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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Hussar" data-source="post: 3407592" data-attributes="member: 22779"><p>T. Foster - I agree with much of what you said, but it does illustrate nicely one of the main differences between editions. As you say, EGG does take a very different tone in different sources. The tough coach approach, however, is pretty far removed from humiliate your players if they don't do what you want.</p><p></p><p>And, that is one of the differences. 1e very often tries to talk out of both sides of its mouth. Take treasure for example. There are a plethora of Agony Aunt style articles in Dragon as well as pages of advice in the DMG talking about how campaigns should keep a tight control over PC wealth. The Monte Haul campaign was the bane of a good game. Don't be too stingy, went the advice, but, don't flood the market either.</p><p></p><p>Then you had modules. The Giant's series has over 1 MILLION gp's in straight up treasure, not counting magic. That's a whole lot of cash. I remember playing those modules and our magical treasure list was some three pages long. It got absolutely ridiculous. And, there were things like portable holes and bags of holding in there for helping you cart out your coin. You can put a whole lot of cash in a 10 foot cube. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>3e designers really do try to follow the advice given in the DMG. It's very rare, and considered bad design, to drop too much wealth in a module. Puzzles are designed so that the skills of the character are taken into consideration, while there are still nods towards player skills as well. The Savage Tide has combination lock puzzles with clues that test the player and not the character. But, most of the problems and puzzles do take the PC into account. And rightly so. While I might be a nuclear physicist, my PC certainly isn't. There should be a limit on how much player knowledge can overcome a challenge.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3407592, member: 22779"] T. Foster - I agree with much of what you said, but it does illustrate nicely one of the main differences between editions. As you say, EGG does take a very different tone in different sources. The tough coach approach, however, is pretty far removed from humiliate your players if they don't do what you want. And, that is one of the differences. 1e very often tries to talk out of both sides of its mouth. Take treasure for example. There are a plethora of Agony Aunt style articles in Dragon as well as pages of advice in the DMG talking about how campaigns should keep a tight control over PC wealth. The Monte Haul campaign was the bane of a good game. Don't be too stingy, went the advice, but, don't flood the market either. Then you had modules. The Giant's series has over 1 MILLION gp's in straight up treasure, not counting magic. That's a whole lot of cash. I remember playing those modules and our magical treasure list was some three pages long. It got absolutely ridiculous. And, there were things like portable holes and bags of holding in there for helping you cart out your coin. You can put a whole lot of cash in a 10 foot cube. :) 3e designers really do try to follow the advice given in the DMG. It's very rare, and considered bad design, to drop too much wealth in a module. Puzzles are designed so that the skills of the character are taken into consideration, while there are still nods towards player skills as well. The Savage Tide has combination lock puzzles with clues that test the player and not the character. But, most of the problems and puzzles do take the PC into account. And rightly so. While I might be a nuclear physicist, my PC certainly isn't. There should be a limit on how much player knowledge can overcome a challenge. [/QUOTE]
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