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How has D&D changed over the decades?
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<blockquote data-quote="Jer" data-source="post: 8581992" data-attributes="member: 19857"><p>5e is a modern ruleset trying to emulate the genre of D&D while being dressed up to appear to be a throwback to an earlier edition of D&D. This is why even though you are very technically correct that RAW XP is given out only for monsters, the game is actually better played with the "optional" rules on giving out XP for non-combat encounters and/or via milestone leveling. Those rules should be considered core for the kind of game they've built but are written as if they're optional for ... reasons.</p><p></p><p>Once you include those in the game it's pretty obvious what kind of game 5e is - it's a game that is designed to tell D&D-like stories. It's definitely not a resource management game, but it has the feel of a resource management game because D&D-like stories have resource management as a part of them. It's not a wilderness travel simulator but it has wilderness travel parts to it because wilderness travel are parts of D&D-like stories. Combat is a part of a D&D-like story so it has combat in it, but the combat game itself isn't the main focus of the game as it was in previous editions because the game is trying to capture all of what goes into a D&D-like story and that includes non-combat stuff that would be freestyled outside of the rules in an older edition but have more built-in support in the current edition. It's a modern game emulating the genre of D&D.</p></blockquote><p></p>
[QUOTE="Jer, post: 8581992, member: 19857"] 5e is a modern ruleset trying to emulate the genre of D&D while being dressed up to appear to be a throwback to an earlier edition of D&D. This is why even though you are very technically correct that RAW XP is given out only for monsters, the game is actually better played with the "optional" rules on giving out XP for non-combat encounters and/or via milestone leveling. Those rules should be considered core for the kind of game they've built but are written as if they're optional for ... reasons. Once you include those in the game it's pretty obvious what kind of game 5e is - it's a game that is designed to tell D&D-like stories. It's definitely not a resource management game, but it has the feel of a resource management game because D&D-like stories have resource management as a part of them. It's not a wilderness travel simulator but it has wilderness travel parts to it because wilderness travel are parts of D&D-like stories. Combat is a part of a D&D-like story so it has combat in it, but the combat game itself isn't the main focus of the game as it was in previous editions because the game is trying to capture all of what goes into a D&D-like story and that includes non-combat stuff that would be freestyled outside of the rules in an older edition but have more built-in support in the current edition. It's a modern game emulating the genre of D&D. [/QUOTE]
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