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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="aramis erak" data-source="post: 6464326" data-attributes="member: 6779310"><p>For some people, the only proof that would satisfy them would be Dave and Gary beating them upside the head with a DMG. I suggest we not waste our time on them anymore, because they don't want to be shown.</p><p></p><p>They can't see the forest because all the trees are in the way.</p><p></p><p>Combat was the largest portion of the mechanics, the largest portion of the gaming material, and the easiest and most engaging mechanism for interaction within the rules. But there were rules on exploration. It was there, it was a part of the game, just not the bulk of the game.</p><p></p><p>And while it's true that in AD&D it's envisaged that you can sometimes evade and sometimes parlay to get XP for the encounter, not every edition spells out that evading or parlaying is worth full XP. And then, some DM's chose to interpret the 1gp=1xp as "you add the difference between starting GP and ending GP to your XP gained, and if it's a loss, it's a loss"; these also, in my experience, tended to be "Let's make it expensive but easy to parlay" - disincentivising parlay by making it cost as many XP in gold as bypassing them gains in defeat XP. Others, including myself, would only allow a parlay if the initial reaction roll wasn't an attack. Certain bad-guy and PC race interactions also resulted in instant hostilities, and thus only evasion. And Evasion was not an option if they surprised you.</p><p></p><p>Many forget that the game as it was played was diverse, but the materials put out for it were far less so, and tended to function, at least through about '83, as a character scale wargame.</p><p></p><p>Dungeoneer's Survival Guide was the first point where the rules really started to support the exploration and risk-taking mode as being as vital mechanically as combat.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6464326, member: 6779310"] For some people, the only proof that would satisfy them would be Dave and Gary beating them upside the head with a DMG. I suggest we not waste our time on them anymore, because they don't want to be shown. They can't see the forest because all the trees are in the way. Combat was the largest portion of the mechanics, the largest portion of the gaming material, and the easiest and most engaging mechanism for interaction within the rules. But there were rules on exploration. It was there, it was a part of the game, just not the bulk of the game. And while it's true that in AD&D it's envisaged that you can sometimes evade and sometimes parlay to get XP for the encounter, not every edition spells out that evading or parlaying is worth full XP. And then, some DM's chose to interpret the 1gp=1xp as "you add the difference between starting GP and ending GP to your XP gained, and if it's a loss, it's a loss"; these also, in my experience, tended to be "Let's make it expensive but easy to parlay" - disincentivising parlay by making it cost as many XP in gold as bypassing them gains in defeat XP. Others, including myself, would only allow a parlay if the initial reaction roll wasn't an attack. Certain bad-guy and PC race interactions also resulted in instant hostilities, and thus only evasion. And Evasion was not an option if they surprised you. Many forget that the game as it was played was diverse, but the materials put out for it were far less so, and tended to function, at least through about '83, as a character scale wargame. Dungeoneer's Survival Guide was the first point where the rules really started to support the exploration and risk-taking mode as being as vital mechanically as combat. [/QUOTE]
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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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