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How has D&D changed over the decades?
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<blockquote data-quote="Willie the Duck" data-source="post: 8580224" data-attributes="member: 6799660"><p>I think Overgeeked has this one spot on. D&D was, first and foremost, a game about dungeon delving (then wilderness hexcrawling, then in theory domain and army leading) with a light overlay of the designer's favorite fiction. The game was set up as a challenge of resource management, caution, risk and reward, and deciding when to press your luck. That forged the game feel more than any specific genre of fantasy fiction. Exactly what that resultant entity retroactively looked like depends on how your group played and when you got into the game -- the artwork, in particular, did zig one way or the other (although not consistently. The 1e DMG, for instance, had all those 'flee for your lives' type art pieces right alongside goofy cartoons). </p><p></p><p>Late 1e/2e (and late BECMI) started trying to specify specific themes, motifs, and feelings onto the game, but even then it just played around the edges (and sometimes failed, depending on the person. I know lots of people really like TSR-era Ravenloft, but I always found it to be Halloween-party horror instead of actual horror).</p><p></p><p></p><p></p><p>10 wands of Cure Light Wounds and a half dozen scrolls of restoration were trivially easy to craft, broke the resource-use expectations of the game wide open, and were used or not used in anecdote-only percentage of gaming groups. If Tetrasodium insists that their group didn't play that way, there's no reason not to believe it, while at the same time huge numbers of people had harder-to-reign-in PC resources in 3e than 5e specifically because of it. I should say those, along with scrolls in general, as the party wizard also never had to spend daily resources (dedicated to encounter-ending effects) on the occasionally needed <em>knock </em>or <em>spiderclimb </em>because they too could have an arsenal of scrolls prepared. </p><p></p><p></p><p>Not to my knowledge. They have stuck their necks out on rules questions they supposedly thought DMs could handle on their own, but have been remarkably silent on questions of 'why' or 'what did you envision when...' type things. I'd imagine their response would be something like <em>"go reread what we did say about 6-8 encounters and more importantly what we didn't say. Also, didn't we include multiple alternate recharge mechanics in the DMG specifically for people who were looking for different options?"</em> but that's probably me just projecting.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8580224, member: 6799660"] I think Overgeeked has this one spot on. D&D was, first and foremost, a game about dungeon delving (then wilderness hexcrawling, then in theory domain and army leading) with a light overlay of the designer's favorite fiction. The game was set up as a challenge of resource management, caution, risk and reward, and deciding when to press your luck. That forged the game feel more than any specific genre of fantasy fiction. Exactly what that resultant entity retroactively looked like depends on how your group played and when you got into the game -- the artwork, in particular, did zig one way or the other (although not consistently. The 1e DMG, for instance, had all those 'flee for your lives' type art pieces right alongside goofy cartoons). Late 1e/2e (and late BECMI) started trying to specify specific themes, motifs, and feelings onto the game, but even then it just played around the edges (and sometimes failed, depending on the person. I know lots of people really like TSR-era Ravenloft, but I always found it to be Halloween-party horror instead of actual horror). 10 wands of Cure Light Wounds and a half dozen scrolls of restoration were trivially easy to craft, broke the resource-use expectations of the game wide open, and were used or not used in anecdote-only percentage of gaming groups. If Tetrasodium insists that their group didn't play that way, there's no reason not to believe it, while at the same time huge numbers of people had harder-to-reign-in PC resources in 3e than 5e specifically because of it. I should say those, along with scrolls in general, as the party wizard also never had to spend daily resources (dedicated to encounter-ending effects) on the occasionally needed [I]knock [/I]or [I]spiderclimb [/I]because they too could have an arsenal of scrolls prepared. Not to my knowledge. They have stuck their necks out on rules questions they supposedly thought DMs could handle on their own, but have been remarkably silent on questions of 'why' or 'what did you envision when...' type things. I'd imagine their response would be something like [I]"go reread what we did say about 6-8 encounters and more importantly what we didn't say. Also, didn't we include multiple alternate recharge mechanics in the DMG specifically for people who were looking for different options?"[/I] but that's probably me just projecting. [/QUOTE]
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