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What were the design goals of 2nd edition?
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<blockquote data-quote="rounser" data-source="post: 4683016" data-attributes="member: 1106"><p>The converse is also true: lots of cool and immersive flavour in the game is no longer supportable (or perhaps even imaginable) if you buy into the preconcieved notions of what the crunch design requires, so storytelling, worldbuilding, and the scope and vibe of the game suffers. </p><p></p><p>Like 1984's newspeak, the 4E rules axioms of balance and "mechanics first" are a tyranny that prevents even thinking in certain directions, and lead to the creation of an unbelievable cypher, with frost giants who act like cold batteries and rust monsters with rust that "gets better", never mind that it makes no sense.</p><p></p><p>I'd argue that your "logical conclusion" is a de-evolution, a giant leap backwards in terms of the imagination and feel surrounding the game. It's difficult to explain what has been lost to other systems thinkers (meaning we're all geeks here) because it cannot be quantified statistically, but I'm certain that the price for mechanics-first-or-bust is in some ways too great a price for D&D to pay, and remain D&D.</p><p></p><p>The pendulum will swing back, I can only hope. It seems that every even edition is a missed opportunity, indeed.</p></blockquote><p></p>
[QUOTE="rounser, post: 4683016, member: 1106"] The converse is also true: lots of cool and immersive flavour in the game is no longer supportable (or perhaps even imaginable) if you buy into the preconcieved notions of what the crunch design requires, so storytelling, worldbuilding, and the scope and vibe of the game suffers. Like 1984's newspeak, the 4E rules axioms of balance and "mechanics first" are a tyranny that prevents even thinking in certain directions, and lead to the creation of an unbelievable cypher, with frost giants who act like cold batteries and rust monsters with rust that "gets better", never mind that it makes no sense. I'd argue that your "logical conclusion" is a de-evolution, a giant leap backwards in terms of the imagination and feel surrounding the game. It's difficult to explain what has been lost to other systems thinkers (meaning we're all geeks here) because it cannot be quantified statistically, but I'm certain that the price for mechanics-first-or-bust is in some ways too great a price for D&D to pay, and remain D&D. The pendulum will swing back, I can only hope. It seems that every even edition is a missed opportunity, indeed. [/QUOTE]
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What were the design goals of 2nd edition?
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