Quote from Tempest on September 30, 2014, 10:28
I will throw a hat into the ring here and state that, while logical consistency may be something desirable in real-life wargames, as far as pen-and-paper RPGs are concerned, I'm just as happy to have something that moves quick and profers no more than nominal opportunity for the damned rules lawyers to start filing claims.
AD&D 1.0 and 2.0 were (and still are) popular because a straight-forward, coherent rules system made it possible to move things along on a consistent basis; if you felt like doing the house-rules bit, the opportunity was certainly there with the game engine as open as it was. D&D 3+ are anathema with my group because the push to make things more "realistic" - i.e., complicated - made it so that the scraps, as I've stated before, had all the energy and drama of a forensic accounting audit.
I'm perfectly willing to give V&V 3.0 its due shot before rendering judgment. As countless others have noted, the 2.0 system worked fantastic for characters up to and including the X-Men/Teen Titans level, but started to get futzy when working with Thor/Superman-type characters. I'm putting some faith in Jeff and Jack's maturity in game design here that 3.0 will address those issues while retaining the core of what made the game so damn fun to begin with.
Fully agree with your last paragraph. Fully disagree with your first two paragraphs. I would just dismiss the disagreement with a 'Viva Le Difference' except that AD&D was itself more complicated than almost any other RPG ever written! Tunnels and Trolls was not too much more 'realistic' but it was everything you (in my view) wrongly attribute to AD&D. Simple, open to house ruling and rule tweaking to achieve almost any degree of 'realism' or lack of such as one could want.
AD&D, on the contrary had a nonsensical d20 based THAC0 system, an even worse 'Hit Point' system (where the very term was poorly and overly ambiguously defined, adding to the 'increased with experience' nonsense), an entirely different percentile based system for some skills that were nonsensically defined as class-specific special abilities (i.e. thief skills), an entirely different 'Proficiency' system to deal with general skills(at first confined to weapon skills alone), a still completely different system for dealing with skills such as dwarven underground trap detection, the ludicrous and inappropriate 'fire and forget' magic system and a laughably bad 'save throw' system which provoked much confusion.
WoTC at least made an effort to clean this up, simplify and give the system some logical consistency regardless of what our nostalgia pushes us to conclude. D&D 3.5 was still not a great system but it was at least catching up to the 1980s somewhat.