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General Tabletop Discussion
*TTRPGs General
Campaign Types: Which are covered by the various editions?
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<blockquote data-quote="Lanefan" data-source="post: 4672260" data-attributes="member: 29398"><p>Given enough tweaking and a DM who knows the ropes, any edition can do any theme or style. That said:</p><p></p><p>By RAW: all...but only sort-of. 2e might be best as it's the most story-focused edition, but there's not much to choose here; 4e would be worth a long look as well.</p><p></p><p>With tweaks: all; though each edition would require different tweaks and they'd all need tweaking so the party could earn some non-combat ExP.</p><p>By RAW: take your pick of 1e, 2e, or 3e; each can do this perfectly well in its own way. 4e has too much available healing too frequently to be able to maintain the battle of attrition this genre promotes.</p><p></p><p>With tweaks: 1e or 2e, the biggest tweak being reduced healing.</p><p>By RAW: 1e; wasn't there a rules system designed for just this, called battlesystem, or something similar? I forget the name of it. Or was that for 0e, in which case it wins instead.</p><p></p><p>With tweaks: all. I've done it in 1e, seen it done in 3e, and have no reason to expect 2e and 4e not to be able to handle it given the right tweaking. (and by "tweaking", I mean designing your own homebrew battle-system)</p><p>By RAW: 1e or 2e. They even gave you the pantheons!</p><p></p><p>With tweaks: still 1e; the major tweak would be making the magic fit the setting, and that's easier in 1e than anywhere else. That said, it remains to be seen how well 4e does at this; has anybody really tried yet?</p><p>By RAW: 1e, mostly due to how people can dream up bizarre and hilarious uses for the most mundane of spells...and that the rules allow it. (I'm running this game right now, in fact; two nights a week)</p><p></p><p>With tweaks: 1e, 2e, or 4e. 3e takes itself too seriously.</p><p>By RAW: 1e - I say this mainly because the 1e game I play in these days is pretty much exactly this. 3e could also do this well, I think; just throw the CR-EL guidelines out the window.</p><p></p><p>With tweaks: probably 3e, again because the monsters can so easily get amped to 11 and *make* the party quiver in fear. 4e wants people to have far too much fun to allow for this sort of game. <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>By RAW: 2e. The slow advancement helps; all the DM has to do is harshly rein in the amount of magic items.</p><p></p><p>With tweaks: all; though 3e's reliance on magic would make it the hardest to suitably modify.</p><p>By RAW: all. This is what the game was designed to do right from square 1, and though many things have changed over time; at the core, this hasn't.</p><p></p><p>With tweaks: all.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4672260, member: 29398"] Given enough tweaking and a DM who knows the ropes, any edition can do any theme or style. That said: By RAW: all...but only sort-of. 2e might be best as it's the most story-focused edition, but there's not much to choose here; 4e would be worth a long look as well. With tweaks: all; though each edition would require different tweaks and they'd all need tweaking so the party could earn some non-combat ExP. By RAW: take your pick of 1e, 2e, or 3e; each can do this perfectly well in its own way. 4e has too much available healing too frequently to be able to maintain the battle of attrition this genre promotes. With tweaks: 1e or 2e, the biggest tweak being reduced healing. By RAW: 1e; wasn't there a rules system designed for just this, called battlesystem, or something similar? I forget the name of it. Or was that for 0e, in which case it wins instead. With tweaks: all. I've done it in 1e, seen it done in 3e, and have no reason to expect 2e and 4e not to be able to handle it given the right tweaking. (and by "tweaking", I mean designing your own homebrew battle-system) By RAW: 1e or 2e. They even gave you the pantheons! With tweaks: still 1e; the major tweak would be making the magic fit the setting, and that's easier in 1e than anywhere else. That said, it remains to be seen how well 4e does at this; has anybody really tried yet? By RAW: 1e, mostly due to how people can dream up bizarre and hilarious uses for the most mundane of spells...and that the rules allow it. (I'm running this game right now, in fact; two nights a week) With tweaks: 1e, 2e, or 4e. 3e takes itself too seriously. By RAW: 1e - I say this mainly because the 1e game I play in these days is pretty much exactly this. 3e could also do this well, I think; just throw the CR-EL guidelines out the window. With tweaks: probably 3e, again because the monsters can so easily get amped to 11 and *make* the party quiver in fear. 4e wants people to have far too much fun to allow for this sort of game. :) By RAW: 2e. The slow advancement helps; all the DM has to do is harshly rein in the amount of magic items. With tweaks: all; though 3e's reliance on magic would make it the hardest to suitably modify. By RAW: all. This is what the game was designed to do right from square 1, and though many things have changed over time; at the core, this hasn't. With tweaks: all. Lanefan [/QUOTE]
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