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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Raven Crowking" data-source="post: 3435720" data-attributes="member: 18280"><p>Sure. <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>I'm not saying that the ability to create builds is a bad thing, merely that it is a <em>real</em> thing, and a change of emphasis from earlier editions that has a real impact both on how the game is perceived and the game is played. In other words, it is not simple a "garbage" remark.</p><p></p><p>In any discussion of differences between editions, it isn't "disingenious" to point this out. Presumably, most people involved in the thread have played multiple editions, and/or they can look through some of the excellent posts hereing to learn what was or wasn't possible in various editions.</p><p></p><p></p><p></p><p>In previous editions, you could change from a human fighter to a human thief, there just wasn't much incentive to do so. </p><p></p><p></p><p></p><p>If you wanted to change from an elven fighter in 1e to an elven thief, the DM could (if kind) let you travel to the mysterious Fountain of Ix, whose DM-Fiat magic allowed such a change. Thus, your in-game decisions directly affected your mechanical build. If you chose not to visit the Fountain, you couldn't also choose to change your class.</p><p></p><p>(I personally think that this is largely a good thing, and my house rules include expanded options. However, I can see where some might differ from my opinion there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p><p></p><p>Likewise, the treasure you had was ultimately tied to your success in adventuring rather than your level -- and more importantly, your magic items (the big mechanical bennie of 1e) were tied to your success in adventuring rather than your success in shopping.</p><p></p><p>(I think that the changes here are largely a bad thing. Again, I can see where some might differ from my opinion. Note, of course, that it is still possible to play 3.X the same as you did previous editions as far as treasure and magic are concerned -- I do, afterall <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> -- but that does require <strong><em>slightly</em></strong> more care in DMing than running the default assumptions.)</p><p></p><p></p><p></p><p>Are you saying that it is your contention that "The DM has final say" is stated as strongly or as forcefully in 3.X as in earlier editions? If you are, then I'll go to the effort of looking in the books to answer your question. If you are not, what bearing does your question have?</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3435720, member: 18280"] Sure. :) I'm not saying that the ability to create builds is a bad thing, merely that it is a [i]real[/i] thing, and a change of emphasis from earlier editions that has a real impact both on how the game is perceived and the game is played. In other words, it is not simple a "garbage" remark. In any discussion of differences between editions, it isn't "disingenious" to point this out. Presumably, most people involved in the thread have played multiple editions, and/or they can look through some of the excellent posts hereing to learn what was or wasn't possible in various editions. In previous editions, you could change from a human fighter to a human thief, there just wasn't much incentive to do so. If you wanted to change from an elven fighter in 1e to an elven thief, the DM could (if kind) let you travel to the mysterious Fountain of Ix, whose DM-Fiat magic allowed such a change. Thus, your in-game decisions directly affected your mechanical build. If you chose not to visit the Fountain, you couldn't also choose to change your class. (I personally think that this is largely a good thing, and my house rules include expanded options. However, I can see where some might differ from my opinion there. :D ) Likewise, the treasure you had was ultimately tied to your success in adventuring rather than your level -- and more importantly, your magic items (the big mechanical bennie of 1e) were tied to your success in adventuring rather than your success in shopping. (I think that the changes here are largely a bad thing. Again, I can see where some might differ from my opinion. Note, of course, that it is still possible to play 3.X the same as you did previous editions as far as treasure and magic are concerned -- I do, afterall :D -- but that does require [b][i]slightly[/i][/b] more care in DMing than running the default assumptions.) Are you saying that it is your contention that "The DM has final say" is stated as strongly or as forcefully in 3.X as in earlier editions? If you are, then I'll go to the effort of looking in the books to answer your question. If you are not, what bearing does your question have? [/QUOTE]
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