FireLance
Legend
I generally agree with the above except for the last point, which I only agree with partly. The focus of the game has indeed shifted to gaining XP through overcoming challenges, but while combat is almost certainly the most common type of challenge, it is not the only one. PCs could earn XP by surviving traps, overcoming skill challenges or accomplishing objectives (quests). A DM could, in theory, run an entire campaign in which the PCs earn XP without defeating a single enemy in combat.What do these shifting paradigms mean to me?
- Balance shifted from the player to the character
- Balance shifted from a seat at the table for a player to characters becoming statistically balanced (note the total lack of random elements in character creation in later editions). Additionally, because character turn over becomes less common, it becomes more important to make sure everyone is playing with the same numbers.
- Different levels among the PCs is against the social contract of later editions. This reflects the balance between characters instead of players.
- Overcoming challenging monsters as means of gaining XP has shifted the focus of the game to combat. Being clever and avoiding a big fight (which often comes from player creativity) is rewarded less and less as editions change (the default assumption being the PCs wade into combat).
However, I also think that another aspect of the game that has changed is that combat has become less lethal for the character and more enjoyable for the player. In other words, players who engage in combat are less likely to risk a dead chaarcter and are rewarded with an enjoyable experience in addition to XP for their characters. Hence, when given a choice between fighting and overcoming a challenge by noncombat means, some players may choose to fight even if the XP reward for both approaches is the same.