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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="pemerton" data-source="post: 7750344" data-attributes="member: 42582"><p>The 1st ed AD&D had spells presented with "data sections" then descriptions. Adding a bit of colour to that doesn't, to me, seem to make it a card block.</p><p></p><p></p><p>Most of this seems to be about how the game handles resource management (which, as far as hp are concerned, had always been a thing for every class). But doesn't seem to me to be particularly evocative of "cool down" rates.</p><p></p><p>(And in AD&D you had to reference the book for every class if you wanted to look up spells, thief ability chances, or - for fighters in particular - weapon vs armour charts. To the extent that people copied all this down onto their PCs sheets, likewise for 4e PCs.)</p><p></p><p>Spells <em>are</em> class abilities!</p><p></p><p>The official character builder wasn't part of the PHB, was it? (I thought that was 3E at launch.) But in any event I'm not sure how that is relevant. Do cards become more MMO-ish if they're in an official character builder rather than an official supplement?</p><p></p><p>And this connects to the game being a card game/MMO/CRPG how?</p><p></p><p>I know that a lot of people complained about the 4e resource recovery framework, because in D&D only spell casters and 3E barbarians have daily recovery abilities. But I don't see how this remotely relates to being an MMO.</p><p></p><p>But stuff that tires you out a bit less, and takes only a short rest to recover, is not easy to relate to reality? Yet short rests seem to be widely accepted in 5e. So I don't really follow this.</p><p></p><p>Which is, again, a complaint about a resource management structure.</p><p></p><p>I don't dispute that it reminded you of City of Heroes. It reminded someone else of WOW. It reminded me of HeroWars/Quest (uniform PC build and resolution structures that bind the PC to a cosmological drama about to explode) and Moldvay Basic (simple, crisp effect descriptions which leave most of the adjudication as a table matter rather than being spelled out in needless and constraining detail).</p><p></p><p>Given the number of people who have tried to "disprove" the resemblance of 4e to Moldvay Basic, I don't think I'm doing too much harm expressing my inability to see any close resemblance to a MMO.</p><p></p><p>Classic D&D (oiginal D&D, 1st ed AD&D, B/X, maybe even 2nd ed AD&D?) used the notion of a "turn". That is, one unit of party action! In the fiction, it correlates to 10 minutes.</p><p></p><p>4e replaces thar with the notion of an "encounter". That is, one unit of party drama. In the fiction, it correlates to 5 minutes.</p><p></p><p>This is one of those things that made me think of Moldvay Basic. I thought MMOs used real seconds of time, not units of in-fiction time given labels that reflect their significance to the activity of gameplay.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7750344, member: 42582"] The 1st ed AD&D had spells presented with "data sections" then descriptions. Adding a bit of colour to that doesn't, to me, seem to make it a card block. Most of this seems to be about how the game handles resource management (which, as far as hp are concerned, had always been a thing for every class). But doesn't seem to me to be particularly evocative of "cool down" rates. (And in AD&D you had to reference the book for every class if you wanted to look up spells, thief ability chances, or - for fighters in particular - weapon vs armour charts. To the extent that people copied all this down onto their PCs sheets, likewise for 4e PCs.) Spells [I]are[/I] class abilities! The official character builder wasn't part of the PHB, was it? (I thought that was 3E at launch.) But in any event I'm not sure how that is relevant. Do cards become more MMO-ish if they're in an official character builder rather than an official supplement? And this connects to the game being a card game/MMO/CRPG how? I know that a lot of people complained about the 4e resource recovery framework, because in D&D only spell casters and 3E barbarians have daily recovery abilities. But I don't see how this remotely relates to being an MMO. But stuff that tires you out a bit less, and takes only a short rest to recover, is not easy to relate to reality? Yet short rests seem to be widely accepted in 5e. So I don't really follow this. Which is, again, a complaint about a resource management structure. I don't dispute that it reminded you of City of Heroes. It reminded someone else of WOW. It reminded me of HeroWars/Quest (uniform PC build and resolution structures that bind the PC to a cosmological drama about to explode) and Moldvay Basic (simple, crisp effect descriptions which leave most of the adjudication as a table matter rather than being spelled out in needless and constraining detail). Given the number of people who have tried to "disprove" the resemblance of 4e to Moldvay Basic, I don't think I'm doing too much harm expressing my inability to see any close resemblance to a MMO. Classic D&D (oiginal D&D, 1st ed AD&D, B/X, maybe even 2nd ed AD&D?) used the notion of a "turn". That is, one unit of party action! In the fiction, it correlates to 10 minutes. 4e replaces thar with the notion of an "encounter". That is, one unit of party drama. In the fiction, it correlates to 5 minutes. This is one of those things that made me think of Moldvay Basic. I thought MMOs used real seconds of time, not units of in-fiction time given labels that reflect their significance to the activity of gameplay. [/QUOTE]
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