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General Tabletop Discussion
*Dungeons & Dragons
Edition Design Philosophies as Seen Through Magic Items
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<blockquote data-quote="Stormonu" data-source="post: 9882806" data-attributes="member: 52734"><p>I can't speak for OD&D, but my years of playing 1E - 3E was more striving towards Simulation than D&D just being a game. 3E was the ultimate expression of that trend - there were mechanics for <em>everything</em>, it seemed.</p><p></p><p>I think the rise of computers that can do a far deeper simulation (and handle the math much quicker) and the myriad pull against our free time caused a significant shift by the time of 4E - it was no longer an attempt at Simulating a fantasy world, but an expedient Game where "things happen" - and do so quickly and in furious succession. 5E took a nod back towards some Simulation but it is still geared towards expediency and foremost a Game - precision is sacrificed for expediency in just about every case.</p><p></p><p>Likewise, the game has strongly leaned towards taking away negative consequences - from the near-complete disappearance of cursed magic items (many 1E magic items in modules had abilities that were enticing, but serious drawbacks that could kick in the most inopportune time), to the nerfing of level/life drain and even the drawbacks of certain spells (<em>Shout </em>deafening the caster on the 2nd use in a day, for example).</p><p></p><p>Some of the changes I miss (mostly as a DM as ways to check PC power/dominance), but most I just roll with - I don't have the time to battle the tide and just want to get on with the game.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9882806, member: 52734"] I can't speak for OD&D, but my years of playing 1E - 3E was more striving towards Simulation than D&D just being a game. 3E was the ultimate expression of that trend - there were mechanics for [I]everything[/I], it seemed. I think the rise of computers that can do a far deeper simulation (and handle the math much quicker) and the myriad pull against our free time caused a significant shift by the time of 4E - it was no longer an attempt at Simulating a fantasy world, but an expedient Game where "things happen" - and do so quickly and in furious succession. 5E took a nod back towards some Simulation but it is still geared towards expediency and foremost a Game - precision is sacrificed for expediency in just about every case. Likewise, the game has strongly leaned towards taking away negative consequences - from the near-complete disappearance of cursed magic items (many 1E magic items in modules had abilities that were enticing, but serious drawbacks that could kick in the most inopportune time), to the nerfing of level/life drain and even the drawbacks of certain spells ([I]Shout [/I]deafening the caster on the 2nd use in a day, for example). Some of the changes I miss (mostly as a DM as ways to check PC power/dominance), but most I just roll with - I don't have the time to battle the tide and just want to get on with the game. [/QUOTE]
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Edition Design Philosophies as Seen Through Magic Items
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