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Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="Lanefan" data-source="post: 9237831" data-attributes="member: 29398"><p>Part (if not nearly all) of the reason for that was that while 1e was indeed fairly clear about how you were intended to play it, at the same time it was also flexible enough to handle playing those adventures (and thus, styles) that didn't match that intent*. You could play 1e with small tight parties, minimal attention to time (e.g. handwaving spell durations etc.), and with nary a dungeon in sight if you wanted to; and the game could handle it to a surprising extent before starting to fight back very much. You could play west marches, Dragonlance sagas, or anything in between and the game almost wouldn't bat an eyelid. And you can reduce the granularity of resolution fairly easily if you want to.</p><p></p><p>4e, while also fairly clear on how you're intended to play it, from all I can tell lacks the same flexibility: trying to run 4e in a dungeon-crawling time-tracking troupe-style play style with big parties is going to blow the game's expected math out of the water, and the experience likely won't be stellar. You also can't increase the granularity of resolution without quite a lot of work (when 4e came out I gave some serious thought to trying to kitbash it into something I'd be willing to run/play, before chucking in the idea on realizing just how much I'd have to do to it).</p><p></p><p>* - exception: one major element that doesn't transfer well either way is player-side caution. 1e expects cautious careful play, 4e expects heroic storm-the-castle play; and trying either style in the other system is likely to end poorly, with frequent TPKs in 1e and frequent boredom in 4e.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9237831, member: 29398"] Part (if not nearly all) of the reason for that was that while 1e was indeed fairly clear about how you were intended to play it, at the same time it was also flexible enough to handle playing those adventures (and thus, styles) that didn't match that intent*. You could play 1e with small tight parties, minimal attention to time (e.g. handwaving spell durations etc.), and with nary a dungeon in sight if you wanted to; and the game could handle it to a surprising extent before starting to fight back very much. You could play west marches, Dragonlance sagas, or anything in between and the game almost wouldn't bat an eyelid. And you can reduce the granularity of resolution fairly easily if you want to. 4e, while also fairly clear on how you're intended to play it, from all I can tell lacks the same flexibility: trying to run 4e in a dungeon-crawling time-tracking troupe-style play style with big parties is going to blow the game's expected math out of the water, and the experience likely won't be stellar. You also can't increase the granularity of resolution without quite a lot of work (when 4e came out I gave some serious thought to trying to kitbash it into something I'd be willing to run/play, before chucking in the idea on realizing just how much I'd have to do to it). * - exception: one major element that doesn't transfer well either way is player-side caution. 1e expects cautious careful play, 4e expects heroic storm-the-castle play; and trying either style in the other system is likely to end poorly, with frequent TPKs in 1e and frequent boredom in 4e. [/QUOTE]
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Does/Should D&D Have the Player's Game Experience as a goal?
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