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<blockquote data-quote="pemerton" data-source="post: 6611778" data-attributes="member: 42582"><p>I guess the next question becomes, what happens if you bring assumptions from one game into another?</p><p></p><p>Just sticking within the sphere of D&D: if I try to play Gygax's AD&D using the assumptions that inform my 4e play, the system will push back in certain ways. The XP system, for instance, is designed around exploration-and-loot play. The action resolution mechanics focus heavily on dungeon exploration, where "dungeon" itself has a certain technical meaning: the exploration mechanics (say, opening doors, encounter reactions, pursuit rules) won't work well for a game involving pseudo-real castles and dungeons, for instance. There is no very robust system for resolving travel through the wilderness (eg there are only monster encounter tables, on a per-day basis which tends to clash with the spell memorisation recovery cycle; contrast the Traveller tables, which include "events" like inclement weather or earthquakes), let alone trying to piece together a mystery via city exploration.</p><p></p><p>But in what ways will 5e push back if a group approaches its action resolution and skill systems in a more 4e style? The rules <em>state</em> that it is the GM's game, but in what way do they <em>enforce</em> this?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6611778, member: 42582"] I guess the next question becomes, what happens if you bring assumptions from one game into another? Just sticking within the sphere of D&D: if I try to play Gygax's AD&D using the assumptions that inform my 4e play, the system will push back in certain ways. The XP system, for instance, is designed around exploration-and-loot play. The action resolution mechanics focus heavily on dungeon exploration, where "dungeon" itself has a certain technical meaning: the exploration mechanics (say, opening doors, encounter reactions, pursuit rules) won't work well for a game involving pseudo-real castles and dungeons, for instance. There is no very robust system for resolving travel through the wilderness (eg there are only monster encounter tables, on a per-day basis which tends to clash with the spell memorisation recovery cycle; contrast the Traveller tables, which include "events" like inclement weather or earthquakes), let alone trying to piece together a mystery via city exploration. But in what ways will 5e push back if a group approaches its action resolution and skill systems in a more 4e style? The rules [I]state[/I] that it is the GM's game, but in what way do they [I]enforce[/I] this? [/QUOTE]
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