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<blockquote data-quote="Neonchameleon" data-source="post: 6444468" data-attributes="member: 87792"><p>Probably so. And traditional is read as an attempt to claim legitimacy for one approach as being true to the origins of D&D - a term best avoided <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>They aren't stopped. But it is indicated where the town gates are - and more to the point it's indicated which level of the dungeon the PCs and monsters are on. To me the only difference in the way you tailor things is that the PCs can cross the barriers. The level of the dungeons are to serve up level appropriate encounters - with the only fundamental difference being that the PCs decide which level is appropriate to them. It's a fundamental difference in playstyle (and I prefer the older ways here) but in no way does it mean that the process of tailoring is different.</p><p></p><p></p><p></p><p>First, as a 4e fan, I protest. </p><p></p><p>Second, it's not the XP for avoiding an encounter that was the fundamental change. The big thing that changed was that in 1E the main way of gaining XP was GP - you gained approximately three times as much XP from loot as you did from combat. 2E's version is that you gain XP from combat and from behaving as a stereotypical member of your class (something AFAIK most groups dropped as it's silly). 3E did away with this. 4E both put a lot of weight on Quest Awards and gave XP for skill challenges.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6444468, member: 87792"] Probably so. And traditional is read as an attempt to claim legitimacy for one approach as being true to the origins of D&D - a term best avoided :) They aren't stopped. But it is indicated where the town gates are - and more to the point it's indicated which level of the dungeon the PCs and monsters are on. To me the only difference in the way you tailor things is that the PCs can cross the barriers. The level of the dungeons are to serve up level appropriate encounters - with the only fundamental difference being that the PCs decide which level is appropriate to them. It's a fundamental difference in playstyle (and I prefer the older ways here) but in no way does it mean that the process of tailoring is different. First, as a 4e fan, I protest. Second, it's not the XP for avoiding an encounter that was the fundamental change. The big thing that changed was that in 1E the main way of gaining XP was GP - you gained approximately three times as much XP from loot as you did from combat. 2E's version is that you gain XP from combat and from behaving as a stereotypical member of your class (something AFAIK most groups dropped as it's silly). 3E did away with this. 4E both put a lot of weight on Quest Awards and gave XP for skill challenges. [/QUOTE]
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