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How has D&D changed over the decades?
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<blockquote data-quote="clearstream" data-source="post: 8564725" data-attributes="member: 71699"><p>Training appears 25 times in the DMG and 40 times in the PHB. Fairly consistently, languages, tools, skills (including bard, ranger and rogue class talents), arts (including fighter and monk martial arts) and feats, are described as being a product of training. Whereas for example cleric magic is concretely not a product of training.</p><p></p><p>The designers laid out on <strong>PHB 187</strong> (languages and tools) and <strong>DMG 131</strong> (training after 1st level) the sort of timeframes they are thinking of. I've copied some snippets below for you to think about. My take is they thought about it, and deliberately chose to leave it undefined or open. They chose not to invest design time, playtesting and page count, into a detailed 0th-level funnel.</p><p></p><p>I sometimes think of game development like this. A company has $X to invest (pre-manufacturing and marketing). That translates to $Y design hours. Game designers have to decide where to invest those hours. Any $/hrs invested in solving a 0th-level funnel isn't available to invest in something else. Evidence in the text suggests that the designers considered training, they held a relatively consistent picture of what is a product of training and what isn't, and they offered a sense of the timespans they think it should take in-world.</p><p></p><p>Snippets to consider (on top of the rules for training)</p></blockquote><p></p>
[QUOTE="clearstream, post: 8564725, member: 71699"] Training appears 25 times in the DMG and 40 times in the PHB. Fairly consistently, languages, tools, skills (including bard, ranger and rogue class talents), arts (including fighter and monk martial arts) and feats, are described as being a product of training. Whereas for example cleric magic is concretely not a product of training. The designers laid out on [B]PHB 187[/B] (languages and tools) and [B]DMG 131[/B] (training after 1st level) the sort of timeframes they are thinking of. I've copied some snippets below for you to think about. My take is they thought about it, and deliberately chose to leave it undefined or open. They chose not to invest design time, playtesting and page count, into a detailed 0th-level funnel. I sometimes think of game development like this. A company has $X to invest (pre-manufacturing and marketing). That translates to $Y design hours. Game designers have to decide where to invest those hours. Any $/hrs invested in solving a 0th-level funnel isn't available to invest in something else. Evidence in the text suggests that the designers considered training, they held a relatively consistent picture of what is a product of training and what isn't, and they offered a sense of the timespans they think it should take in-world. Snippets to consider (on top of the rules for training) [/QUOTE]
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How has D&D changed over the decades?
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