D&D General How has D&D changed over the decades?

Loddoss War is an anime based on a D&D campaign that's very dramatic and artsy.

Slayers is an anime based on a D&D campaign full of the zany crap people actually do in their campaigns.
I have heard through the grapevine they had D&D inspiration but I see it more in Lodoss War then Slayers, even though I like both.

"Light Come Forth"
 

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I believe the increased survivalist coincides with the increased usage of multi-session plots and stories as the game aged.

I've noticed a large chunk of who says complain about the ease of modern D&D play West Marches or don't run plots than span more than 3 sessions tops. Or don't do stories until the PCs hit level X.
 



I clicked "Like" then realized I have no idea what either "Lodoss War" or "Slayers" is referring to.

The closest I can get to either is the metal band Slayer, but they never had that trailing 's'. :)
EDIT: Nevermind, @tetrasodium already said it way better.
They are a pair of 80s anime series. Record of lodos war is what happens when a group plays first edition for years while keeping notes, has someone use those notes to write some books, and someone bases an anime off it.

Slayers is two (eventually 3) insanely overpowered characters in a semi d&d like world going on adventures that often result in Lina inverse especially & sometimes gourey cluelessly engaging in mass destruction deep into combat as sport
 
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My party's cleric knows Ra Tilt.
Broken #$% spell it is.
God I love the slayes spells.

I've adapted Burst Rondo, Flare Bit, Astral Vine, Stone Spiker and Dill Brand (plus Gorun Nova and Galvyra as weapons) and Prince Phil's attacks show up whenever I play a monk. "Pacifist Crush! Kindness to All Creatures Kick!"

I've got also warlock whose surname is Elmekia for Elmekia Lance.

Slayers holds a super special place n my heart.
 

By the time Joe becomes a low-level Fighter his farmhand days (and, more importantly, his days of thinking like a farmhand) are long since behind him.
No. You do not become a superhero by time and training (unless you are Batman). No amount of training can make you a superhero (unless you are Batman). You become a superhero by being bitten by a magically active spider, and thus Joe the high school kid from Brooklyn farmhand is still Joe the farmhand, despite his great power.

Also see, The Last Action Hero. Action heroes walk away from an explosion practically unscathed, whilst the ordinary cops are dead. Clearly the difference is hit points. D&D is set in the Last Action Hero universe, the PCs are better than the cops not because of training, but because they are heroes and the other guys are not. This logic is also on full display in The Legend of Vox Machina.

As another example, consider the movie Aliens. In which a junior freighter officer proves more badass than a whole company of highly trained marines. The difference being, Ripley is a hero/PC whereas the marines are not.

The idea that 5e player characters must have special training far beyond their background comes from trying to apply real world logic when the game is designed around action movie logic. And yes, this is a change from 1st edition.
 
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Yup, you're spot on. Kobolds, Orcs, and such have HP bloat, higher bonuses to hit and damage to compensate for the increase in player power. That being said, the CR as presented in the 5e books is worthless. All it has really done is make PCs feel invulnerable (they can still mow down orcs and kobolds at low level), and at levels 3-10 walk all over equal CR threats. And sure, the DM can adjust, but in Basic, a 1 HD creature is about on par with a 1st level fighter (both d8 HD). And a 4HD creature is about on par with a 4th level fighter.

Whereas a my character in 5e out to 4th would be 36 HP, all of its 3rd level Battlemaster Abilities, an ASI or a FEAT to further increase its ability.

That Basic Fighter? 3d8 more HP, and Thaco 16.

But yes, the threats of equal "level" are more equal. But it also seems like a vicious circle now where all the choices and abilities further push the curve up, and the monsters have to be increased to compensate. Heck, an Ad&d Ancient Red Dragon has 88 max hit points. A 5e Ogre sits at 59 (average, 91 max) and a CR2. Appropriate for a party of 4 Level 2 characters. I find the combats and monster stuff in 5e tedious as a result. But that's me, and YMMV.
And buried in there is the seed of why I will never play a fighter in older editions...the idea that I can potentially be playing the same character for a year or longer and in that time what I can do to engage with the game is exactly the same as what I could do on the first day.

There is a lot of negative attitude towards "buttons" in this (and many) discussions, but the "buttons" are what makes this a role-playing GAME and not just a role-playing ACTIVITY.
 

No. You do not become a superhero by time and training (unless you are Batman). No amount of training can make you a superhero (unless you are Batman). You become a superhero by being bitten by a magically active spider, and thus Joe the high school kid from Brooklyn farmhand is still Joe the farmhand, despite his great power.
There are superheroes who train themselves from zero to superhero/villain.

That's kinda the base assumption and trope of D&D: leveling

Levels and the HD and features they give you make you a superhero.
A magic storm, wandering wizard, or capricious fey giving you the ability to cast a 1st level spell 1/day doesn't make you a superhero.
 

There are superheroes who train themselves from zero to superhero/villain.
And there are many who don't. It's just something happens and "bam" you are a superhero. You can have a highly trained 1st level character, but there is no requirement that they be highly trained.
A magic storm, wandering wizard, or capricious fey giving you the ability to cast a 1st level spell 1/day doesn't make you a superhero.
It's plenty to make you level 1.
 

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