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General Tabletop Discussion
*TTRPGs General
4E and "Old School Gaming" (and why they aren't mutually exclusive"
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<blockquote data-quote="mearls" data-source="post: 4535466" data-attributes="member: 697"><p>I think you're overstating the DMG's approach to things. There's a world of difference between game balance, and running a dangerous campaign.</p><p></p><p>Balance makes options equivalent in power for a player. All things being equal, you can build a rogue or a wizard without worrying about playing a lame class.</p><p></p><p>For the DM, balance is about making things predictable. A DM has a good idea what happens when he sets a level 3 party against a level 5 encounter.</p><p></p><p>True, the DMG gives plenty of advice on how to design encounters, but I don't think it's anything more than Gary's advice in the AD&D DMG to avoid Monty Haul-ism and killer dungeons, but instead find the middle ground.</p><p></p><p>Now, it is true that hit point damage is the best mechanical way to clobber players. We did away with ability score damage, level drain, and SoD. We do have monsters that can kill with a series of failed saves. I can see that argument, but I'd also point out that this again comes down to DM style.</p><p></p><p>While the DMG might not explicitly cover such approaches, the truth is that the DMG had to draw a line somewhere. It can't cover every approach to DMing, but I think James did a good job of covering the bases, particularly for new DMs. The approach in the book did focus more on the practicalities of managing a table of players with potential conflicting goals and desires.</p><p></p><p>Was that the right path? I think so, but we can't really know for another few years, when we can see if we have a vibrant community of skilled DMs emerging from the newest generation of gamers.</p><p></p><p>Anyway, I think you're right that Old School sensibilities aren't necessarily reflected in the DMG, but I do believe that a game that feels Old School (again, depending on what's old school to you) is possible in 4e.</p></blockquote><p></p>
[QUOTE="mearls, post: 4535466, member: 697"] I think you're overstating the DMG's approach to things. There's a world of difference between game balance, and running a dangerous campaign. Balance makes options equivalent in power for a player. All things being equal, you can build a rogue or a wizard without worrying about playing a lame class. For the DM, balance is about making things predictable. A DM has a good idea what happens when he sets a level 3 party against a level 5 encounter. True, the DMG gives plenty of advice on how to design encounters, but I don't think it's anything more than Gary's advice in the AD&D DMG to avoid Monty Haul-ism and killer dungeons, but instead find the middle ground. Now, it is true that hit point damage is the best mechanical way to clobber players. We did away with ability score damage, level drain, and SoD. We do have monsters that can kill with a series of failed saves. I can see that argument, but I'd also point out that this again comes down to DM style. While the DMG might not explicitly cover such approaches, the truth is that the DMG had to draw a line somewhere. It can't cover every approach to DMing, but I think James did a good job of covering the bases, particularly for new DMs. The approach in the book did focus more on the practicalities of managing a table of players with potential conflicting goals and desires. Was that the right path? I think so, but we can't really know for another few years, when we can see if we have a vibrant community of skilled DMs emerging from the newest generation of gamers. Anyway, I think you're right that Old School sensibilities aren't necessarily reflected in the DMG, but I do believe that a game that feels Old School (again, depending on what's old school to you) is possible in 4e. [/QUOTE]
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