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[L&L] Balancing the Wizards in D&D
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<blockquote data-quote="pemerton" data-source="post: 5912572" data-attributes="member: 42582"><p>This is incredibly awesome. Unfortunately I can't XP you again yet.</p><p></p><p>Earlier editions have got no mechanics to support play which focuses on the encounter/situation, and have several mechanics that push against that. Many classes have abilities that recharge on a daily cycle. Hit points recharge on a daily cycle (either via natural healing, or spells). Many spell durations are minutes or tens of minutes per level, engendering a focus on time between encounters rather than events within an encounter. Etc.</p><p></p><p>Core B/X or AD&D has no mechanics in the PC build side of things that, without more, integrate the PCs into the gameworld (with druids, monks and assassins as perhaps very modest exceptions, because of their advancement rules). For a contrast within the context of AD&D, look at Oriental Adventures. For a contrast within D&D more broadly, look at 4e, in which nearly every race and many classes are defined partly in terms of their relationship to cosmologically and thematically significant story elements (eg to be a dwarf is to be a descendant of slaves of the giants, who served the titans who served the primordials who fought the gods over the fate of the world - choosing to be a dwarf situates directly in relation to one of the key conflicts within the gameworld).</p><p></p><p>And from a completely different playstyle angle, no edition of D&D (includnig 4e) can do gritty fantasy, because the damage rules don't support it. (Contrast Rolemater, Runequest, Chivalry and Sorcery, etc.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5912572, member: 42582"] This is incredibly awesome. Unfortunately I can't XP you again yet. Earlier editions have got no mechanics to support play which focuses on the encounter/situation, and have several mechanics that push against that. Many classes have abilities that recharge on a daily cycle. Hit points recharge on a daily cycle (either via natural healing, or spells). Many spell durations are minutes or tens of minutes per level, engendering a focus on time between encounters rather than events within an encounter. Etc. Core B/X or AD&D has no mechanics in the PC build side of things that, without more, integrate the PCs into the gameworld (with druids, monks and assassins as perhaps very modest exceptions, because of their advancement rules). For a contrast within the context of AD&D, look at Oriental Adventures. For a contrast within D&D more broadly, look at 4e, in which nearly every race and many classes are defined partly in terms of their relationship to cosmologically and thematically significant story elements (eg to be a dwarf is to be a descendant of slaves of the giants, who served the titans who served the primordials who fought the gods over the fate of the world - choosing to be a dwarf situates directly in relation to one of the key conflicts within the gameworld). And from a completely different playstyle angle, no edition of D&D (includnig 4e) can do gritty fantasy, because the damage rules don't support it. (Contrast Rolemater, Runequest, Chivalry and Sorcery, etc.) [/QUOTE]
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[L&L] Balancing the Wizards in D&D
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