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Maybe different versions just have different goals, and that's okay.
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<blockquote data-quote="MerricB" data-source="post: 4421283" data-attributes="member: 3586"><p>Here's my version of how the edition goals compare:</p><p></p><p>AD&D (1e) is about dungeon delving and getting treasure. It certainly assumes that the characters want wealth more than about anything. At higher levels, the focus is on territory acquisition and gaining followers. It's also assumed that once you reach 12th+ level, you'll often go on "solo" adventures with your henchmen as your other party members, with everyone teaming up only for the most amazing adventures. Gygax also was playing the game daily, and you can see in some of the discussions in the DMG that the game is designed with that in mind.</p><p></p><p>As 1e developed, adventures moved past "kill or outwit things in a dungeon and take their treasure" and became more story-based.</p><p></p><p>In AD&D 2e, they removed treasure as a source of XP (it only remains an optional rule), but actually didn't replace it with anything concrete. Given that about 80% of the XP in AD&D normally came from treasure gained, that left something of a gap. I believe that 2e was meant to be a lot more quest orientated, and certainly a lot more heroic in tone that 1e. If the archetypal 1e heroes were Fafhrd and the Grey Mouser, then by 2e they'd been replaced by some of the heroes popping up in the newly minted D&D novels - such as the Dragonlance heroes.</p><p></p><p>AD&D 2e? It's about the story.</p><p></p><p>D&D 3e was certainly about killing things and taking their stuff, occasionally within the constraints of a story. I definitely agree that most of the problems 3e experienced from a rules perspective were because it didn't ditch enough of 2e. More to the point, 3e experienced a bunch of problems because it didn't think through bonus stacking enough. </p><p></p><p>D&D 4e, I still need to think about.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4421283, member: 3586"] Here's my version of how the edition goals compare: AD&D (1e) is about dungeon delving and getting treasure. It certainly assumes that the characters want wealth more than about anything. At higher levels, the focus is on territory acquisition and gaining followers. It's also assumed that once you reach 12th+ level, you'll often go on "solo" adventures with your henchmen as your other party members, with everyone teaming up only for the most amazing adventures. Gygax also was playing the game daily, and you can see in some of the discussions in the DMG that the game is designed with that in mind. As 1e developed, adventures moved past "kill or outwit things in a dungeon and take their treasure" and became more story-based. In AD&D 2e, they removed treasure as a source of XP (it only remains an optional rule), but actually didn't replace it with anything concrete. Given that about 80% of the XP in AD&D normally came from treasure gained, that left something of a gap. I believe that 2e was meant to be a lot more quest orientated, and certainly a lot more heroic in tone that 1e. If the archetypal 1e heroes were Fafhrd and the Grey Mouser, then by 2e they'd been replaced by some of the heroes popping up in the newly minted D&D novels - such as the Dragonlance heroes. AD&D 2e? It's about the story. D&D 3e was certainly about killing things and taking their stuff, occasionally within the constraints of a story. I definitely agree that most of the problems 3e experienced from a rules perspective were because it didn't ditch enough of 2e. More to the point, 3e experienced a bunch of problems because it didn't think through bonus stacking enough. D&D 4e, I still need to think about. Cheers! [/QUOTE]
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