TheFeniX wrote:So not trying to stop the WotC juggernaut is just as dangerous as not trying to hide from a hail of bullets?
<snip>
No. The analogy (which you obviously have grasped by now, yet wish to nitpick) was accurate because it illustrated the illogic of your statement in a concise manner.
a·nal·o·gy ( P ) Pronunciation Key (-nl-j)
n. pl. a·nal·o·gies
1. Similarity in some respects between things that are otherwise dissimilar.
2. A comparison based on such similarity. See Synonyms at likeness.
Not that an analogy is
similar, not necessary identical. If analogies had to completely match with what they refer to, then they would cease to be analogies. To be concise, you're wrong.
A random fungus wrote:Um, in case you haven't been reading my posts: I already know there are much better systems for a good PnP role-playing games. Your arguement has only convinced me that you hold a huge grudge against WotC and by association you hate AD&D.
No, what I infer from your posts is a worship of AD&D and d20 as a universal system, for which you sacrifice objectivity, logic and probably a goat or two. And as for my hating WotC, that's wrong. I just think they're polluting the RPG scene.
TheFenix wrote:And your "AD&D isn't as realistic as I want it to be so it is 'stupid'" is something new? Excuse me Mr. "Rabid Anti-AD&D fanatic."
Well, for one, you seemed completely fazed by them, leading me to believe you had never heard any such arguments before. Second, I take some solace in the small fact that I came up with my arguments myself, as opposed to finding them off Internet "Top 10 Reasunns AD&D rools" lists.
TheFungoiD wrote:And once again, because you don't like the rules, it's stupid?
No, of course not. It's stupid because of a lot of things - the anachronistic settings, the alignment system that strains against character growth, the fact that the rules don't make sense in the context of their settings, among other things.
TheFooL wrote:His punisher wrote:Chalk up another of the last-ditch defenses, also known as "D&D is about heroic fantasy, where people are expected to kill ten thousand orcs without a scratch, just like Frodo did in Lord of the Rings!"
Once again, that's the failing of the DM if he let's his munchkin players get away with that.
Pardon me for a moment while I measure up the scorn above statement deserves.
The rules of AD&D explicitely
lead in that direction. They are
designed to allow characters dominion over fucking
battlefields. You design a RPG system's rules in order to further the kind of playing you want the players to experience, and as per D&D rules, the
pinnacle of a character is this supernormally combat-capable monster of a stereotype.
TheMoroN wrote:And you and your group have never helped out a town in danger of marauding bandits or the like? If your characters don't act like heros (or villians) then you have failed not the game. AD&D works fine for what it was designed to do. It's easy to learn and has smooth play. But for you that's not enough. That's fine, but that doesn't make it stupid because a DM allows his players to kill 10,000 orcs. If that is what's fun for them, then so be it. If they want more RPing than combat, he rules will let them do that to.
What I wrote was obviously (there is that word again. It's starting to get worn around the edges) sarcasm. I have played heroic characters and I know the difference between heroics and simple XP hunting. That was my entire point, which apparently flew over your head and into orbit. My point was that
AD&D only is 'heroic' if you define a 'hero' as much more powerful than ordinary people. And that, to me, is stupid.
Projectionist wrote:Probably because you hate AD&D so much you couldn't let this go if you wanted to.
No, I'm actually fairly happy. You're right that I... well, "hate" is too strong a word. Perhaps "oppose" is better? "Abhor"? "Scorn", then? Sorry, got sidetracked there for a minute. Anyway, apologies for shattering your little bubble, but picking apart that silly system is no more than passing time for me between workdays.
TheMindlessDronE wrote:You keep spouting lines about the realism(or lack of) in AD&D and keep fighting tooth and nail against anything that doesn't match up to real life.
...
and heroic fantasy, don't forget.
TheNutbar wrote:Then you fail to give any examples of an RPG that does. This would be because: none exist that wouldn't take hours to resolve combat or NPC contact situations.
That would be because you haven't asked, dear boy. But, now that you've decided to rectify that omission, I'm all too happy to help you out.
*The D6 system, while being quite unrealistic in terms of what player characters can accomplish, still generates far more plausible results.
*FUDGE, which grants power, speed and flexibility far surpassing AD&D / d20. The battles are just as quick, and can be made far more accurate.
* Eon (and by extension, Neotech), about the best system I've ever seen. It spanks d20 in all areas, and being nice I won't mention what it does to AD&D. The battles are just as quick, and the detail (scalable, of course, depending on how high you want it) is as close to complete as is possible.
* RIFTS. ...no, I'm just kidding.
* Västmark. Infinitely faster, and much more plausible.
* Buffy the Vampire Slayer RPG (astonishingly enough it was very good). About the same speed, much more meaty, and all over-the-top unrealism is intentional (i.e., hero contracts are still not foolproof).
* Kult. Not altogether super-realistic, given the setting... but more realistic than AD&D by far.
* Drakar och Demoner. You don't walk away from a sword to the head in DoD. 'nuff said.
