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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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<blockquote data-quote="Sacrosanct" data-source="post: 6463830" data-attributes="member: 15700"><p>No I didn't. Go back and reread my post. <em>He</em> made that argument. I guess I'm glad we agree that it's a ridiculous one, because I don't agree with anything else you said.</p><p></p><p>These conversations could be avoided if you actually read my post.</p><p></p><p></p><p></p><p>Because as has been explained, more than once, 3e changed the entire dynamic, placing XP awards on the combat encounter. TSR D&D did not. Not sure how many times this needs to be repeated. It's even right there in the rules.</p><p></p><p></p><p></p><p>Now you're just making <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=":)" /><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=":)" /><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=":)" /><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=":)" /> up. This has been in dispute for a long time, usually between the people who actually played TSR D&D vs. the ones who came on board only in the past 20 years or so. Guess what? I'm also a game designer, and I adamantly disagree with you, so you're wrong on that assumption as well. You are just flat out wrong.</p><p></p><p>Let's just look at one of the most popular AD&D adventures of all time: T1-4 Temple of Elemental Evil. If you go into that adventure expecting to fight every encounter there, you're in for a hard time. One of the best ways (and the published suggest way as a matter of fact), was to get the denizens and various elemental cults to fight against each other, without you getting directly involved.</p><p></p><p></p><p></p><p>I hate to tell you this, but players were also pretty attached to their PCs even back in the 70s. This implication that they would be OK with dying all the time because chargen is fun and easy is pure bollocks. High fatality meant doing what you could to avoid getting killed when you could.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6463830, member: 15700"] No I didn't. Go back and reread my post. [i]He[/i] made that argument. I guess I'm glad we agree that it's a ridiculous one, because I don't agree with anything else you said. These conversations could be avoided if you actually read my post. Because as has been explained, more than once, 3e changed the entire dynamic, placing XP awards on the combat encounter. TSR D&D did not. Not sure how many times this needs to be repeated. It's even right there in the rules. Now you're just making :):):):) up. This has been in dispute for a long time, usually between the people who actually played TSR D&D vs. the ones who came on board only in the past 20 years or so. Guess what? I'm also a game designer, and I adamantly disagree with you, so you're wrong on that assumption as well. You are just flat out wrong. Let's just look at one of the most popular AD&D adventures of all time: T1-4 Temple of Elemental Evil. If you go into that adventure expecting to fight every encounter there, you're in for a hard time. One of the best ways (and the published suggest way as a matter of fact), was to get the denizens and various elemental cults to fight against each other, without you getting directly involved. I hate to tell you this, but players were also pretty attached to their PCs even back in the 70s. This implication that they would be OK with dying all the time because chargen is fun and easy is pure bollocks. High fatality meant doing what you could to avoid getting killed when you could. [/QUOTE]
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