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How has D&D changed over the decades?
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<blockquote data-quote="pemerton" data-source="post: 8586239" data-attributes="member: 42582"><p>4e PHB (p 258):</p><p></p><p style="margin-left: 20px"><u>Quests</u></p> <p style="margin-left: 20px">Most adventures have a goal, something you have to do to complete the adventure successfully. The goal might be a personal one, a cause shared by you and your allies, or a task you have been hired to perform. A goal in an adventure is called a quest.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Quests connect a series of encounters into a meaningful story. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. For instance, perhaps your mother is the person whose remains lie in the Fortress of the Iron Ring. Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story.</p><p></p><p>4e DMG (p 103):</p><p></p><p style="margin-left: 20px"><u>Player-Designed Quests</u></p> <p style="margin-left: 20px">You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!</p><p></p><p>In 4e D&D, XP are earned for participating in encounters (combat or skill challenges) and for completing quests, and levels are tied to XP, and treasure parcels are tied to levels, then there is no framework - within the rules as presented - in which a GM can use XP awards or the lure of treasure to direct player choices. And this is reinforced if the players are authoring the most important quests.</p><p></p><p>In the context of the thread title, this is obviously a huge difference between 4e D&D and Gygax's AD&D or B/X - in those systems the GM designs the dungeon and wilderness, places treasures in it, and then the players try (via the play of their PCs) to acquire those treasures and hence accrue XP. While both 4e and the classic editions call themselves D&D, the actual game play they present is very different. The fact that 4e fighters have encounter powers is a tiny difference in comparison to this fundamental one.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8586239, member: 42582"] 4e PHB (p 258): [indent][u]Quests[/u] Most adventures have a goal, something you have to do to complete the adventure successfully. The goal might be a personal one, a cause shared by you and your allies, or a task you have been hired to perform. A goal in an adventure is called a quest. Quests connect a series of encounters into a meaningful story. . . . You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. For instance, perhaps your mother is the person whose remains lie in the Fortress of the Iron Ring. Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story.[/indent] 4e DMG (p 103): [indent][u]Player-Designed Quests[/u] You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible![/indent] In 4e D&D, XP are earned for participating in encounters (combat or skill challenges) and for completing quests, and levels are tied to XP, and treasure parcels are tied to levels, then there is no framework - within the rules as presented - in which a GM can use XP awards or the lure of treasure to direct player choices. And this is reinforced if the players are authoring the most important quests. In the context of the thread title, this is obviously a huge difference between 4e D&D and Gygax's AD&D or B/X - in those systems the GM designs the dungeon and wilderness, places treasures in it, and then the players try (via the play of their PCs) to acquire those treasures and hence accrue XP. While both 4e and the classic editions call themselves D&D, the actual game play they present is very different. The fact that 4e fighters have encounter powers is a tiny difference in comparison to this fundamental one. [/QUOTE]
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