Mechanically identical. |
The
further back in the history of the game we go, the more uniform the
Fighting-Men become. Without feats, without weapon specialization and no weapon
proficiencies, there is very little difference between one man and another.
Especially when you go back to ODD74 and Holmes, where each weapon does 1-6
damage and stat bonuses are minimal. Not incidentally, the same objection
can be made about Clerics as well. (It is less true for Magic-Uses because by
memorizing different spells, they can play very differently from one another.)
The
mechanical differences between two fighting men from ODD74 and several OSR
offerings are: level, hit dice, hit points (both level-dependent) and character
stats. But we already know stats are minimally important most of the time. So
mechanically, two Fighters of the same level are just about identical.
The
first large point of differentiation you have control over is gear. You
can make sure your man has everything he will need, and nothing he doesn't. You
can have him buy great armor and a shield: and a hat and a rope and a pole and
a lantern a long bow and so forth and so forth. OR, you can have him buy
leather armor and a pole arm, and count on stealth, foot speed and reach. To a
lesser extent, you have the ability to bargain with the other players for magic
items, but what items there are to bargain over is up to the Ref. Even though
magic items can make a huge difference, you have much less control over what
you get.
All
of this however is preamble when we get to the single biggest factor that
differentiates one figure from another: the player. Not the character
sheet, not feats, powers, or magic items; the player. In chess, no one
complains about two knights being identical; you just use them the best you
can. Even with the minimal mechanical differences between fantasy medieval
knights, you get to do the same thing! Similarity breeds familiarity. You can
translate what you learn with one fighting man to the next fighting man figure
you play. You don't have to start from scratch every time. Therefore, uniform
Fighting-Men is a feature, not a bug, of the early games.
Just
as dungeons are endlessly iterative, so are fighting men. So are clerics and so
are magic users. I'm in my 34th year of playing D&D and I'm drawn to
simpler and simpler versions, even though they are not what I started
with. The reason I think is because the more you strip away the
system's crunch, the more that player skill, at the table, in real time
matters. That's what "playing the game" means: one player (the Ref)
poses problems in the form of a mysterious and dangerous setting, and the
several players work together to think through problems posed and then risk
their pieces to conquer the setting. That's another way of stating the
bargain implicit in D&D: risk life and limb in exchange for fame and
fortune!
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