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<blockquote data-quote="WayneLigon" data-source="post: 1360531" data-attributes="member: 3649"><p>Tell me of a time D&D never had these things? </p><p> </p><p>People can RP well or they can RP badly and no 'system' is going to change that. There are apparently a number of people that (to use a White Wolf term) always play D&D in the 'playing a game' mode and not in the 'telling a story' mode, mainly because they've never seen anything different. They have very few movies or TV shows to draw on for fantasy. Perhaps they probably don't read a great deal, and so have never been exposed to the very things that D&D is suppossed to simulate. What they do have to go on is video games, which confuses the matter by using the term RPG (which is impossible in a standard computer game; it is in a MMORPG). They'll use what model they have for RPG's, and it doesn't matter if they're playing D&D or Ars Magica. </p><p> </p><p>'every injury and dilemma'</p><p> </p><p>Again, tell me when this wasn't the case? Cure spells have always existed, as have potions of healing and staffs of healing. Reversal spells for everything have always existed, from OD&D on down to today. Get stoned? Stone to Flesh. Get paralysed? Remove Paralysis. Get Slowed? Haste. Get poisoned? There are still no less than two spells to deal with that.</p><p> </p><p>The difference is now that we have explanations for the various counters, and they're arranged in a logical manner that makes sense. Every condition <em>does</em> have a counter, as it should be. The <em>availability</em> and <em>cost</em> of that counter is, <em>as it always has been</em>, in the hands of the GM. Petrification is now, arguably, an even worse threat than it was before: there's <em>one</em> thing that reverses it, and it's far from common. </p><p> </p><p>The various raise dead spells have always been with us. Again, how has 3E changed things? I'll admit that for the most part, it was seldom a worry in older editions because unless you started at a higher level, were very generous with XP (mainly from house-ruled additional systems), or just plain cheated, it would take you several years of weekly play to get to the point where your character could cast Ressurection. So most GM's never had to deal with the higher levels of play. Now you do.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 1360531, member: 3649"] Tell me of a time D&D never had these things? People can RP well or they can RP badly and no 'system' is going to change that. There are apparently a number of people that (to use a White Wolf term) always play D&D in the 'playing a game' mode and not in the 'telling a story' mode, mainly because they've never seen anything different. They have very few movies or TV shows to draw on for fantasy. Perhaps they probably don't read a great deal, and so have never been exposed to the very things that D&D is suppossed to simulate. What they do have to go on is video games, which confuses the matter by using the term RPG (which is impossible in a standard computer game; it is in a MMORPG). They'll use what model they have for RPG's, and it doesn't matter if they're playing D&D or Ars Magica. 'every injury and dilemma' Again, tell me when this wasn't the case? Cure spells have always existed, as have potions of healing and staffs of healing. Reversal spells for everything have always existed, from OD&D on down to today. Get stoned? Stone to Flesh. Get paralysed? Remove Paralysis. Get Slowed? Haste. Get poisoned? There are still no less than two spells to deal with that. The difference is now that we have explanations for the various counters, and they're arranged in a logical manner that makes sense. Every condition [i]does[/i] have a counter, as it should be. The [i]availability[/i] and [i]cost[/i] of that counter is, [i]as it always has been[/i], in the hands of the GM. Petrification is now, arguably, an even worse threat than it was before: there's [i]one[/i] thing that reverses it, and it's far from common. The various raise dead spells have always been with us. Again, how has 3E changed things? I'll admit that for the most part, it was seldom a worry in older editions because unless you started at a higher level, were very generous with XP (mainly from house-ruled additional systems), or just plain cheated, it would take you several years of weekly play to get to the point where your character could cast Ressurection. So most GM's never had to deal with the higher levels of play. Now you do. [/QUOTE]
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