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founding

I am not arguing with where you came out on Moldvey’s design. But I wonder how have so many people totally missed it, because this is absolutely not the game you play in 3e, Pathfinder, 4e or 5e.

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author

It’s complicated. The “missing it” predates the publication of the game! D&D inherits more from Gygax’s AD&D books (78-79) than it does from Basic set (81). And Basic was handed over to a sycophant of Gygax who had a different idea about the point of the game.

But our point isn’t that one is better, but that the rules shape play and play shapes community.

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founding

Oh sure. I get there’s no judgement. But I do wonder what community would have come to be if we were playing the game you’re describing.

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Howdy! I think it would useful for each essay in the series to link to the other ones; I found this one, and it linked to part 1, but part 1 doesn't link to part 2 (as far as I can tell).

So, without having read the articles in the middle, I'm not sure that xp-for-monsters is being given fair treatment.

> Defeating the goblin, while hideously risky, is not entirely pointless. Hopefully, it advances the character toward their greater goal of treasure and, at least, provides the consolation prize of 5 experience points.

I don't think it's quite fair to claim that defeating a goblin is hideously risky. What's the actual chance that a single goblin kills a party of ~4th level characters? Heck, a single 5th level magic user can blow up dozens of goblins with a single fireball, and have that fireball spell back in the morning.

As far as I can tell from analyzing many of the old TSR modules, XP from monsters accounts for somewhere between 1/5th and 1/3rd of the total XP. The scaling is also interesting: A 4 HD Ogre is worth 125 XP, but does not feel like it's 25x more risky to fight than a goblin.

But to your broader point! Yeah, combat is disincentivized and extracting treasure is emphasized. If you can extract treasure without fighting, you're doing well!

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