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Does D&D (and RPGs in general) Need Edition Resets?
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<blockquote data-quote="GuardianLurker" data-source="post: 9222890" data-attributes="member: 786"><p>WRT to new editions: I've always looked upon them as a neccessary-to-good thing. I remember the end of 1e era. It was presented as a "rules consolidation and update". And leaving aside all other considerations, it did just that. The rules from Wilderness and Dungeoneer's Survival Guides became core, and more smoothly integrated into the game. Ditto for the popular UA classes, items, and rules. A lot of existing rules were simplified and better explained - AC and saves the two biggest. (It also had a LOT of PR edits. Meh.)</p><p></p><p>The other editions have changed more (usually), but all of them have incorporated tons of "lessons learned". Both from the D&D community, and the gaming community at large. Oh, and dialed back the power-creep that's a part of any late-period D&D edition.</p><p></p><p>TLDR; while I might argue the pacing of the releases, I do feel that periodic new editions are a good thing.</p><p></p><p>WRT the (Gygaxian Elemental Planes): 1) While 5e has gotten rid of it (and I think 4e did as well), that was the point of "Astral Projection". Because it built your body out of native materials you didn't need any form of protection from the plane itself. 2) I've always divided the Elemental Planes into 3 subregions - the Shallows, which overlap with the Ethereal Plane and its curtains; the Deep - the region beyond this which still supports sapient and sentient life (like the full Elementals); and the Pure - the region beyond the Deep where it is just the pure element itself. The Shallows are understandable to material plane natives, though they probably need some form of protection. This is the region of the Genies, and the Azer, and the Wind Lords. Natives of the Shallows probably need some form of protection in the Deeps - the metaphorical equivalents of the deep desert or oceans of the material planes' natives' worlds. Keep in mind as well, that each of these regions is infinite is scope, and you'll probably need a native's help, or high-level magics, to transit from sub-region to sub-region.</p><p></p><p>TLDR; I always just figured that the Elemental Planes were bigger than the characters could really understand, and they never really did more than tip their toes in.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 9222890, member: 786"] WRT to new editions: I've always looked upon them as a neccessary-to-good thing. I remember the end of 1e era. It was presented as a "rules consolidation and update". And leaving aside all other considerations, it did just that. The rules from Wilderness and Dungeoneer's Survival Guides became core, and more smoothly integrated into the game. Ditto for the popular UA classes, items, and rules. A lot of existing rules were simplified and better explained - AC and saves the two biggest. (It also had a LOT of PR edits. Meh.) The other editions have changed more (usually), but all of them have incorporated tons of "lessons learned". Both from the D&D community, and the gaming community at large. Oh, and dialed back the power-creep that's a part of any late-period D&D edition. TLDR; while I might argue the pacing of the releases, I do feel that periodic new editions are a good thing. WRT the (Gygaxian Elemental Planes): 1) While 5e has gotten rid of it (and I think 4e did as well), that was the point of "Astral Projection". Because it built your body out of native materials you didn't need any form of protection from the plane itself. 2) I've always divided the Elemental Planes into 3 subregions - the Shallows, which overlap with the Ethereal Plane and its curtains; the Deep - the region beyond this which still supports sapient and sentient life (like the full Elementals); and the Pure - the region beyond the Deep where it is just the pure element itself. The Shallows are understandable to material plane natives, though they probably need some form of protection. This is the region of the Genies, and the Azer, and the Wind Lords. Natives of the Shallows probably need some form of protection in the Deeps - the metaphorical equivalents of the deep desert or oceans of the material planes' natives' worlds. Keep in mind as well, that each of these regions is infinite is scope, and you'll probably need a native's help, or high-level magics, to transit from sub-region to sub-region. TLDR; I always just figured that the Elemental Planes were bigger than the characters could really understand, and they never really did more than tip their toes in. [/QUOTE]
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