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How has D&D changed over the decades?
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<blockquote data-quote="pemerton" data-source="post: 8586530" data-attributes="member: 42582"><p>It doesn't seem especially counterintuitive.</p><p></p><p>The 500 gobins is a bit of a red herring, for the reasons [USER=6701124]@Cadence[/USER] posted not far upthread: there is a rather arbitrary cut-off between (on the one hand) goblins, kobolds and 0-level mercenaries and (on the other hand) everyone else; but as you note, there is a different "steepness of the curve" between versions of D&D which produces the sort of phenomenon [USER=6855114]@Helldritch[/USER] is pointing to.</p><p></p><p>But the fact that a high-level AD&D character demonstrates the heroic ability that results from this steepness of the curve doesn't tell us anything about how hard it is to get a character to high levels as if the game is played either as presented, or as is typical.</p><p></p><p>I can't comment on 5e, but the relationship between game play (as presented in the books) and levelling in 4e D&D is radically different from how it is presented in B/X and Gygax's AD&D. In the classic game, levelling is a pay-off for skilled and lucky play. It is possible to play a whole session of classic D&D and yet - due to back luck or poor decision-making - find little or no treasure and hence earn little or no XP. In 4e, though, playing the game <em>means</em> engaging in encounters and pursuing quests, and those are the very things that earn XP and hence levels and hence trigger the GM to provide treasure parcels. As a result, in 4e (as presented in its rulebooks) levels become simply a device for pacing the story of the PCs; they are not a reward for good play. (Even in 4e there's always the chance of PC death, but it's obviously lower than in classic D&D given the changes to the relativities of starting hit points and typical damage ranges, and Raise Dead is available relatively cheaply from 8th level.)</p><p></p><p>Another difference between classic D&D and 4e follows from the one I've just described: in classic D&D, Monty Haul play is a degenerate form of play, because it subverts the game's reward mechanism. But in 4e play there's really no such thing as a Monty Haul/non-Monty Haul contrast: the challenging part of 4e play isn't in finding the loot and advancing your PC, but rather in deploying your player-side resources successfully from moment-to-moment in conflict resolution. The degenerate case, for 4e play, is the GM presenting conflicts which don't place demands on the players' mastery of those player-side resources, and hence can be resolved by just "going through the motions" of play.</p><p></p><p>I don't know enough about 3E or 5e to know how either fits within this framework of comparison between classic D&D and 4e.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8586530, member: 42582"] It doesn't seem especially counterintuitive. The 500 gobins is a bit of a red herring, for the reasons [USER=6701124]@Cadence[/USER] posted not far upthread: there is a rather arbitrary cut-off between (on the one hand) goblins, kobolds and 0-level mercenaries and (on the other hand) everyone else; but as you note, there is a different "steepness of the curve" between versions of D&D which produces the sort of phenomenon [USER=6855114]@Helldritch[/USER] is pointing to. But the fact that a high-level AD&D character demonstrates the heroic ability that results from this steepness of the curve doesn't tell us anything about how hard it is to get a character to high levels as if the game is played either as presented, or as is typical. I can't comment on 5e, but the relationship between game play (as presented in the books) and levelling in 4e D&D is radically different from how it is presented in B/X and Gygax's AD&D. In the classic game, levelling is a pay-off for skilled and lucky play. It is possible to play a whole session of classic D&D and yet - due to back luck or poor decision-making - find little or no treasure and hence earn little or no XP. In 4e, though, playing the game [i]means[/i] engaging in encounters and pursuing quests, and those are the very things that earn XP and hence levels and hence trigger the GM to provide treasure parcels. As a result, in 4e (as presented in its rulebooks) levels become simply a device for pacing the story of the PCs; they are not a reward for good play. (Even in 4e there's always the chance of PC death, but it's obviously lower than in classic D&D given the changes to the relativities of starting hit points and typical damage ranges, and Raise Dead is available relatively cheaply from 8th level.) Another difference between classic D&D and 4e follows from the one I've just described: in classic D&D, Monty Haul play is a degenerate form of play, because it subverts the game's reward mechanism. But in 4e play there's really no such thing as a Monty Haul/non-Monty Haul contrast: the challenging part of 4e play isn't in finding the loot and advancing your PC, but rather in deploying your player-side resources successfully from moment-to-moment in conflict resolution. The degenerate case, for 4e play, is the GM presenting conflicts which don't place demands on the players' mastery of those player-side resources, and hence can be resolved by just "going through the motions" of play. I don't know enough about 3E or 5e to know how either fits within this framework of comparison between classic D&D and 4e. [/QUOTE]
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