the
         | adventure, and find the analogous one in the 5e monster manual,
         | and use that. Don't use the original stats!)
         | 
         | HOWEVER, I would offer that from the TSR AD&D adventures I have
         | run, AD&D is a) much more "hack and slash"/murder hobo like,
         | and b) much more deadly/much more "random", as compared to a
         | WotC 5e campaign. Not to say that is bad, but I find that if
         | you want to do it, you will want to tell your players this so
         | they have the right expectations going into an AD&D style
         | campaign.
         | 
         | I personally (as a DM) prefer having (some amount of) plot line
         | in my adventures, so I find myself filling in a lot of gaps
         | myself if there needs to be a plot line (which I personally
         | enjoy). I also prefer not to kill my players characters
         | (granted, I also level set that doing things you expect to get
         | you killed will in fact get you killed), so I tend to tune back
         | a lot more of the "deadly" traps (i.e. in some of the really
         | deadly dungeons, just a bad roll of dice on a failed trap will
         | kill you. I am not a fan of that, so I tune it back that it
         | will eventually kill you, but you have a chance of reacting and
         | your teammates can save you).
         | 
         | But I will also offer, I have had players who want to run it
         | "old school", so I don't do any of that and run it as a 1:1
         | translation, and we have had a lot of fun with it too!
        
           | retro64 wrote:
           | _As just a straight 1:1 translation to 5e, it isn 't really
           | hard. The monsters are roughly the same, so it isn't hard to
           | run an AD&D adventure on 5e. I would argue a "novice" DM
           | could read through an AD&D adventure and do the translation
           | on the fly._
           | 
           | I would agree you should be able to run the module as-is and
           | insert a monster of the same type from the 5e monster manual,
           | but certainly not use the 1e stats straight up.
           | 
           | 1e monsters wouldn't stand a chance against a 5e party
           | otherwise.
        
             | kop316 wrote:
             | Sorry, that was what was in my mind when I wrote that, you
             | are correct on that! You want to use the 5e monster manual,
             | not the original stats.
        
             | ygjb wrote:
             | That's certainly one perspective, but OTOH if you play 1e
             | or 2e monsters straight, there are alot of instant death
             | effects that are much higher risk and far more debilitating
             | impacts :) If the players are comfortable with it, it can
             | bring back some of the old-school feel of D&D where death
             | is behind every door...
        
               | kop316 wrote:
               | > If the players are comfortable with it,
               | 
               | I think that is the bigyest thing DMing. I don't mind
               | playing some of the very deadly dungeons, but you do
               | really have to work with the players to set expectations
               | on it. Same with how you DM, play style, etc.
        
               | Jtsummers wrote:
               | "A slime mold was above the door you entered, roll a d20
               | and add your dex mod."
               | 
               | "I got a 19"
               | 
               | "OK, well, it's on you. Roll a d6"
               | 
               | "I got a 5"
               | 
               | "Well, you're going to die quickly then."
               | 
               | "What did I need to live?"
               | 
               | "To look up."
        
           | pdonis wrote:
           | _> in some of the really deadly dungeons, just a bad roll of
           | dice on a failed trap will kill you_
           | 
           | The all-time classic of this genre was the Tomb of Horrors.
           | As a player, you basically have to be ultra paranoid about
           | _every single action_ you take. And even playing in that
           | mode, you 're likely to lose a significant portion of the
           | party. And yes, you definitely want _all_ of the players to
           | buy in to that style of play up front before trying to run an
           | adventure like that.
        
         | tjakab wrote:
         | I never tried AD&D to 4th edition, but to 5th edition you can
         | pretty much just do it on the fly. 5e characters are more
         | powerful than their 1e/2e counterparts, so you'll want to
         | increase HD and damage for monsters or just swap in the
         | equivalent from the 5e Monster Manual. You also won't get
         | direct indicators for skill checks or DCs, but those are
         | usually simple enough to figure out.
        
       | Hortinstein wrote:
       | man, i would love this if they had it for Magic the Gathering
       | Duelist Magazine. I would pay money for a PDF copy of all of
       | those
        
         | james-skemp wrote:
         | That and the old InQuest Magazine. I've still got a couple
         | physical copies, but I really wish I hadn't recycled all the
         | old issues I used to have.
        
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       (page generated 2021-01-14 23:01 UTC)