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How has D&D changed over the decades?
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<blockquote data-quote="Jer" data-source="post: 8583297" data-attributes="member: 19857"><p>I don't think this is true at all - it's just that the risk of death isn't the main thing to worry about.</p><p></p><p>As I said earlier, 5e is a much more narrative game than previous editions of the game were. And that means that if you are going into it with that old school idea that all that matters is whether your character lives or dies then it really is going to be a disappointing game for you. That's part of why I assert that milestone leveling and non-combat encounter XP are both necessary for the game to work as the developers intended it to work - your character has to care about things in the game world that are at risk much more in this version of the game than in previous versions.</p><p></p><p>This makes it much more like most other modern RPGs on the market - in most RPGs the threat of death is there but it's not really likely to happen. The risks you face for failure are far more likely to be consequences that aren't death - loss of a loved one, loss of status, loss of power, loss of opportunity. (They also made gold less valuable overall too, so even "loss of money" isn't the hit that it would have been in previous editions.)</p><p></p><p>It's kind of interesting - whether by accident or by design they really have managed to kind of wring the last vestiges of the wargame out of D&D. (And tbf I think it's by accident - in an attempt to pull back from 4e's heavy wargaming model they overcorrected and ended up with something that is far more narrative in approach than I think they originally intended...)</p></blockquote><p></p>
[QUOTE="Jer, post: 8583297, member: 19857"] I don't think this is true at all - it's just that the risk of death isn't the main thing to worry about. As I said earlier, 5e is a much more narrative game than previous editions of the game were. And that means that if you are going into it with that old school idea that all that matters is whether your character lives or dies then it really is going to be a disappointing game for you. That's part of why I assert that milestone leveling and non-combat encounter XP are both necessary for the game to work as the developers intended it to work - your character has to care about things in the game world that are at risk much more in this version of the game than in previous versions. This makes it much more like most other modern RPGs on the market - in most RPGs the threat of death is there but it's not really likely to happen. The risks you face for failure are far more likely to be consequences that aren't death - loss of a loved one, loss of status, loss of power, loss of opportunity. (They also made gold less valuable overall too, so even "loss of money" isn't the hit that it would have been in previous editions.) It's kind of interesting - whether by accident or by design they really have managed to kind of wring the last vestiges of the wargame out of D&D. (And tbf I think it's by accident - in an attempt to pull back from 4e's heavy wargaming model they overcorrected and ended up with something that is far more narrative in approach than I think they originally intended...) [/QUOTE]
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How has D&D changed over the decades?
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