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General Tabletop Discussion
D&D Older Editions
4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7526527" data-attributes="member: 6696971"><p>I definitely agree with this. I think the matter is made worse (a) when folks are averse to playing different kind of games (doesn't even have to be TTRPGs...could be Eurogames) and (b) when a culture becomes insular and averse to self-reflection/analysis.</p><p></p><p>And that can be any culture. Its not great when players of rules-lite systems don't understand the mental framework that responds to a rules-heavy simulationist system just like its not great in reverse (or any of the many conflicts over play priorities).</p><p></p><p></p><p></p><p>Extremely popular. I think a strong line of evidence for that is that 5e has some solid Social Interaction Conflict Resolution mechanics (which enable robust, yet unfixed NPCs and GM pressure on player agenda). However, it seems that most players ignore these rules (and the approach they engender) for the 2e approach you've outlined above. </p><p></p><p></p><p></p><p>Agreed on both. I think the Torchbearer > Moldvay Basic is apropos in the same way. Taking out Monster Descriptors and Instincts from Torchbearer and inserting Monster Reaction Rolls would drift things a wee bit, but it wouldn't remotely suddenly make it play like Basic!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7526527, member: 6696971"] I definitely agree with this. I think the matter is made worse (a) when folks are averse to playing different kind of games (doesn't even have to be TTRPGs...could be Eurogames) and (b) when a culture becomes insular and averse to self-reflection/analysis. And that can be any culture. Its not great when players of rules-lite systems don't understand the mental framework that responds to a rules-heavy simulationist system just like its not great in reverse (or any of the many conflicts over play priorities). Extremely popular. I think a strong line of evidence for that is that 5e has some solid Social Interaction Conflict Resolution mechanics (which enable robust, yet unfixed NPCs and GM pressure on player agenda). However, it seems that most players ignore these rules (and the approach they engender) for the 2e approach you've outlined above. Agreed on both. I think the Torchbearer > Moldvay Basic is apropos in the same way. Taking out Monster Descriptors and Instincts from Torchbearer and inserting Monster Reaction Rolls would drift things a wee bit, but it wouldn't remotely suddenly make it play like Basic! [/QUOTE]
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4e Compared to Trad D&D; What You Lose, What You Gain
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