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Legends and Lore - Nod To Realism
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<blockquote data-quote="Aenghus" data-source="post: 5755650" data-attributes="member: 2656"><p>Depends on your definition. In previous editions spellcasters had lots of ways to effectively reshape reality via their magic. Case in point, there was a 1e Illusionist spell called "Alter Reality". Was 1e D&D Discworld? </p><p></p><p>Non-spellcasters had much less ability to instantly affect their environment in previous editions, especially as character levels rose. However, they could build strongholds and work through other people to effect medium and long term change.</p><p></p><p>4e has balanced the ability to instantly reshape reality much more by greatly reducing spellcaster power in this area across the board, while opening the gates to non-spellcasters to do such actions sometimes.</p><p></p><p>I do think some players are more aware than ever before for their personal game preferences and agitate for something that exactly fits them. But preferences are so personal, individual, idiosyncratic that you end up with a whole bunch of small camps of people, each wanting a different set of rules.</p><p></p><p>A successful new edition of D&D will have to appeal to as many different camps as possible, which will inevitably involve compromise, both in the rules themselves and on the part of the GMs and players who play the game.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5755650, member: 2656"] Depends on your definition. In previous editions spellcasters had lots of ways to effectively reshape reality via their magic. Case in point, there was a 1e Illusionist spell called "Alter Reality". Was 1e D&D Discworld? Non-spellcasters had much less ability to instantly affect their environment in previous editions, especially as character levels rose. However, they could build strongholds and work through other people to effect medium and long term change. 4e has balanced the ability to instantly reshape reality much more by greatly reducing spellcaster power in this area across the board, while opening the gates to non-spellcasters to do such actions sometimes. I do think some players are more aware than ever before for their personal game preferences and agitate for something that exactly fits them. But preferences are so personal, individual, idiosyncratic that you end up with a whole bunch of small camps of people, each wanting a different set of rules. A successful new edition of D&D will have to appeal to as many different camps as possible, which will inevitably involve compromise, both in the rules themselves and on the part of the GMs and players who play the game. [/QUOTE]
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