Jester of the FoS wrote:Changes like that do affect people's enjoyment and should done cautiously. Combining options (kits or prestige classes) are small as the content still exists.
Correct and true, but that's just one example. I'm sure I could find others that might illustrate my point better. The previously mentioned spellcasting one, for example.
Jester of the FoS wrote:But DMs never had, neither did world collectors. 4e changed that with both players and DMs needing new books.
And while te mechanics were always left redundant, the fluff had previously still worked.
And adventures could often be updated without issue.
Well, I respectfully disagree Jester. I don't think you could run a 3E game with a 2E DMG. The rules for magic items, encounter creation, treasure division, etc. Sure, you might be able to muddle through, but you'd probably make a lot of mistakes, and you can muddle through with anything, really.
You are correct on the fluff staying the same; as someone who has worked on updating old modules to new editions I would say that it's certainly not without issue, but you're correct, it can be done. I just wouldn't say it's necessarily *easy.*
Jester of the FoS wrote:This is easier with mechanics. Something either works or it doesn't. But ideally the mechanical changes don't imact the story.
I can tell the same kinds if stories in 1e as I can in 3e. If I were to change a 3e campaign over to Pathfinder there would be few changes. But if I changed that same campaign to GURPS or Palladium there would be huge changes. Just based on the lore and assumptions the games for what certain monsters are and what classes can do. D&D has maintained a common tone until 4e, when much changed. There were lore changes before, but 4e really focused on "fixing" lore, which often came down to one person's preference. And many changes were not related to broken or even bad ideas, but simply a new idea replacing the old. They could make the change so they did.
I would say that happened in previous editions too. Ravenloft 2E had no Paladins, Druids, or Bard PCs (officially). 3E came along, and suddenly we have holy warriors running around the Domains. I remember that causing a lot of controversy in the community back in the day. They altered the rules to make it work, because they approached 3E with the design intent of saying "yes" to players, rather than "no."
I'm sure I can find more lore changes in the past editions. I will agree with you completely, that 4E did some of the most drastic and sweeping changes to lore. Why? Because they can, you're right. It's their game, that we buy and make our own. I doubt it was one person's idea; having visited WotC in the past and seen the number of people working there, I'm sure there were groups of people who met and decided on changes to various things.
I don't think it's a bad idea to change things up now and again. For example, with the Giants. I never changed Giants in 2E or 3E. I used them as is, and never gave it much thought. Then 4E comes along, and changes them. I loved the change. Now, in 5E, I fully intend to have my Giants (and Titans) act like 4E giants. I would probably not have thought of that at all, had the designers not decided to take a chance and change something in 4E, because they thought it worked better with their mythos and lore.
You are correct, Giants weren't "broken" in previous editions. But I don't think something has to be broken to warrant a new viewpoint, especially when you're presenting a new edition of your game. That's the best time to implement such changes. After all, they didn't "break" the giants in the 4E version, they just changed them. It's easy to put them back, or keep them the same way.
Jester of the FoS wrote:The giants is one if the least bad, but it didn't make most of the giants much more distinct. How did stone giants change? What made them different from hill giants and earth titans? It was really a change to titans. And away to try and force the giants into a single bit of lore. But even then they bent their own rules adding death giants for no good reason.
You're correct, the changes I like so much are more the act of tying the Giants to Titans. That connection seemed to flesh out the giants for me. Made them more than just "big guys who live in different environments" to me. I can't really adequately put my feelings to text except to say that the new description really worked for me.
Jester of the FoS wrote:But other changes were much more arbitrary. Was anything broken regarding rakashta? Or aasimar for that matter? Or blue dragons? Or death knights losing their phylactery (likely to make liches more unique)? Or grey elves vanishing and being replaced by extraplanar eladrin. Metallic dragons no longer being good. Dryads being treelike. Succubus being devils. Yugoloths becoming demons or devil. The blood war ending. And any of the other hundred small changes because someone liked their new idea better.
Maybe not. But where's the harm in changing them as well? Rakshasa were always tiger headed humanoids who had backward hands. Even though the description said they could be any animal, you ALWAYS saw them with a tiger head. They were said to be the "ultimate evil spirits." Well, where does that leave demons and devils?
I love the new Devas and hated aasimar. For me, aasimar were humans who could cast light once per day. At least Tieflings *looked* different. Well, I suppose aasimar were described as "pretty." Well we already have "pretty" humanoids, they're called Elves. Aasimar needed a lot more to make them distinct, and I think Devas did well in that regard.
Death Knights and phylacteries? Well, to me, that always made a Death Knight seem like a warrior lich. I like that they lost them. Don't get me wrong, I don't mind it being hard to kill Death Knights, but the phylactery is an integral part of becoming a Lich; it's made before you even become one. It just seemed tacked-on to the Death Knight and a cheap way to have them hard to kill.
I liked Eladrin too; Elves in previous editions were always like humans with slanty-eyes and pointed ears. We got to keep Elves like that, and got an option that was a lot closer tied to the Fey, which Elves should be. Also a lot more tied to magic. We seemed to have this identity-crises with Elves before. They were magical, but they were tied to the woods. They were Rangers, but they were Wizards. Previous editions tried to fix this by saying there were different subraces of elves that focused on different aspects; Wood vs. High vs. Gray, etc. So even before 4E, they were trying to deal with this, 4E just took another approach.
I feel I should point out that metallic dragons not being good was done prior to 4E; Eberron was the first (I believe) to say that Dragons did not follow their MM alignments, and I think (though I could be wrong) that the Draconomicon for 3E went the same way.
Dryads was a attempt to not have mutliple beautiful fey creatures. Nereids. Nymphs. Dryads. Sylphs. All of them slightly different, but beautiful (often female) fey creatures. Let's shake it up a bit, shall we? To quote Bill Slavicsek "Scantily-clad human females set in the woods, to me, aren't nymphs or dryads-they're scantily-clad human females with a couple of extra powers. Where's the fantasy? Where's the imagination? Moreover, I wanted fey that were alien, scary, and strange. No more Blink Dogs sitting beside the fire as though they were old country hounds."
I like the Succubus changes; to me they are a lot more devil-like in how they operate than demon-like. In 4E, they also tried to make Demons and Devils a bit more distinctive. In previous editions, they were basically names. Look at a Balor and a Pit Fiend. They're very similar. Yes, there are differences, but there are a lot of things the same. in 4E, Devils are more humanoid with monstrous features, unlike a Demon which is much more monstrous with some or no humanoid features.
alhoon wrote:The bloodwar ending was not a minor change...
Maybe not...unless your game never touched on it. I never have run a game that really deals with the Blood War, so if my players knew about it at all (and I'm not talking about their characters) they just knew it was some big fight going on "over there." I understand what you mean in that it was a big event, but it didn't have the potential to spill into every campaign or world. It was something a DM could make use of, or totally ignore, with pretty much no repercussions.
I don't know if I'm in favor of the Blood War or not, since I never used it, so it's ending never bothered me.
I guess I'm not trying to say that everyone should like or agree with these changes. But there were reasons behind them. It wasn't just a random roll of a dice and "BAM! Giants are small Titans now!" I guess I'm just disappointed that instead of taking steps forward (and taking chances) with the lore, it seems like 5E is doing a complete 180 and going back to what it had previously, which to me, leads to a stale, generic game.