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How has D&D changed over the decades?
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<blockquote data-quote="tetrasodium" data-source="post: 8583370" data-attributes="member: 93670"><p>You keep adding that "pretty easy" caveat to level appropriate encounters, but it seems to have no purpose other than ensuring that the bar for what constitutes an encounter never lifted. I don't think that was ever a term really used mechanically back then like it is in 5e. It took 4-6 to put pressure on & strain resources. That 4-6 was a low enough number that the choices made in each along the way made a great deal of difference in what would be available later & recovery was difficult enough with enough risks that players couldn't just hole up in a closet or something to reset the clock like in 5e so players needed to put much more weight on how they used their resources.</p><p></p><p>Even though any fight<em> could</em> go really bad for players it was the players needing to tactically coordinate & judiciously use their resources for maximum effect that kept those fights in hand. That is no longer true in 5e because players are almost guaranteed to automatically win just by showing up & autopiloting through a "pretty easy" fight unless the GM effectively executes a player.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8583370, member: 93670"] You keep adding that "pretty easy" caveat to level appropriate encounters, but it seems to have no purpose other than ensuring that the bar for what constitutes an encounter never lifted. I don't think that was ever a term really used mechanically back then like it is in 5e. It took 4-6 to put pressure on & strain resources. That 4-6 was a low enough number that the choices made in each along the way made a great deal of difference in what would be available later & recovery was difficult enough with enough risks that players couldn't just hole up in a closet or something to reset the clock like in 5e so players needed to put much more weight on how they used their resources. Even though any fight[I] could[/I] go really bad for players it was the players needing to tactically coordinate & judiciously use their resources for maximum effect that kept those fights in hand. That is no longer true in 5e because players are almost guaranteed to automatically win just by showing up & autopiloting through a "pretty easy" fight unless the GM effectively executes a player. [/QUOTE]
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