Here are my thoughts on the question of whether to use ascending or descending AC in Swords and Wizardry. To some, this probably seems like a silly question. After all, what difference can it possibly make? Both options are, as far as I can tell, mechanically identical. A 1st level fighter still needs to roll a 15 to hit an opponent clad in chainmail whether the opponent's AC is 5 (descending) or 14 (ascending). That said, however, I argue that the fact that the designers of SW decided to allow for this choice in the game rules suggests that that there must be something at stake in opting for one version as opposed to the other, even if the ultimate significance is minor. If ones choice really made absolutely no difference, then it wouldn’t make sense to offer a choice at all.
I am inclined to use the descending version of armor class rules because they are more consonant with the original rules of D and D as they existed in all the earlier editions of the game prior to version 3. As such, they seem to be more in keeping with the broadly defined “spirit” of old school play. It seems to me that much of old school play aims to recreate and recapture the feel of what it was like to play D and D in its heyday. Much of this “feel” derives, not simply from game mechanics, but from the details and peripheral material, the accoutrements, of older versions of D and D. These elements include things like the style of art work, the specific wording or phrasing of game terms, and the specific arrangement of details. I feel that the more of these original details that one includes, the easier it is to invoke the flavor of the original game.
Of course, some of these details, like descending armor class, are idiosyncratic and counter intuitive, and we might thus be tempted to reject them. I remember once reading a justification for the 3.0 rules that argued this very point, that the descending armor class system was counter intuitive. Higher numbers just feel better after all; a greater number should suggest a greater and more desirable value. Moreover, the argument went, the descending armor class system is inconsistent with the rest of the rules which more often than not associate higher numerical values with greater power or advantage. If a higher number of hit dice equals greater strength, shouldn’t a higher number armor class rating suggest more effective armor? This is a legitimate complaint. The descending armor class system is a little counter intuitive and stands as a potentially annoying inconsistency.
But this is precisely what makes the descending armor class system preferable to its alternative. Why? Paradoxically, the very oddity gives rise to its charm. This system, used in Oe D and D, was peculiar and weird from the outset, but then again, so was D and D. Simply put, throughout the history of its earlier editions, part of D and D’s flavor lay in the fact that some of its rules were a little quirky and arbitrary. While many later generations of gamers have come to regard these quirks as flaws, I see them as essential ingredients in the crazy mélange that is D and D. Early generations of gamers accepted these quirks, and as time went by, came to enjoy them. Sometimes people come to love a thing precisely because it doesn’t work the way one initially expects it to.
To illustrate by way of a non gaming example, let us take the case of Herman Melville’s classic novel Moby Dick. That novel departs in many significant ways from how conventional wisdom dictates that a novel should work. Melville’s story telling is inconsistent; Ishmael is the main character in the beginning, but by the second half inexplicably dissolves into the text to become a virtual third person narrator. Strange chapters on cetology break up the flow of the narrative and really offer little to advance the plot. This is why abridged versions typically omit these sections. I don’t believe Melville deliberately broke with tradition in the name of artistic experimentation. I believe he just got a little sloppy and let his vision and his genius outstrip his literary technique and craftsmanship. But are these elements flaws? In one sense, yes they are. But these idiosyncrasies cannot ultimately be separated from the total experience of reading Moby Dick, a novel of undeniable depth and complexity. Over time, scholars have actually come to view these idiosyncrasies as part of this complexity. These “flaws,” in fact, are part of what makes Moby Dick such a memorable and unique work of art. As generations have gone by, Melville fans and scholars have actually come to love these aspects of the novel, because without them, it’s just not Moby Dick.
In a similar sense, the peculiar elements and inconsistencies of original D and D also made the game memorable and unique. I argue, in fact, that their very quirkiness actually helped to make them more memorable. The more of these elements that I include in my game, the more likely I am to recreate the vibe associated with the original game. When I first started playing D and D as a boy in the late Seventies, I too sensed something odd about the descending armor class system. But over time, this element, along with dozens of others came to characterize the D and D experience. It helped contribute to the gestalt of D and D for me.
In the final assessment, it probably doesn’t matter all that much whether I choose the descending version of the rule over its alternative. It’s just a minor detail. But I believe that good gaming results from the careful consideration and assemblage of such details.
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30 comments:
Very well said. And while I agree that the descending system has always felt a bit awkward and counterintuitive, this was also offset in my young mind by just how perfect AC 0 symbolized a near impossible-to-hit being. I think Orcus has an AC0.
