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<blockquote data-quote="aco175" data-source="post: 5742084" data-attributes="member: 27385"><p>I've been playing for a long time now and have played each edition as time passed, both game development and my personnal age. I find that each edition had some good ideas and points that built upon the last. Some things seemed to go away were ones that my group never really used anyways. Other things I find are not as important as I grow older and seem to have less time to play and need to only pick what works and people like as the best elements for my group.</p><p></p><p>I never used weapon speed in earlier editions, although we sometimes used spell casting times. The big fighter using the 2handed sword swung just as fast as the thief with the dagger. It was fun for what we wanted and be blew over that. Same with the dead at 0hp and went with -10 for dead.</p><p></p><p>4e and to a certain extent 3e are built to play as encounters and seem to now have random encounters that are meant to take away party resources. Today I would find a random pit in the middle of the dungeon to be not worth the effort unless a whole encounter was tied to it. It could be a fight (most likely), but could also be more traps or a skill challenge where the wall with spikes is pushing the party to the pit. There could be a control panel that extends the bridge but maybe not before the wall crashes into them.</p><p></p><p>I guess the other elements of gritty or realistic also do not lend themselves to fun. At least for me and my group. Things like number of arrows you are carrying, days worth of food/water, and weather you are carrying a lantarn vs a torch do not add more to the fun of the group. These factors can be used if the situation warrents like being in a desert. After the 3rd day I may just say that the party is running out of water and need a survival check. If there is a reason to have the party spend healing surges I'll have them do it, but otherwise they arrive at the oasis tired and near death with some roleplaying and not worry about things like carrying capacity.</p></blockquote><p></p>
[QUOTE="aco175, post: 5742084, member: 27385"] I've been playing for a long time now and have played each edition as time passed, both game development and my personnal age. I find that each edition had some good ideas and points that built upon the last. Some things seemed to go away were ones that my group never really used anyways. Other things I find are not as important as I grow older and seem to have less time to play and need to only pick what works and people like as the best elements for my group. I never used weapon speed in earlier editions, although we sometimes used spell casting times. The big fighter using the 2handed sword swung just as fast as the thief with the dagger. It was fun for what we wanted and be blew over that. Same with the dead at 0hp and went with -10 for dead. 4e and to a certain extent 3e are built to play as encounters and seem to now have random encounters that are meant to take away party resources. Today I would find a random pit in the middle of the dungeon to be not worth the effort unless a whole encounter was tied to it. It could be a fight (most likely), but could also be more traps or a skill challenge where the wall with spikes is pushing the party to the pit. There could be a control panel that extends the bridge but maybe not before the wall crashes into them. I guess the other elements of gritty or realistic also do not lend themselves to fun. At least for me and my group. Things like number of arrows you are carrying, days worth of food/water, and weather you are carrying a lantarn vs a torch do not add more to the fun of the group. These factors can be used if the situation warrents like being in a desert. After the 3rd day I may just say that the party is running out of water and need a survival check. If there is a reason to have the party spend healing surges I'll have them do it, but otherwise they arrive at the oasis tired and near death with some roleplaying and not worry about things like carrying capacity. [/QUOTE]
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