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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="Cadriel" data-source="post: 6465768" data-attributes="member: 4295"><p>There was a marked difference between the assumptions that went into D&D's design, and how groups received and played it. It was designed as an exploration-focused game where both combat and parlay were powerful ways to get treasure. As war gamers, Gygax and company figured that players would pick their battles, get advantages, do the intelligence work and fight when they could gain an advantage, and do so for some material reward. Random combats were intended as a punishment for taking too long. Rob Kuntz was regarded as Gary's best player, and he was able to do solo runs into Castle Greyhawk with minimal fighting.</p><p></p><p>Over time this got morphed into a kick down the door play style. Which is pretty disastrous given the OD&D rules, or B/X rules, but the tournament dungeons helped foster. It wasn't the intent of OD&D, which gave XP for treasure, but it was a common way for teenagers to play. That doesn't mean that the three pillars weren't present and well supported from the start.</p></blockquote><p></p>
[QUOTE="Cadriel, post: 6465768, member: 4295"] There was a marked difference between the assumptions that went into D&D's design, and how groups received and played it. It was designed as an exploration-focused game where both combat and parlay were powerful ways to get treasure. As war gamers, Gygax and company figured that players would pick their battles, get advantages, do the intelligence work and fight when they could gain an advantage, and do so for some material reward. Random combats were intended as a punishment for taking too long. Rob Kuntz was regarded as Gary's best player, and he was able to do solo runs into Castle Greyhawk with minimal fighting. Over time this got morphed into a kick down the door play style. Which is pretty disastrous given the OD&D rules, or B/X rules, but the tournament dungeons helped foster. It wasn't the intent of OD&D, which gave XP for treasure, but it was a common way for teenagers to play. That doesn't mean that the three pillars weren't present and well supported from the start. [/QUOTE]
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Behind the design of 5th edition Dungeons and Dragons: Well my impression as least.
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