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[forked thread] What constitutes an edition war?
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<blockquote data-quote="Doug McCrae" data-source="post: 5594311" data-attributes="member: 21169"><p>Gamist means challenge the players.</p><p></p><p>For most of its history, D&D has been strongly gamist, but the nature of the challenge has changed. In OD&D and 1e the player figures out how to crack the DM's dungeon - avoid the traps, solve the puzzles, avoid the wandering monsters, kill the guardians, find the treasure and then haul it out.</p><p></p><p>In 3e, the challenge has changed somewhat. PC build is very important - avoiding 'traps' like the Toughness feat. The rules for combat tactics are much better than 1e's pummeling/overbearing, weapon vs AC, etc so combat becomes a more viable area for player decision making and hence gamist challenge. Avoiding encounters that are too tough and figuring out a foe's 'secret weakness' are also part of it, as per DMG page 49-50.</p><p></p><p>In 4e, the challenge shifts away from the build somewhat and more towards tactics in combat. Players also have to make strategic decisions about spending gold on rituals, and operational level choices about using dailies and action points.</p><p></p><p>2e is the least gamist by far. Although the rules are pretty similar to those of 1e, gameplay is supposed to be focused more on roleplaying and experiencing the world and story, not winning.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5594311, member: 21169"] Gamist means challenge the players. For most of its history, D&D has been strongly gamist, but the nature of the challenge has changed. In OD&D and 1e the player figures out how to crack the DM's dungeon - avoid the traps, solve the puzzles, avoid the wandering monsters, kill the guardians, find the treasure and then haul it out. In 3e, the challenge has changed somewhat. PC build is very important - avoiding 'traps' like the Toughness feat. The rules for combat tactics are much better than 1e's pummeling/overbearing, weapon vs AC, etc so combat becomes a more viable area for player decision making and hence gamist challenge. Avoiding encounters that are too tough and figuring out a foe's 'secret weakness' are also part of it, as per DMG page 49-50. In 4e, the challenge shifts away from the build somewhat and more towards tactics in combat. Players also have to make strategic decisions about spending gold on rituals, and operational level choices about using dailies and action points. 2e is the least gamist by far. Although the rules are pretty similar to those of 1e, gameplay is supposed to be focused more on roleplaying and experiencing the world and story, not winning. [/QUOTE]
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