* Mutant - ditto. Similar to DoD, but even faster.
* GURPS. The "normal" rules for combat are decently fast, and they are there for a
reason... unlike those of certain other games.
If you'd like more examples, I'm happy to supply them. This was just the tip of the metaphorical iceberg.
A vegetable wrote:D&D was never designed to be realistic. How many times do I have to beat this into you? If you want realism, you'll have to find another game. But for the gamer who doesn't want to die from one random arrow or bullet, then maybe you should understand that some people don't want realism in a fantasy game.
In Västmark, a character cannot be killed unless dramatically appropriate or that the player has fucked up beyond all recognition. This
eliminates the hit point yo-yo while making for a more cinematic, and paradoxically less implausible, game.
The Gimp wrote:And I will keep fighting your "Rabid Anti-AD&D fanatic" assumption that AD&D is stupid simply because you don't like the rules. Because it is in turn: fun.
That's good, cause I was beginning to feel like I was kicking a puppy. Glad you're enjoying yourself.
Lapsed Synapse wrote:Yes, you're right. Exact same thing. Considering one would cost you millions and the other would cost you some free time spent with your RPing group.
Please take some time to carefully read up on what an analogy is. I posted the definition above, in case you overlooked it.
Running out of insults here wrote:Please, attempt to provide proof that AD&D rules do not work for what they were designed to do: resolve combat and other die rolls quick and easy. You can't.
Of course I can't. Because, silly me, I was under the impression you were arguing for D&D being a
role playing game, as opposed to a wargame. Thank you for clarifying yourself.
In the interest of brevity, I'll refer to Arthur Tuxedo's points about action heroes taking fantastic amounts of damage and surviving. He said it better than I could.
TheFeniX wrote:The abstract hit points are insane, the fact that hunting orcs makes you a better mage than studying will is absurd, the idea of armor making you harder to hit is a travesty of anything even loosely branded reality. If you had any familiarity with it, you would appreciate that fact.
There are many other ways in D&D to gain XP other than direct combat. And armor doesn't make you harder to hit, it makes it harder for you to take damage from getting hit. AD&D has always stressed that armor doesn't absorb damage, it prevents it. This isn't the best rule for the system (ie: it's not realistic), but it keeps the game from getting bogged down through excessive rolls and rules. Why is it so hard for you to understand that AD&D was not designed to be realistic?
I don't want realism. I want cause and effect. I want things to be plausible.
Dragons aren't realistic. Neither is magic, vampires or trolls. But if they are consistently drawn, believable and well thought out - in a word, plausible - then they work, and that's what I want. And that's what the abstract hit points fail to deliver.
TheFeniX wrote:By your definition. You're not so bad at spouting fallacies yourself.
Ooo, what a scathing comeback. I'm getting flashbacks from my stint in Afghanistan here.
TheFeniX wrote:You're comment of "Better yet, go play an actual RPG." was in reference to there being newer RPG's that handle combat (among other things) better than AD&D.
<snip>
Wrong. My comment referred to the fact that AD&D is expressly designed for combat between archetypes. They reward conformity and penalize role playing and thinking outside the box. I still remember the suggestion of "don't introduce house rules unless you're absolutely sure it won't hurt the game" with horror.
By this I mean that while what I said sounded mocking (like the "retarded" statement you spoke of earlier) was actually descriptive. D&D doesn't support role playing, the playing of a role, more than, say, Chainmail or Warhammer 40K or Talisman. It
allows role playing, certainly, but its rules oftentimes force you to choose between staying in-character and reaping benefits. That, I think, was a mistake from the get-go.
TheFeniX wrote:You're trying to say that AD&D is no longer a Role-Playing Game because newer games have resolved dice roles better.
Your analogy holds no weight because AD&D is an RPG no matter how much you don't want it to be. What proof do you offer for this absurd comment? Your hatred of all things WotC? I may despise WotC for all they've done, but I'm not about to change the definition of an RPG to further my arguement.
I just gave my argument - that the definition of true role playing no longer includes dungeon crawling. Sorry if you don't want to admit this.
TheFeniX wrote:Ad Hominem. You know nothing about my role-playing habits besides what you've made up in your own head.
Ah, of course. It's not like you're been giving me your version of what a role playing game should be, after all.
TheFeniX wrote:In your previous post you wrote:And that, particularly given how stunted AD&D's engine is in that regard, is beyond sad.
You had no problem with focusing on the system a few posts ago. Do you wish to change it now so you can try to actually make an agruement?
I focus on all aspects on D&D. Why should that be a problem?
TheFeniX wrote:Your definition of "educate" is off unless you change it to "bash everything AD&D because I hate it."
All in good fun. To be honest, I only hate one game, and that's FATAL. Even Synibarr (which is worse than d20 or AD&D) has its pardonable moments.
TheFeniX wrote:And by "savages" you mean people who play AD&D? So everyone who plays AD&D is a savage? But, you're not because you said it first right? My, Aren't we feeling a little elitist. Your arguement is filled with nothing but petty hatred.
