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<blockquote data-quote="pemerton" data-source="post: 6031097" data-attributes="member: 42582"><p>Good question.</p><p></p><p>Good answer. Though I'm probably more nostalgic for the 6 ability scores than you are.</p><p></p><p>For me, D&D is gonzo fantasy. You start with goblins and finish with Orcus. On the way through you fight hordes of humanoids, many demons and ghosts and other supernatural creatures, dragons, purple worms, etc. The fights what were <em>defining</em> of legendary heroes (say, Hercules, Beowulf or Bard vs their respective dragons) are just one among many for you! Yet, perhaps, no less significant for that (because of the time dilation produced by the passage of real time between roleplaying sessions, which is absent in a book or film). And the wizards who are mere plot devices or mentors in classic fantasy (Merlin, Gandalf etc) become meaninful protagonists - meaning high magic! (Supported, at least, even if not present in every game.)</p><p></p><p>Hit points are part of that. So are combat resolution mechanics that make combat interesting. So are good spell mechanics.</p><p></p><p>The other thing that D&D has, in my view, is a bit more "fine-grainedness" in its mechanics than a purely abstract resolution system like HeroWars/Quest (which otherwise can handle gonzo fantasy fine). We care about things like position, and (perhaps) facing, and (perhaps) which hand you have your weapon in, and (perhaps) whether your moved 5' or 15' last round. We tend to track equipment. And so on. So I think D&D is always going to be a bit more on the traditional than the avant-garde side in respect of these mechanical features.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6031097, member: 42582"] Good question. Good answer. Though I'm probably more nostalgic for the 6 ability scores than you are. For me, D&D is gonzo fantasy. You start with goblins and finish with Orcus. On the way through you fight hordes of humanoids, many demons and ghosts and other supernatural creatures, dragons, purple worms, etc. The fights what were [I]defining[/I] of legendary heroes (say, Hercules, Beowulf or Bard vs their respective dragons) are just one among many for you! Yet, perhaps, no less significant for that (because of the time dilation produced by the passage of real time between roleplaying sessions, which is absent in a book or film). And the wizards who are mere plot devices or mentors in classic fantasy (Merlin, Gandalf etc) become meaninful protagonists - meaning high magic! (Supported, at least, even if not present in every game.) Hit points are part of that. So are combat resolution mechanics that make combat interesting. So are good spell mechanics. The other thing that D&D has, in my view, is a bit more "fine-grainedness" in its mechanics than a purely abstract resolution system like HeroWars/Quest (which otherwise can handle gonzo fantasy fine). We care about things like position, and (perhaps) facing, and (perhaps) which hand you have your weapon in, and (perhaps) whether your moved 5' or 15' last round. We tend to track equipment. And so on. So I think D&D is always going to be a bit more on the traditional than the avant-garde side in respect of these mechanical features. [/QUOTE]
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