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<blockquote data-quote="hawkeyefan" data-source="post: 8268971" data-attributes="member: 6785785"><p>Well, I think it may be easier than other editions in the sense that the editions that followed have an increasing number of rules modules that have been added....proficiencies/skills, then feats, and so on.</p><p></p><p>But I think early D&D was also a delicate system in that any changes were more likely to throw things off.</p><p></p><p>But again, it also depends on what changes were being made. Some would be more possible than others, I’d guess. </p><p></p><p></p><p></p><p>Well with 3E, the focus wasn’t on adding new elements entirely so much as designing options like classes and feats and prestige classes and so on. There was an abundance of areas to expand by default. </p><p></p><p>With 4E I’m not sure. I didn’t spend enough time with it to really offer an opinion on it. Honestly, my gut says that it may have “needed” the least hacking, but that’s just a hunch looking at it in retrospect.</p><p></p><p></p><p></p><p>Right, but that’s because it was more about player skill in navigating a dungeon and in puzzle and problem-solving and resource management. </p><p></p><p></p><p></p><p>Only because you prefer for the GM to decide all social outcomes. But if the focus of the game is not about combat, or about navigating dangers in an adventure area, then having rules for other areas is probably a good idea. Because if combat isn’t a huge focus, and delve-style problem solving isn’t, then you’re left with a pretty limp system. </p><p></p><p></p><p></p><p>Well I said a Thieves Guild campaign. Which I would expect would likely be better served by focusing on different areas than a typical D&D campaign. But it doesn't mean one thing over and over again.</p><p></p><p>I think this is part of the problem with the discussion....that D&D, a game that was originally designed to deliver a very specific experience, and which is largely still based on those early elements (though with shifts in focus with each edition) is so flexible, and a game that has a more narrow focus is somehow incapable of doing anything other than the one thing.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8268971, member: 6785785"] Well, I think it may be easier than other editions in the sense that the editions that followed have an increasing number of rules modules that have been added....proficiencies/skills, then feats, and so on. But I think early D&D was also a delicate system in that any changes were more likely to throw things off. But again, it also depends on what changes were being made. Some would be more possible than others, I’d guess. Well with 3E, the focus wasn’t on adding new elements entirely so much as designing options like classes and feats and prestige classes and so on. There was an abundance of areas to expand by default. With 4E I’m not sure. I didn’t spend enough time with it to really offer an opinion on it. Honestly, my gut says that it may have “needed” the least hacking, but that’s just a hunch looking at it in retrospect. Right, but that’s because it was more about player skill in navigating a dungeon and in puzzle and problem-solving and resource management. Only because you prefer for the GM to decide all social outcomes. But if the focus of the game is not about combat, or about navigating dangers in an adventure area, then having rules for other areas is probably a good idea. Because if combat isn’t a huge focus, and delve-style problem solving isn’t, then you’re left with a pretty limp system. Well I said a Thieves Guild campaign. Which I would expect would likely be better served by focusing on different areas than a typical D&D campaign. But it doesn't mean one thing over and over again. I think this is part of the problem with the discussion....that D&D, a game that was originally designed to deliver a very specific experience, and which is largely still based on those early elements (though with shifts in focus with each edition) is so flexible, and a game that has a more narrow focus is somehow incapable of doing anything other than the one thing. [/QUOTE]
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