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General Tabletop Discussion
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basic differences in rules per edition
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<blockquote data-quote="Mercurius" data-source="post: 5462491" data-attributes="member: 59082"><p>Hmm...I'm going to have to think about this one. Part of what happened, as I see, is that the rules system--especially with the jump to 3E and the d20 core mechanic--became more robust and able to model fiction, so "on the fly" rulings were less necessary and the temptation to "rule-ify" everything became greater. Without the core mechanic, AD&D had more of a "heapism" approach where new rules were added on and everything was, in a sense, optional partially because it didn't have that streamlined core.</p><p></p><p>I think there is an argument that 4E turned the corner, that 3.5 was the furthest extreme of "rules first" and then 4E began to return to a more DM's Fiat/Ad Hoc approach. This is exemplified in NPC design, where if you want an NPC to be able to do something they just do it - you don't have to detail every attribute that they have, as in 3.5E. Monster stat blocks only cover what a monster can do, or even is <em>likely</em> to do in a given combat; they aren't meant to be comprehensive, unlike 3.5E stat blocks. </p><p></p><p>That said, what you say applies to combat, I think. 4E's combat rules are more tightly covered. One of things I don't like about powers is that they give so many options to the PCs that they are less likely to wing it and try something creative.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5462491, member: 59082"] Hmm...I'm going to have to think about this one. Part of what happened, as I see, is that the rules system--especially with the jump to 3E and the d20 core mechanic--became more robust and able to model fiction, so "on the fly" rulings were less necessary and the temptation to "rule-ify" everything became greater. Without the core mechanic, AD&D had more of a "heapism" approach where new rules were added on and everything was, in a sense, optional partially because it didn't have that streamlined core. I think there is an argument that 4E turned the corner, that 3.5 was the furthest extreme of "rules first" and then 4E began to return to a more DM's Fiat/Ad Hoc approach. This is exemplified in NPC design, where if you want an NPC to be able to do something they just do it - you don't have to detail every attribute that they have, as in 3.5E. Monster stat blocks only cover what a monster can do, or even is [I]likely[/I] to do in a given combat; they aren't meant to be comprehensive, unlike 3.5E stat blocks. That said, what you say applies to combat, I think. 4E's combat rules are more tightly covered. One of things I don't like about powers is that they give so many options to the PCs that they are less likely to wing it and try something creative. [/QUOTE]
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