I feel like there's a lot of weird anachronisms in D&D from a design standpoint. And how the game has progressed and changed has left a lot of people confused and bitter over what's different and why some things are the way they are. But I think I can sum up the MAJOR factor that goes into "old school" D&D and the primary rule/playstyle that defines it and explains a lot of the arguments that occur in D&D because of it.
Simply put: in old school D&D you were not meant to roll. What I mean by that isn't that rolling was IMPOSSIBLE (because it wasn't obviously) but that rolling was meant to be something entirely optional for your character. You didn't have skills or abilities for things like "diplomacy" or "spot" or "disabling traps" (well theifs did but it was like 25% chance at best and it was more of a last resort kind of thing). You were mostly expected to just freeform for the majoirty of the game and get through dungeons and obstacles via thorough roleplaying.
If you assumed a room had a secret door/passageway you needed to ask the DM questions and inspect everything. If you needed to convince the guard you weren't a bunch of theives and criminals you had to actually present an argument. Combat was incredibly light and had nothing like "maneuvers" or "actions" because combat was something you got into when you fucked up and accidentally stumbled into a goblin ambush or had no other option but to just barge in and kill everything.
Rolling wasn't only a completely optional thing in old school D&D it was also usually not the best option. Because the d20 has flat probability curves and most proficiencies or quirks offered you a +1 or +2 bonus at most (a +4 bonus to an action would be considered phenominal) they mostly existed to give you a very slight edge when you were doing something risky and dangerous. In a game where you only roll 2-4 times a session (ideally) then a +2 can feel like a godsend.
Jayden Phillips
This is also where Stormwind Fallacy most likely reared its head because in a game that emphasizes freeforming and making narrative decisions to overcome in-game obstacles, rolling skills or dice was meant to be a risky but straightforward affair. If you failed, you failed hard, but if you succeeded, you'd just succeed without much description. Considering how TSR began releasing more and more broken content as they attempted to stay alive via shotgunning books out again and again it's easy to see how a generation of players could see these increasingly bonkers rules that give them 50-70% success on a skill and, rather than stopping to describe their search for the secret passageway as DM's were accustomed to: they'd just roll dice and be done with it. Hence: "Roll Player". Now whether or not the act of spending 5 minutes discussing whether or not this room has a secret passageway is fun and interesting for all players is a different tale but lets not get into that now.
Instead lets get into how D&D has changed. Because 3.X changed D&D in some major ways and probably the most major way was: rolling. Again in older D&D's rolling was a risky affair and only one class had 'skills' and they were mostly for dungeoneering. But now 3.X is here and... suddenly there's a lot more rolling now. You roll diplomacy to convince people of your argument. You roll bluff to fool people. You roll spot to notice traps. You roll search to find hidden passageways. The only classes in the game that DON'T rely on rolling is spellcasters and... it shows. And it's particularly aggrivating in 3.X because before where you may have only been rolling 2 or 3 times a session, the flat probability curve and low bonuses felt like you were really pressing your luck. But in 3.X with the game expecting you to be rolling much more consistently the flat probability curve and low bonuses just feel... annoying. Like you're not being the hero you designed yourself to be.
William Ramirez
But again in older editions: everyone had roughly equivolent "skills". Or at least, abilities they could use to interact with people and things. Since it all relied on freeforming until someone messed up or did something really risky it somewhat helped in making fighters and rogues feeling like they had more to contribute.
Then we get to 4th edition and now rolling is more prioritized than ever! With it practically being a combat-focused minature skirmish game. Although at the very least it can be argued it did that well. And (again arguably) the emphasis on combat and lack of overt utility features and spotty skill-challenge system seemed to open up for more old school style "freeform until something happens then just roll" style of play.
And I haven't played 5e so I can't comment on that. But what I can comment on is simply this: if you want to play an Old School D&D game? Like a REALLY OLD SCHOOL D&D GAME? Simple: just don't roll! Kill that little niggling part of your brain that wants to see how this event progresses. Just... freeform really! And if a player does something that is undenyably risky? Then roll, and emphasize the chancey nature of it all. Restraint in the mechanics and when you implement them is the most important factor that goes into old school D&D.
And if you find yourself or your players getting bored or annoyed at this style of play? Well hey, it's not for everyone. And it shouldn't BE for everyone.
Xavier Brown
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Michael Young
Well said stranger.
You just made up my mind about my own homebrew skill system to BFRPG, im going to keep it but only use it when we absolute need it. I have been conflicted about adding a skill system because i don't want to take away the old school element/feeling from the game.
Ryder Johnson
I was on the wikipedia page for various dice shapes and found a bit that mentioned that d4s are best flipped into the air like a coin rather than rolled.
I then felt very stupid.
John Foster
>someone's personal thoughts, described as such, require citation
What's it like being one of those dumb millennials I keep hearing about
Jose Torres
It's literally called OSR, there's a general for it on this board almost every day.
Logan Nguyen
That summarizes it too well. I think the real problem with 4e is that it reduced the game to just a beat em up. Thinking creatively, especially with things like the 10 foot pole, is always what seperated RPGs from just a strategy game.
Oliver Kelly
Read the 4th edition DMG, ya spack cunt. 4e was fine; people were just asshurt it wasn't 3.75e.