That said, I am strongly leaning in the opposite direction when it comes to the Redemption game. Trust me: I am quite swayed by your nostalgic waxing and, if all things were equal, I would choose the traditional system. But I think that in Swords&Wizardry, all things are not exactly equal. Two thoughts:
(1) Using the Ascending has the obvious virtue of allowing the dm and the players to all complete the "to hit" calculation right in the moment. No looking up a chart to ensure a hit. Everyone just adds the base "to hit" bonus on pg. 22 (in addition to any other modifers) and if the roll exceeds the target AC then it is a hit.
Don't get me wrong, I love the charts which, as you point out, are near-definitive of the "old school". But I know that even though the charts are essentially the same for descending/ascending and I could easily do the calculations in my head, I will almost certainly continue to use the charts just to be sure...Slows the game, or at least takes us out of the combat repeatedly.
(2) I've been wondering about how the lack of "options" and bonuses that comes along with leveling-up old-school characters will be received by players when the game only meets semi-regularly.
I know it is a small thing, but I've been wondering if being able to add increasing "to hit" bonuses that come along with the ascending system at each new level could psychologically "trick" the Players into feeling more of a "boost" at each new level earned.
Again, I know the same "bonuses" are being applied in the descending system, but they are buried in a chart among a hundred other numbers.
Being able to say "Great, I've just moved my fighter to Level 6 so I get to add +3 to my attack roll!" seems like SOMETHING at least. Far from fulfilling, but still...
*Say, do you understand what is meant on pg. 22 "Note: The same "bonuses" apply to the Descending AC system, but they don't quite match up to the descending armor classes..."??? This might mean I stick with descending after all.
Great first post! I enjoyed it thoroughly.
Post Festum - You make two really good points here. In fact, these are basically the reasons why I was initially inclined to go with the ascending armor class rules myself. Point one is especially convincing in that it appeals to my sense of pragmatism. If the ascending AC rules make it easier to calculate a to hit rule and speed up game play, then why not go with them, assuming everything else is equal?
In fact, the differences between our positions might be reduced to a difference between a preference for what is useful and what is aesthetically appealing. There's something about having to look up the target number on chart that seems to just say "old school," that just feels right to me, but I would be hard pressed to give you a reason why this is preferable to not doing so that didn't ultimately boil down to nostalgia.
That said, I could easily go with the ascending AC system for all of the reasons that you state. There are still so many things that evoke the aesthetics of Oe D and D in Swords and Wizardry, that sacrificing this one detail would hardly make a difference.
The only possible practical reason I can think of for going with the descending system, is that, because it is so different, it might help to wrench our mindsets from out of the 3.5 paradigm. This may not be necessary though.
I think your final point is really worth mulling over for some time. Perhaps we should start out using descending for the exact reason you suggest. Once we've effectively "made the break" with 3.5 we can reevaluate.
The truth is that I could go either way really. I actually like the ascending system because I've been playing 3.5 and I've gotten used to it. I think my desire to switch to the descending system may simply be fueled by a larger desire to reject 3.5 in toto, at least for now.
Again, there is no practical reason not to use the ascending system and it does streamline game play by eliminating unnecessary charts.
Therefore, I say let's go with the ascending system. It might be too confusing to run my campaign for several sessions with one system and then switch.
Having conceded that we will use the ascending system, I still think there might be more to talk about here. For instance, how much value should be placed on game elements whose inclusion serves no other purpose besides evoking nostalgic feelings or "seeming" cool in some way.
In other words, part of my inclination to adopt the descending system is based on my feelings that there's something kind of satisfying about looking up a score on a table. There's just kind of an intrinsic pleasure in that for me because I associate it with the type of gaming that I played in my child hood. How much weight should be given to such considerations, not necessarily this one but ones like it, when deciding about house rules and such.
Should mechanical and/or practical considerations always take precedence over matters of style? If not, where is a good place, generally speaking, to draw the line?
Just to add to this discussion all relevant points of view, here's a link to a Forum discussion on this topic started by Matt Finch back in 2006.
http://www.knights-n-knaves.com/phpbb/viewtopic.php?t=2345&sid=68718fdce1fc464a7eeafd651661bfd6
Back then Finch seems almost a lone voice defending the use of the Ascending method. No wonder the s&w Open License requires both methods be used.
After looking through all the comments, it strikes me just how emotionally invested most of the folks seem to be in defending the Descending system. Very few of the responses - and there are a lot of them - address Finch's main technical points. Almost all just find some way to ridicule the idea and those who dare to think it that Descending AC is just wonky for no reason other than flavor, and that it is a flavor that not all enjoy.
When ad hominem's add up this quickly, I'm motivated to join against them. I think I'm going to go with the ascending system.
Very good then. I concur and will use the ascending system as well.
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