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<blockquote data-quote="Gradine" data-source="post: 7780310" data-attributes="member: 57112"><p>That's not really my experience with PbtA, but I can see how it can be seen that way. Yes, there are universal moves and playbook-based moves, and every action taken should conform to a specific move, but the moves themselves are pretty open-ended and, well... universal. There's usually also a catch-all, something like <strong><em>act under pressure.</em></strong></p><p></p><p>Meanwhile, while I grew up with AD&D, it was mostly a solo, computed-based experience with me (starting with Eye of the Beholder and moving on to Baldur's Gate), while the bulk of my experience at the tabletop was with 3.5, a system that tried its hardest to have a rule for every edge case. So while PbtA could have one move that encompasses any aspect of combat (such as <strong><em>kick some ass</em></strong>), D&D has a rule for attacking in melee, versus ranged, versus improvised weaponry, versus being weaponless, versus grappling, etc. etc. In D&D 3.5 the skills are defined and codified in what actions they encompass. In PbtA there's a back and forth between MC and Player on what move makes the most sense given the fictional action. PbtA games with magic usually have a move that is just: <strong><em>use magic.</em></strong> Some playbooks have some more specialized magical moves, but that's really all it takes. </p><p></p><p>Don't get me wrong, I love D&D, and especially 5e. But it took a summer of PbtA one-shots to break us out of our bad habits.</p></blockquote><p></p>
[QUOTE="Gradine, post: 7780310, member: 57112"] That's not really my experience with PbtA, but I can see how it can be seen that way. Yes, there are universal moves and playbook-based moves, and every action taken should conform to a specific move, but the moves themselves are pretty open-ended and, well... universal. There's usually also a catch-all, something like [B][I]act under pressure.[/I][/B] Meanwhile, while I grew up with AD&D, it was mostly a solo, computed-based experience with me (starting with Eye of the Beholder and moving on to Baldur's Gate), while the bulk of my experience at the tabletop was with 3.5, a system that tried its hardest to have a rule for every edge case. So while PbtA could have one move that encompasses any aspect of combat (such as [B][I]kick some ass[/I][/B]), D&D has a rule for attacking in melee, versus ranged, versus improvised weaponry, versus being weaponless, versus grappling, etc. etc. In D&D 3.5 the skills are defined and codified in what actions they encompass. In PbtA there's a back and forth between MC and Player on what move makes the most sense given the fictional action. PbtA games with magic usually have a move that is just: [B][I]use magic.[/I][/B] Some playbooks have some more specialized magical moves, but that's really all it takes. Don't get me wrong, I love D&D, and especially 5e. But it took a summer of PbtA one-shots to break us out of our bad habits. [/QUOTE]
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