Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Explain 5(.5)e to me
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9797212" data-attributes="member: 6790260"><p>Certainly.</p><p></p><p>I would say that the ethos (good word!) of early-edition D&D <em>tended</em> toward:</p><ul> <li data-xf-list-type="ul">Logistics-focused play -- your items and equipment kind of are your "features" (in modern terms), use 'em wisely</li> <li data-xf-list-type="ul">Characters are more like your game piece, they let you access play, direct character RP is often optional</li> <li data-xf-list-type="ul">"Metagame" usually isn't as much of an issue (e.g. player knowledge carries over between characters)</li> <li data-xf-list-type="ul">All/almost all story is retroactive: you <em>reflect on</em> the events you've lived through, no expectation of satisfying conclusions</li> <li data-xf-list-type="ul">Personal player ability (clever, persuasive, etc.) trumps all, even if that may leave shy, unsure, or unobservant folks behind</li> <li data-xf-list-type="ul">Easy-come, easy-go, death is everpresent, you'll lose LOTS of characters before you get <em>one</em> that survives to durable level</li> <li data-xf-list-type="ul">Most players will have several characters, both to make death sting less and to make pick-up groups easier to do</li> </ul><p></p><p>Contemporary D&D play tends toward the following:</p><ul> <li data-xf-list-type="ul">Challenge-focused play -- you're building toward something, or working to overcome something, etc.</li> <li data-xf-list-type="ul">Characters are a persona you take on, or a story you're exploring, direct character RP is almost always essential</li> <li data-xf-list-type="ul">"Metagame" is often an issue, though different people see different things as acceptable vs unacceptable levels of metagaming</li> <li data-xf-list-type="ul">Story is rarely (if ever) retroactive; mostly, it's either pre-plotted by GM, or a mix of improv and planning from GM and/or player(s)</li> <li data-xf-list-type="ul">Personal player ability matters, but game stats also matter, in part to level the playing field between different players</li> <li data-xf-list-type="ul">Death varies, but is often a distant threat, or it is impermanent (you'll get better), revocable (someone will raise you), or "earned"</li> <li data-xf-list-type="ul">Most players will play exactly one character, and losing that one character permanently is a very big cost</li> </ul><p></p><p>Obviously, there's LOTS more you can say about both, but these are major salient ways the two differ.</p><p></p><p>So, it can help to ask, what kind of experience is being offered? Is it an experience I can enjoy, even if it's not the experience I prefer? I've had to ask more or less the same questions, and have decided that, with a good group (like my current one!), I can enjoy 5e, even if it is not my favorite system.</p><p></p><p>Logistics-focused play is difficult in 5e, not impossible but you'll definitely be fighting the system, <em>especially</em> if you want "logistics" specifically in the form of survival. Having a gritty, survival-focused game is extremely difficult because of how pervasive magic is, and how easily magic solves most such concerns. Similarly, combats tend to be somewhat longer in 5e than in old-school games, meaning that "nickel and dime"-type combats that slowly drain your resources can be rather a slog, and not particularly enjoyable in and of themselves. As a result, bigger, more in-depth, combats tend to be more common, simply because they're more enjoyable to do in this kind of system, whereas old-school D&D often bogged down or got at least a little bit repetitive if you had combats at that scale (not to mention the whole "really really likely to die" thing).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9797212, member: 6790260"] Certainly. I would say that the ethos (good word!) of early-edition D&D [I]tended[/I] toward: [LIST] [*]Logistics-focused play -- your items and equipment kind of are your "features" (in modern terms), use 'em wisely [*]Characters are more like your game piece, they let you access play, direct character RP is often optional [*]"Metagame" usually isn't as much of an issue (e.g. player knowledge carries over between characters) [*]All/almost all story is retroactive: you [I]reflect on[/I] the events you've lived through, no expectation of satisfying conclusions [*]Personal player ability (clever, persuasive, etc.) trumps all, even if that may leave shy, unsure, or unobservant folks behind [*]Easy-come, easy-go, death is everpresent, you'll lose LOTS of characters before you get [I]one[/I] that survives to durable level [*]Most players will have several characters, both to make death sting less and to make pick-up groups easier to do [/LIST] Contemporary D&D play tends toward the following: [LIST] [*]Challenge-focused play -- you're building toward something, or working to overcome something, etc. [*]Characters are a persona you take on, or a story you're exploring, direct character RP is almost always essential [*]"Metagame" is often an issue, though different people see different things as acceptable vs unacceptable levels of metagaming [*]Story is rarely (if ever) retroactive; mostly, it's either pre-plotted by GM, or a mix of improv and planning from GM and/or player(s) [*]Personal player ability matters, but game stats also matter, in part to level the playing field between different players [*]Death varies, but is often a distant threat, or it is impermanent (you'll get better), revocable (someone will raise you), or "earned" [*]Most players will play exactly one character, and losing that one character permanently is a very big cost [/LIST] Obviously, there's LOTS more you can say about both, but these are major salient ways the two differ. So, it can help to ask, what kind of experience is being offered? Is it an experience I can enjoy, even if it's not the experience I prefer? I've had to ask more or less the same questions, and have decided that, with a good group (like my current one!), I can enjoy 5e, even if it is not my favorite system. Logistics-focused play is difficult in 5e, not impossible but you'll definitely be fighting the system, [I]especially[/I] if you want "logistics" specifically in the form of survival. Having a gritty, survival-focused game is extremely difficult because of how pervasive magic is, and how easily magic solves most such concerns. Similarly, combats tend to be somewhat longer in 5e than in old-school games, meaning that "nickel and dime"-type combats that slowly drain your resources can be rather a slog, and not particularly enjoyable in and of themselves. As a result, bigger, more in-depth, combats tend to be more common, simply because they're more enjoyable to do in this kind of system, whereas old-school D&D often bogged down or got at least a little bit repetitive if you had combats at that scale (not to mention the whole "really really likely to die" thing). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Explain 5(.5)e to me
Top