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Proficiencies were optional in the 2nd edition of Dungeons & Dragons |
I hate the way virtual sessions of D&D go nowadays.
You may hear me express this sentiment and automatically brand me as an old Gronard, with the usual contempt for 5e and modern versions of our favorite tabletop role playing game, but you would be mistaken.
As a matter of fact, I have been running a successful 5e campaign for over three years now, utilizing 2014 rules and only recently transitioning to the 2024 ruleset.
When I state that I am not a fan of modern game sessions, at least the way they operate in VTTs such as Roll20 and Foundry, it is an overall complain of a player and game master mindset which I think has become prevalent in the table top gaming scene, but it is far from a holistic condemnation of this type of gaming mode.
So I will clarify through the filter of my favorite version of the game, AD&D, specifically utilizing the information found in 1989's second edition Player's Handbook by David "Zeb" Cook et al.
To be more specific, I have been reading chapter 5 of that great book which deals with weapons and non weapons proficiencies and weapon specializations. I think this is a far more elegant and pleasing system than feats, which made their way into the game in 3rd edition a decade later, and which have become the defacto way for player characters to become more fleshed out ever since.
And to be clear, this video game mentality which permeates the modern scene isn't even a new thing, one could make the argument that it has been there for a long time. The problem (as I see it) is the way the game has morphed as a result of the proliferation of VTTs since around 2014 and the limiting way in which some players want to gain every edge in combat and other aspects of the game, sometimes to the exclusion of common sense in a blind allegiance to RAW (rules as written.)
Simply put, I am a tad annoyed by the modern player's propensity to faithfully adhere to RAW when it benefits their character, sometimes ignoring common sense in the attempt to gain every little advantage.
One recent example I can think of at the top of my head is a game session in which a player tried to use the command spell while in the process of interrogating an imprisoned NPC. The problem is that the prisoner at the time was unconscious or asleep, can't recall which. The player kept repeating and at first did not seem to comprehend, that using such a spell would probably not work because the prisoner was not conscious, therefore unable fall under the influence of the spell, or to realize what the PC was even attempting to do at the moment.
Sometime, a lot of time, logic has to prevail over RAW.
I will go on the record here to state that I don't like feats. I don't like mechanics which give the PCs insane ways to become more OP or to gain advantages simply because WotC or whomever, has decided that it's more fun for players to be uber powerful beings, starting from level 1!
As far as fleshing out a character beyond what he or she receives by virtue of their chosen race/class combo, I think proficiencies are far more pleasing to me than feats.
For those who don't know, the way proficiencies work in AD&D 2e is depending on the PC's class, they earn slots while they level which give them the opportunity to add weapons proficiencies and non-weapons like carpentry, seamanship, and even stuff like swimming and stonemasonry. There are no bonuses as in 5e, at least not right off the bat, instead, a character can specialize in a weapon by filling in their slots and improving their mastery over time as they level up.
In terms of non-weapon proficiencies like tumbling, animal lore and tracking, when a character uses a proficiency, either the attempt is automatically successful (for simple tasks) or the character must roll a proficiency check. Each proficiency is tied to a relevant ability, (strenght, charisma etc) and this is what a character must roll.
I like this system over feats because the sheer amount of feats skewed towards making the character OP and superhero like in the modern game is not an option, instead this system allows for progression over time and allows for a more realistic and effective way of character optimization in my opinion.
As an aside, I will be making more game related posts as we head into the second half of the year and beyond. I always try to not let RL issues get in the way of fun discussions, but more often than not I fail to provide regular updates on this blog. That's something I will try to rectify in the coming days and weeks.