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General Tabletop Discussion
*Dungeons & Dragons
5e System Redesign through New Classes and Setting. A Thought Experiment.
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<blockquote data-quote="Remathilis" data-source="post: 9776829" data-attributes="member: 7635"><p>That's a bit of my point. The game is perfectly balanced to avoid nova, and the first thing players want is new toys that throw that balance out of whack. Repeat over several editions and you get the problems you cited: characters with nova buttons and bags of HP. To blame this on modern D&D as if classic D&D had figured it out is disingenuous. AD&D itself is unbalanced and prone to the same abuses as modern, just at a level that older players will tolerate out of the fact they are familiar with that level. </p><p></p><p>To say this is a reaction to modern D&D is horsefeathers. It's a reaction in some way to every edition of D&D. Except Basic. They figured it out by cutting D&D to the bone and only giving the minimum needed to run a good game. And that was never going to be sustainable.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9776829, member: 7635"] That's a bit of my point. The game is perfectly balanced to avoid nova, and the first thing players want is new toys that throw that balance out of whack. Repeat over several editions and you get the problems you cited: characters with nova buttons and bags of HP. To blame this on modern D&D as if classic D&D had figured it out is disingenuous. AD&D itself is unbalanced and prone to the same abuses as modern, just at a level that older players will tolerate out of the fact they are familiar with that level. To say this is a reaction to modern D&D is horsefeathers. It's a reaction in some way to every edition of D&D. Except Basic. They figured it out by cutting D&D to the bone and only giving the minimum needed to run a good game. And that was never going to be sustainable. [/QUOTE]
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5e System Redesign through New Classes and Setting. A Thought Experiment.
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