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Has D&D become too...D&Dish?
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<blockquote data-quote="WayneLigon" data-source="post: 2902541" data-attributes="member: 3649"><p>D&D has no style to it, save in the core assumptions of the game that the pull quote mentions. And those have been assumptions in the game since the day of it's inception. Things like Iron Heroes, Midnight, Forgotten Realms, Eberon, or Ptolus show how flexible D&D is by adapting it to specific styles and world building assumptions.</p><p></p><p> </p><p></p><p>It did, because the XP table basically doubled every level, until at the mid levels you were having to get the same XP you'd gained the entire previous part of the campaign just to go up a level. I played D&D for 20 years under that system with campaigns lasting years in length; never, never did we get past about 12th. Ever. And that's with playing D&D once a week religiously. Look at the various threads and the WOTC marketing survey: the majority of groups (1) don't stay together that long and (2) don't meet that often. With the new system, high level play is actually possible now without simply starting at high level or playing the same characters for seven and eight years at a stretch.</p><p></p><p>The whole 'stingy with magic items' thing is not part of the style of D&D per se. It was an abberation created by early GM's.</p><p></p><p>If anyone was playing D&D as written as a midieval simulation with no associated world building limitations, well, they weren't paying attention or they simply chose to ignore the giant elephant in the corner called 'easy to learn and cast magic with fundamentally world-changing effects'.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 2902541, member: 3649"] D&D has no style to it, save in the core assumptions of the game that the pull quote mentions. And those have been assumptions in the game since the day of it's inception. Things like Iron Heroes, Midnight, Forgotten Realms, Eberon, or Ptolus show how flexible D&D is by adapting it to specific styles and world building assumptions. It did, because the XP table basically doubled every level, until at the mid levels you were having to get the same XP you'd gained the entire previous part of the campaign just to go up a level. I played D&D for 20 years under that system with campaigns lasting years in length; never, never did we get past about 12th. Ever. And that's with playing D&D once a week religiously. Look at the various threads and the WOTC marketing survey: the majority of groups (1) don't stay together that long and (2) don't meet that often. With the new system, high level play is actually possible now without simply starting at high level or playing the same characters for seven and eight years at a stretch. The whole 'stingy with magic items' thing is not part of the style of D&D per se. It was an abberation created by early GM's. If anyone was playing D&D as written as a midieval simulation with no associated world building limitations, well, they weren't paying attention or they simply chose to ignore the giant elephant in the corner called 'easy to learn and cast magic with fundamentally world-changing effects'. [/QUOTE]
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Has D&D become too...D&Dish?
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