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Has D&D become less about the adventure?
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<blockquote data-quote="Umbran" data-source="post: 2906140" data-attributes="member: 177"><p>As to the issue of prep times, you might want to look at a thread Eric Noah started on "Winging It" : <a href="http://www.enworld.org/showthread.php?t=166310" target="_blank">http://www.enworld.org/showthread.php?t=166310</a></p><p></p><p></p><p></p><p>I am now branching off into a question of apples and oranges...</p><p></p><p>The question is, how much of that is because the rules require it, and how much is because you're using tools and options that simply weren't available in previous editions? I have no problem statting up encounters in any edition if I just stick to the monsters or NPCs as they are statted in the books. Nice and quick, even in 3e. It is when you start going for more specific implementations and customization that things get hairy - but most of that involves flexibility that didn't exist before. </p><p></p><p>Yes, if you try to use the system to do more than you could before, doing so will take longer. No surprise there.</p><p></p><p></p><p></p><p>Similarly, I am becoming rather convinced that when folks compare the editions, they tend to compare what they played in the past, to what is written today, and that's not a fair comparison. In the past most folks quickly (often as unstated agreements) house-ruled out or ignored many things that were quite complicated in the book. </p><p></p><p></p><p></p><p>Yes, but as I recall, they don't actually do much in the first volume. They did so little, in fact, that I found I enjoyed the movie more. </p><p></p><p></p><p></p><p>But Indy *tells* us he knows how to fly! He just hasn't learned how to land yet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Umbran, post: 2906140, member: 177"] As to the issue of prep times, you might want to look at a thread Eric Noah started on "Winging It" : [url]http://www.enworld.org/showthread.php?t=166310[/url] I am now branching off into a question of apples and oranges... The question is, how much of that is because the rules require it, and how much is because you're using tools and options that simply weren't available in previous editions? I have no problem statting up encounters in any edition if I just stick to the monsters or NPCs as they are statted in the books. Nice and quick, even in 3e. It is when you start going for more specific implementations and customization that things get hairy - but most of that involves flexibility that didn't exist before. Yes, if you try to use the system to do more than you could before, doing so will take longer. No surprise there. Similarly, I am becoming rather convinced that when folks compare the editions, they tend to compare what they played in the past, to what is written today, and that's not a fair comparison. In the past most folks quickly (often as unstated agreements) house-ruled out or ignored many things that were quite complicated in the book. Yes, but as I recall, they don't actually do much in the first volume. They did so little, in fact, that I found I enjoyed the movie more. But Indy *tells* us he knows how to fly! He just hasn't learned how to land yet. :) [/QUOTE]
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