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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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<blockquote data-quote="Tony Vargas" data-source="post: 6361024" data-attributes="member: 996"><p>So, we should ignore what the game actually was, in favor of your claim of how you remember your past experience. I'll stick with the game, itself, we can always crack the book and confirm it's contents.</p><p></p><p></p><p></p><p> True. Some 2e fans decided that 3e's grid-dependence made it intolerable, ignoring both D&D's roots as a wargame, and the fact that many of those self-same rules appeared in 2e C&T. And then a lot of 3.5 fans who decided to hate 4e said the same things about it. I'm sorry, that really /is/ just edition warriors re-writing history, in both cases. </p><p></p><p> Well, you could play Dark Sun or Ebberon or FR. You could play an all-martial party in a campaign entirely without magic. You could play an all-Arcane party who were fraternity brother at a magic university in a magic-rich setting. Or anything between those extremes. You could use tons of options or avail yourself of relatively few of them. You could readily re-skin not just your character's appearance and gear (as in 3e), but his class powers, as well. </p><p></p><p>Depends on what 'your way' is. For most ways of playing, balance is a facilitator. You can play the character you want, the way you want, without disrupting the game for others. </p><p></p><p> Structure and consistency are not the same as rigidity. Take a modern skyscraper, for instance, it has a very definite structure. But, when there's an earthquake, it sways rather than being destroyed: flexibility is an attribute of that structure. </p><p></p><p>In a game sense, rigidity implies that a system can't handle much variation. For instance, a game in which elements were balanced as long as certain variables were held constant, but became 'broken' if one or more of them were changed might be termed 'rigid.' Look at 4e and the length of the adventuring day, for instance. 4e's common class structure gave it a high degree of class balance. Very the length of the day - say, make it very short, a classic 5MWD - everyone can blow their dailies, but everyone /has/ dailies, so class balance isn't much impacted. Had it been rigid, the 5MWD would have rendered some classes overpowered and others, perhaps, non-viable.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6361024, member: 996"] So, we should ignore what the game actually was, in favor of your claim of how you remember your past experience. I'll stick with the game, itself, we can always crack the book and confirm it's contents. True. Some 2e fans decided that 3e's grid-dependence made it intolerable, ignoring both D&D's roots as a wargame, and the fact that many of those self-same rules appeared in 2e C&T. And then a lot of 3.5 fans who decided to hate 4e said the same things about it. I'm sorry, that really /is/ just edition warriors re-writing history, in both cases. Well, you could play Dark Sun or Ebberon or FR. You could play an all-martial party in a campaign entirely without magic. You could play an all-Arcane party who were fraternity brother at a magic university in a magic-rich setting. Or anything between those extremes. You could use tons of options or avail yourself of relatively few of them. You could readily re-skin not just your character's appearance and gear (as in 3e), but his class powers, as well. Depends on what 'your way' is. For most ways of playing, balance is a facilitator. You can play the character you want, the way you want, without disrupting the game for others. Structure and consistency are not the same as rigidity. Take a modern skyscraper, for instance, it has a very definite structure. But, when there's an earthquake, it sways rather than being destroyed: flexibility is an attribute of that structure. In a game sense, rigidity implies that a system can't handle much variation. For instance, a game in which elements were balanced as long as certain variables were held constant, but became 'broken' if one or more of them were changed might be termed 'rigid.' Look at 4e and the length of the adventuring day, for instance. 4e's common class structure gave it a high degree of class balance. Very the length of the day - say, make it very short, a classic 5MWD - everyone can blow their dailies, but everyone /has/ dailies, so class balance isn't much impacted. Had it been rigid, the 5MWD would have rendered some classes overpowered and others, perhaps, non-viable. [/QUOTE]
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I think we can safely say that 5E is a success, but will it lead to a new Golden Era?
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