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B/X D&D on balance
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<blockquote data-quote="pemerton" data-source="post: 5881358" data-attributes="member: 42582"><p>The gold-to-monster ratio makes sense.</p><p></p><p>But I don't get a sandbox vibe from Basic at all, and the closest Expert comes (at least in my quick reread over the past couple of days) is when it mentions that, in a wilderness adventure, the PCs may go anywhere and the referee therefore has to be ready to deal with that.</p><p></p><p>Again, this is something I don't get from the B/X books at all - at least, not expressly. It is there by implication, I guess, because the players choose when to have their PCs enter or leave the dungeon.</p><p></p><p>Gygax talks pretty expressly about this sort of thing in the last couple of pages of his PHB.</p><p></p><p>Back when I switched from B/X to AD&D (as I think many others did too) I mostly paid attention to the upgrades in mechanical complexity. I didn't pay as much attention to the advice text. But I'm now starting to think they might be almost as different as the two editions of AD&D - despite resting on comparable mechanical foundations.</p><p></p><p>Interesting.</p><p></p><p>I think that "right to dream" 4e is somewhat in danger of turning into the boardgame play that people compain about, as the fiction just drops away - the cool stuff becomes "I did X damage with my Y power!" rather than "Look how my guy just took out that wight with a holy blessing!"</p><p></p><p>I used to think that 4e couldn't do gamism at all (because of its treasure acquisition, XP acquisition, encounter design and related guidelines), but [MENTION=27160]Balesir[/MENTION] has explained a type of "light gamism" to which 4e is well-suited. It's not a "survival/acquisition" challenge of the B/X sort, but more of a "look at my clever deployment of all these features of my PC - how cool was that!" challenge.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5881358, member: 42582"] The gold-to-monster ratio makes sense. But I don't get a sandbox vibe from Basic at all, and the closest Expert comes (at least in my quick reread over the past couple of days) is when it mentions that, in a wilderness adventure, the PCs may go anywhere and the referee therefore has to be ready to deal with that. Again, this is something I don't get from the B/X books at all - at least, not expressly. It is there by implication, I guess, because the players choose when to have their PCs enter or leave the dungeon. Gygax talks pretty expressly about this sort of thing in the last couple of pages of his PHB. Back when I switched from B/X to AD&D (as I think many others did too) I mostly paid attention to the upgrades in mechanical complexity. I didn't pay as much attention to the advice text. But I'm now starting to think they might be almost as different as the two editions of AD&D - despite resting on comparable mechanical foundations. Interesting. I think that "right to dream" 4e is somewhat in danger of turning into the boardgame play that people compain about, as the fiction just drops away - the cool stuff becomes "I did X damage with my Y power!" rather than "Look how my guy just took out that wight with a holy blessing!" I used to think that 4e couldn't do gamism at all (because of its treasure acquisition, XP acquisition, encounter design and related guidelines), but [MENTION=27160]Balesir[/MENTION] has explained a type of "light gamism" to which 4e is well-suited. It's not a "survival/acquisition" challenge of the B/X sort, but more of a "look at my clever deployment of all these features of my PC - how cool was that!" challenge. [/QUOTE]
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