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A problem with new school as of 3.x and later. Or is it a problem?
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<blockquote data-quote="Barastrondo" data-source="post: 5070604" data-attributes="member: 3820"><p>I'm not sure I follow the premise. Different in what way that actually counts as exclusive? </p><p></p><p>To use my own experience, when running D&D I tend to run much as I always have: a mix of "here's what would logically be the opposition in the area" and "here's the selection of critters that would be fun for the players to go up against." It's just changed as something that involves CRs and XP budgets instead of "hey, 2nd level is a good time to start throwing in more bugbears." </p><p></p><p>From the players' perspective, I see little change. Mechanical choices are now more meaningful, but roleplaying choices are no less so; the guy who muses over what feat to take is still also interested in finding out more about the sealed noble manses he just learned about, or foolishly setting up a tense romantic triangle, or getting more training in how to ride a wyvern. Players who weren't previously interested in roleplaying now have more to do in later editions, but they weren't roleplayers before the shift of the rules.</p><p></p><p>About the most notable change I've seen is that there's generally a little more encouragement for player characters to pitch in defining the environment, making requests for specific things they're looking for. The presence of new feats or abilities that can be trained means they're looking for specific, colorful trainers more often. Of course, even that is true only if you weren't previously using the "PCs must find NPC trainers and spend a ton of gold if they want to go up a level" rules of older editions... otherwise it's not too different. </p><p></p><p>But otherwise, I simply haven't seen too much change in player's attitudes toward the game. Some styles of play are more empowered in specific editions, but that seems to affect their choice of what they want to play rather than their actual style of play. The actual style of play is something I see as being far more susceptible to real-life changes: having children will affect someone's gaming habits a lot more than whether they have a choice between 1-2e and 3-4e.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5070604, member: 3820"] I'm not sure I follow the premise. Different in what way that actually counts as exclusive? To use my own experience, when running D&D I tend to run much as I always have: a mix of "here's what would logically be the opposition in the area" and "here's the selection of critters that would be fun for the players to go up against." It's just changed as something that involves CRs and XP budgets instead of "hey, 2nd level is a good time to start throwing in more bugbears." From the players' perspective, I see little change. Mechanical choices are now more meaningful, but roleplaying choices are no less so; the guy who muses over what feat to take is still also interested in finding out more about the sealed noble manses he just learned about, or foolishly setting up a tense romantic triangle, or getting more training in how to ride a wyvern. Players who weren't previously interested in roleplaying now have more to do in later editions, but they weren't roleplayers before the shift of the rules. About the most notable change I've seen is that there's generally a little more encouragement for player characters to pitch in defining the environment, making requests for specific things they're looking for. The presence of new feats or abilities that can be trained means they're looking for specific, colorful trainers more often. Of course, even that is true only if you weren't previously using the "PCs must find NPC trainers and spend a ton of gold if they want to go up a level" rules of older editions... otherwise it's not too different. But otherwise, I simply haven't seen too much change in player's attitudes toward the game. Some styles of play are more empowered in specific editions, but that seems to affect their choice of what they want to play rather than their actual style of play. The actual style of play is something I see as being far more susceptible to real-life changes: having children will affect someone's gaming habits a lot more than whether they have a choice between 1-2e and 3-4e. [/QUOTE]
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A problem with new school as of 3.x and later. Or is it a problem?
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