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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="Tony Vargas" data-source="post: 5811494" data-attributes="member: 996"><p>Actually remained in print well into the 80s.</p><p>Little more than the covers changed, BECMI was effectively one ed that went through 1992.</p><p></p><p>3.0 suplements were explicitly useable with 3.5, and even official for 3.5 until re-done for it. A number of 3.0 books thus remained offical through the end of 3.5 since they were never re-done. </p><p></p><p>And, if we're counting half-eds, 4e went barely 2 years, thanks to Essentials.</p><p></p><p></p><p>The flexibility of character creation is a matter of viable choices. A game like 3.5 or Hero, in theory, gives you infinite flexibiilty in character creation, but only a very small sub-set of those possible characters are actually viable, it takes a lot of system mastery to tease them out, and in the end, they can be less than a better-balanced game with fewer trap choices (like 4e). </p><p></p><p>The range of play in which 3.5 was functional was levels 1-10, with many-encounter days and constant hammering of caster restrictions. The range of play for 4e was levels 1-30, with encounters/day making no real difference to class balance. 4e expanded the range of play. For that matter - back on the original topic - it covers both CaW and CaS, since you can have any level of challenge you want, while 3.5's innate imbalance pushes it towards CaW, with CaS being /very/ tricky, probably possibly only in single-digit levels, if that.</p><p></p><p></p><p>It is, becaue it's balance, not a 'CaS' system, but a balanced system. </p><p></p><p>A game that pushes players towards a style is not balanced, yes.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5811494, member: 996"] Actually remained in print well into the 80s. Little more than the covers changed, BECMI was effectively one ed that went through 1992. 3.0 suplements were explicitly useable with 3.5, and even official for 3.5 until re-done for it. A number of 3.0 books thus remained offical through the end of 3.5 since they were never re-done. And, if we're counting half-eds, 4e went barely 2 years, thanks to Essentials. The flexibility of character creation is a matter of viable choices. A game like 3.5 or Hero, in theory, gives you infinite flexibiilty in character creation, but only a very small sub-set of those possible characters are actually viable, it takes a lot of system mastery to tease them out, and in the end, they can be less than a better-balanced game with fewer trap choices (like 4e). The range of play in which 3.5 was functional was levels 1-10, with many-encounter days and constant hammering of caster restrictions. The range of play for 4e was levels 1-30, with encounters/day making no real difference to class balance. 4e expanded the range of play. For that matter - back on the original topic - it covers both CaW and CaS, since you can have any level of challenge you want, while 3.5's innate imbalance pushes it towards CaW, with CaS being /very/ tricky, probably possibly only in single-digit levels, if that. It is, becaue it's balance, not a 'CaS' system, but a balanced system. A game that pushes players towards a style is not balanced, yes. [/QUOTE]
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