Try amused tolerance, kemosabe. Or intolerance, as the case may be.
TheFeniX wrote:I don't need to ask you to elaborate on your opinions because they don't hold any weight. You think AD&D is stupid because (once again) it's not realistic (even though TSR/WotC has never claimed it to be). Your arguements continually hit on the point "<insert AD&D term here> isn't realistic. Therefore AD&D is stupid." You can't argue on a point (realism) that an RPG never claimed to have.
I can, and do, argue that a system isn't even consistent with its own settings, let alone reality or common sense, and is therefore a piss-poor universal system. Therefore, when trying to do what WotC want it to do, the system
fails miserably and is therefore
crap.
TheFeniX wrote:You offer nothing but your personal opinions on the matter, and those are only laced with Anti-AD&D sentiment. Then you claim that AD&D is not an "actual RPG" because of your personal dislike for it. And you actually call debating me "futile?" There may be 1000 completely idiotic PnP RPG's out there, but they are still RPGs no matter how much you hate them.
By some definitions, perhaps. Not according to others.
TheFeniX wrote: Against your stupid,:snip:
"Lol, lok yuo mAde gramer eror. I Maek fuN! Lol!!"
Ah. You mean to tell me you didn't know about the phrase "You have the right to remain silent, while the rest of us take turns beating the stupid out of you"?
So, you argue Shadowrun realism when you think you can score some points off it, but when you realise that you know "jack all" about it, you quit? Concession accepted. Mentioning Shadowrun in one small segment of my posts as an example of a more realistic RPG is hardly thread-jacking.
No, I realized that this unimportant "point" had "claimed" half of the entire "thread", and that I actually didn't "care" about arguing the "point". Therefore, I am quite happy to grant you the point(s), as it was rapidly becoming a stonewall issue.
TheFeniX wrote:"LOL, Im write becase I siad so!"
Yep. That, and the fact that you're so wrong.
TheFeniX wrote:Let's sum up your main arguements (as far as I can pick out):
AD&D is not an actual RPG.
True.
TheFeniX wrote:AD&D is stupid because the combat isn't as realistic as you'd like it.
False. AD&D is stupid because it's hit point system, where hit points mean everything and yet nothing. It's stupid because of its stunted skill system, and the impossibility of improving your character without growing better at killing, and the rigid archetype tracks you have to follow (and which dual- and multiclassing only serves to reinforce). It's dumb because of the wealth of dice you need which don't actually have a purpose that couldn't be handled by a single type of die, with no thought of probability curves or numeric thinking in evidence. It's disturbing because of its borderline fascist alignment system, its mish-mash of stereotypes gleaned from everything from Vance to Howard to Tolkien to Piers bloody Anthony. It's screwed up because of innumerable class- and race-based restrictions, abstractions of saving throws and "heroic" actions... and by the fact that a poorly cleaned-up version of this system is touted as the holy grail of role playing.
TheFeniX wrote:You hate AD&D with a passion.
Wrong, very wrong. I just know its limitations.
TheFeniX wrote:You believe that people who play AD&D are "savages."
A slur, said explicitly to annoy you. It seems to have worked, too.
TheFeniX wrote:It's not ok to regulate an RPG through "house rules" or good DMing.
It's very good to regulate an RPG through such mechanisms or fiat. It's
fucked up to have to do it in order for anything to make sense. You do see the distinction, I hope?
A great system still needs the GM to be quick on his or her mental feet. The difference is that the GM will now no longer have to wing the entire session because the system presents ludicrous conclusions, like AD&D does.
TheFeniX wrote:All the bad RPing/combat instances of AD&D are the fault of the system, not the players and DM.
Wrong. I'm sure it's possible to role play well in AD&D. I've never heard of it happening, but, being scientifically minded, I'm not ruling anything out.
TheFeniX wrote:Feel free to correct me if you feel I've made-up any of that.
You can scream about realism all you want in an RPG. AD&D is simple to learn and does everything it needs to do to run a good campaign.
I disagree, strongly.
TheFeniX wrote:The combat never gets bogged down (in my experience). The NPC interactions are simple, and the worlds themselves are easy to get used to. You don't like AD&D, that's great. But nothing you have posted backs up that it's as bad as you think it is.
I believe what I have posted is a sufficient rationale for not touching the game with rubber gloves.
TheFeniX wrote:You also seem to have a major problem with the arguement of "if you don't like it: don't play it." Yet you make the same arguement when you said "Play an actual RPG." Are people supposed to play games they don't like? Of course, it's all TSR's fault for not designing the game exactly as you wanted it...
Nope. They designed a proto-rpg, and I simply suggested you'd try something newer that was built to accomodate roleplaying, and not just enable it. The argument of "if you don't like it, don't play it" doesn't apply. I
don't play it. You actually seem to mean something on the order of "If you don't like it, stay the hell away and shut up, because only people who like the game are really allowed to say anything about it."
Unsurprisingly, I find such discussion-smothering tactics disturbing.