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*TTRPGs General
I don't want 5E, I want a definitive D&D (the Monopoly model)
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<blockquote data-quote="DEFCON 1" data-source="post: 5690866" data-attributes="member: 7006"><p>Actually... 3E and 4E are NOT as different from each other as GURPS and 4E. Not even close.</p><p></p><p>And your analogy breaks down when we point out that there have been dozens upon dozens of Trivial Pursuit games... almost all of which have the same name but are different because of the the different categories. Clue and Clue: Master Detective have the same base name but are different both in board and add-ons to the game. There are over a dozen different Risk games, all of which have different maps, different playing pieces, and different strategies. You take a Magic: The Gathering deck from the '90s and compare it to decks from today, and you'll see different powers and rules and you'll think to yourself "what the hell is all this"? And this is just the tip of the iceberg.</p><p></p><p>Do all of these games have the same basic structure to each other? Sure. But 3E and 4E both have the same basic structure to each other as well (6 abilities scores grant modifiers that you add to a d20 roll and try to surpass a target number given by the DM. And these numbers can be modified by feats and character features selected by the player, or by enviromental aspects in the game world. That's it.</p><p></p><p>Are there a lot of other things layered on top of this that separate 3E and 4E? Sure. But at the barest minimum, as DM you tell a player sitting at the table when to roll a d20 and point to a couple things on his character sheet to add to that die roll... he'll be able to play 3E and 4E pretty well both ways.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5690866, member: 7006"] Actually... 3E and 4E are NOT as different from each other as GURPS and 4E. Not even close. And your analogy breaks down when we point out that there have been dozens upon dozens of Trivial Pursuit games... almost all of which have the same name but are different because of the the different categories. Clue and Clue: Master Detective have the same base name but are different both in board and add-ons to the game. There are over a dozen different Risk games, all of which have different maps, different playing pieces, and different strategies. You take a Magic: The Gathering deck from the '90s and compare it to decks from today, and you'll see different powers and rules and you'll think to yourself "what the hell is all this"? And this is just the tip of the iceberg. Do all of these games have the same basic structure to each other? Sure. But 3E and 4E both have the same basic structure to each other as well (6 abilities scores grant modifiers that you add to a d20 roll and try to surpass a target number given by the DM. And these numbers can be modified by feats and character features selected by the player, or by enviromental aspects in the game world. That's it. Are there a lot of other things layered on top of this that separate 3E and 4E? Sure. But at the barest minimum, as DM you tell a player sitting at the table when to roll a d20 and point to a couple things on his character sheet to add to that die roll... he'll be able to play 3E and 4E pretty well both ways. [/QUOTE]
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I don't want 5E, I want a definitive D&D (the Monopoly model)
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