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Guest 85555
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It isn't a straw man, you're whole basis of argument amounts to touting older mechanics, even in the face of all their drawbacks which have been overcome over and over again in both other systems and in later editions of D&D. Many of these arguments DO amount to "it was better in the old days" from my perspective. I know you'll disagree with that, and that's fine, so it goesI also think there's been (at least with 3e and 4e) a concerted conscious attempt to specifically improve on existing mechanics. While it is perfectly possible to argue the merits of any specific newer or older mechanic overall the game system has improved with time.
Again we simply disagree. Some things have been improvements. Straight d20 roll is widely embraced as an improvement. Uified system most see as an improvement (howevere there are valid reasons for wanting t go the other way---d10 roll for initiative, lowest goes first, is a bit easier on the gm for example). Other things like 4e powers have had a much poorer reaction. Still other things like some of the balancing features of pre 3e D&D are arguably superior to mechanics that came later. Again, your argument amounts to new is good and old is bad. Instead you should be addressing individual mechanics and why they should or should not be included in the next edition. When a mechanic was invented is not a good basis for an evaluation.
Designers learn with each new iteration. My concern is that the attitude of "back to the past" is not focusing on improving the game, and that should be a big part of the focus in any edition, otherwise what is the point? I still own 1e and 2e (and a couple versions of Basic and OD&D for that matter) and I can D/L numerous OSR games. While I think it will be great if 5e captures a wider range of play styles and allows the game to focus more widely on different ones I don't think rolling back the clock is a worthwhile goal. IMHO the default assumption in core 5e would best be on flexible modern mechanics. They are going to be a LOT more capable of providing a wider range of play styles than the mechanics of AD&D were, which IMHO was rather inflexible and brittle.
I am not sure they did. Each new edition caters well to a particular style of play, but I wouldn't say 4e was an objective improvement over 3e or that 2e wss an objective improvmenet over 1e. Each added some things I thought were better, but each also added things I thought damaged the game.
My 3e ravenloft games just didn't play as well as my 2e ravenloft games and it was the new system that created this problem, but 3e worked well for onje of my other fantasy setting. 4e doesn't work well for anything I want to do. Just because it comes after 3e that doesn't make it better.
Also the whole notion that anything is a steady unwavering march of progressive good doesn't hold. Each new iteration of the game is a reaction to the previous edition. The latest edition was a reaction against perceived imbalances in 3e. But that doesn't mean the solution they offer is objectively better than what came before, nor does it mean the problem they tried to solve was a universal issue. Sometimes mistakes are introduced in new editions. Sometimes good mechanics are taken out. Smetimes trends are just that. This happens in pop culture all the time (80s aesthetics went from being reviled in the 90s to being embraced today). Right now streamlined and unified systems with one broad mechanic for all possible problems is popular (and I myself tend to support this). But that doesn't mean rpgs will always embrace this design approach. There are good reasons to have multiple systems in a game. It all depends on what you are trying to achieve.