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How has D&D changed over the decades?
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<blockquote data-quote="Remathilis" data-source="post: 8565687" data-attributes="member: 7635"><p>To be honest, my experience with DCC as a ruleset is limited, except to know that it took my least favorite part of B/AD&D and cranked it to 11 in an attempt to parody it. I'm sure DCC is fun at mid level. D&D is a blast when you're in the sweet spot between "dies to a kobold sneeze" and "can't be harmed by Orcus."</p><p></p><p>My point is that D&D "funnel" play (that is, generating super-weak 1st level PC per RAW, the 3d6 in order, roll for HP, spells determined randomly) tends to generate a lot of dead PCs before one got lucky or good enough to stick can be fun if what you want is a bunch of amusing anecdotes about triumphs and deaths, but that style itself doesn't do anything in terms of character development or story. Bob the henchmen becoming a PC after Knuckles the Thief failed his Move Silent roll isn't a character. It's a toon. A respawn point. Maybe after a few successful adventures and levels, Bob the henchmen becomes Sir Robert the Gallant and starts to get more character development, but for me, I'd rather skip the character roulette and just play the character idea I want from the beginning. </p><p></p><p>So I absolutely see why modern D&D (and modern RPGs) moving away from "dies at character creation" for a style that allows for interesting character design from first level on.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8565687, member: 7635"] To be honest, my experience with DCC as a ruleset is limited, except to know that it took my least favorite part of B/AD&D and cranked it to 11 in an attempt to parody it. I'm sure DCC is fun at mid level. D&D is a blast when you're in the sweet spot between "dies to a kobold sneeze" and "can't be harmed by Orcus." My point is that D&D "funnel" play (that is, generating super-weak 1st level PC per RAW, the 3d6 in order, roll for HP, spells determined randomly) tends to generate a lot of dead PCs before one got lucky or good enough to stick can be fun if what you want is a bunch of amusing anecdotes about triumphs and deaths, but that style itself doesn't do anything in terms of character development or story. Bob the henchmen becoming a PC after Knuckles the Thief failed his Move Silent roll isn't a character. It's a toon. A respawn point. Maybe after a few successful adventures and levels, Bob the henchmen becomes Sir Robert the Gallant and starts to get more character development, but for me, I'd rather skip the character roulette and just play the character idea I want from the beginning. So I absolutely see why modern D&D (and modern RPGs) moving away from "dies at character creation" for a style that allows for interesting character design from first level on. [/QUOTE]
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