Showing posts with label Philosophy. Show all posts
Showing posts with label Philosophy. Show all posts

Thursday, January 3, 2013

Class Warfare


I’ve been going over the player character options available for Basic/Expert and there are more than you might think, the OSR has opened more than a few doors in that regard.  I’m even crafting a class or two of my own and I feel that I should touch on a topic which has been controversial since its introduction, or its comparison to Advanced D&D at any rate.  Perhaps the biggest, single issue most players seem to have with the Basic/Expert model of D&D is the way Moldvay decided to handle the demi-humans: the so-called “Race as Class.”  This topic has been discussed exhaustively on the internet and analyzed by minds keener than my own, following any of the links included below will lead you to excellent discourses about the pros and cons of this method.

However, I don’t feel that any of them necessary touch on the rationale behind the thinking that produced the Race as Class model.  The reason for racial classes and even level limits in earlier versions of D&D is because of the biggest conceit in the mind of the game’s originators: Humans are the best.  Even if only in terms of level limits humans clearly rise above all other races in that they have no level limits except for the limits of the game itself, whereas in the Little Brown Books, Basic/Expert, BECMI and AD&D Elves, Dwarfs, Gnomes, Halflings, half-whatevers are specifically limited to the number of levels they can advance (pre-Unearthed Arcana), limiting their proficiency in all professions relative to humans.  Admittedly this is changed in the last couple of versions of the Grand Ol’ Game, but is still a valid point of view on earlier versions.

For human characters, class is all about their professional identity.  Be it Farmer, Banker, Fighting Man, Thief; class is about what you as a character can do and do well.  The classes for humans, while archetypal, are not rigidly defined.  Are you a foppish rake for hire with a wit as sharp as your foil?  You’re a Fighting Man (sorry, I should say Fighter but I really prefer the LBB terminology in this instance).  Are you a sullen-eyed Hillman from the North possessing panther-like reflexes with a destiny to trod on the jeweled thrones of the southern Kingdoms?  Fighting Man.  Are you a stout-hearted man-at-arms defending the realm; courteous, brash and fiercely loyal?  Still a Fighting Man.  See where I’m going?  Not so for demi-humans.

For demi-human characters, class is quite another thing all together.  I think in Race as Class that it’s more accurate to say that the class is about how the race is thought of and understood by humans.  Classes for demi-humans and/or humanoids tend to be rather strict in the definition of the race they attempt to portray.  There are no doubt Dwarves that are just as devout as any human cleric, but to uneducated human eyes they still fight with axes and in the same manner as their brethren.  There are undoubtedly Elves just as capable in the ways of woodcraft as any Huntsman, but because they still cast spells and wear chainmail rather than leather they are “Elves.”  One of the more interesting prejudices built into the Race as Class system seems to be that all the races are more or less equivalent to the Fighting Man class for humans.  Makes a certain kind of sense, the other races need fighting capability; indeed as frequent opponents of the characters the various demi-humans and humanoids are seen, through the lens of the game, as capable fighters.  The only real exception to this are the Elves, allowed in the LBBs to also level as Magic Users or in Basic/Expert (and BECMI) where they are the only real multi-class.

So there you have it, my insights into the Race as Class model as used in Basic/Expert.  I’m not so deluded as to think that this will have players of other editions abandoning their version of choice in droves, but I do think that revealing the biases and prejudices behind the system will help others better understand the rules as they are.

Presented for your edification (These are just some of my favorite opinions of the Race as Class model):


Some additional thoughts…

Of course many have sought to circumvent the restrictions of the Race as Class model and truth be told I’ve even tinkered with separating race from class, like in this article here, at times in the past but I’m now inclined to think in different terms.

If, for example, a player really wanted to be Dwarf Cleric, I think I’d rather allow that Dwarf character to be able to cast cleric spells at the cost of advancing in fighting prowess as a Cleric rather than a Fighting Man with no additional change in experience requirements or other restrictions, especially weapons.

Tuesday, January 1, 2013

Why Basic/Expert?

I've been working on this post since the thirteenth of last month and frankly I'm sick of it, I wanted to put together a rational, coherent argument about why Basic and Expert are the version of D&D that everyone should be using and totally forgot my no. 1 rule of life: Nothing is for every one.

Keeping that in mind, lets try again.

For me, the Basic and Expert books are the most comprehensive while at the same time simplest version of the original Dungeons and Dragons game.  So while I have been struggling to get my thoughts into some kind of coherence that might make sense to another sophont, I've been looking over the opinions of others captured in various forums and blogs regarding Basic and Expert and found this post by Simrion on Dragonsfoot’s Classic D&D forum that says for me what I couldn't manage for myself (emphasis is the author's):

Been pondering this post for awhile and finally have an answer for the doubters and players of other D&D versions (or fantasy rpgs) that seek to understand the appeal of Classic. The Classic D&D Rules are "elegant." Based upon my dictionary the definition of "elegant" appears as follows:

elegant - marked by refined, tasteful beauty of manner, form or style.

The Classic Rules (I prefer Basic - Moldvay/Cook/Marsh) are easy to learn, easy to use and provide an ideally "heroic" feel. They are not bogged down by excessive quantities of skills and abilities and offer simple mechanics for many things not covered in the game (here I refer to pages in the back of the Basic Rulebook B60 - 61, headings That's not in the rules! & There's always a chance.(These mechanics are things like roll under appropriate ability or a certain chance on a d6 for those that don't have access to the rulebook.)

See brain, what was so hard about that?  The Basic/Expert rulesets are elegant, they manage to convey the most information in the least amount of words and in a manner that many have found to be highly adaptable to tinkering or expansion.  I believe that this is the reason why these rules are the best version to teach newcomers to the hobby with, in my experience at least.

In those two slim volumes, 128 pages, Dungeons and Dragons is laid out from its lowly beginnings of those initial delvings to the lofty fruition of the establishing of domains and rulership over former wilderness.  Everything I needed to begin, and ideas and guidelines and hints and inspirations for those things I didn't yet know I needed.

And if you needed any more there always this, from a dream I had on 10-FEB last year:
Hasbro/WotC, to effectively end the Edition Wars, were hunting down fans of previous versions of Dungeons & Dragons. Seems a bit harsh to me. Anyway, they were having quite a bit of success as their targets were all carrying all the books necessary to play their favorite edition; needless to say the third-edition guys were going fast. Only me and few others (my friend George, JB [the guy who writes the B/X Blackrazor blog] and other strangers) were escaping. Why? Because our Basic/Expert edition is two lightweight volumes; very easy to run and hide with. No Monstrous Compendiums, or Dungeoneer's Survival Guides, or Complete anythings to slow us down.
Make of that what you will...