I'm A Banana
Potassium-Rich
Hussar said:I'm talking about what actually happened at your table. At my table, the fantastic was pretty omnipresent. Every encounter, every scene featured the fantastic - be it in the form of the PC characters, magic spells, items, whatever.
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D&D games have always been wahoo, right from day one. 4e is just the first edition to not pretend that this isn't true.
Your logic is leaping more than a bullywug on a pogostick, mang.
What happened at your table didn't happen at everyone's table. D&D has, up until 4e, at least kind of tangentially made allowances for people to play non-wahoo games (3e had the "hidden subsystem" of E6, and NPC classes, and NPC's who were level 5 fighters who just did NPC things and didn't fight goblins, after all.)
4e is just the first edition to pretend that everyone who played D&D was playing middle-of-the-road by-the-book D&D, or even WANTED to play that.
That, IMXP, was almost NEVER true. People took the D&D rules and did weird things with them and, more often than not, made it work.
One of the things that was easier to make work was a non-wahoo game. Heck, Eberron, the setting made by 3e, for 3e, was distinctly non-wahoo fantasy in many respects (culling from noir, nobody's high-level, PC's aren't the only adventurers, etc., etc.). Wahoo fantasy isn't even defined, I would think, by the preponderance of spellcasters (since it's entirely possible to have low-level "mundane magic" be very non-wahoo).
4e pretends that no one really liked to play that way, and that's part of where 4e doesn't support some peoples' play styles, because some people actually enjoy that playstyle. I can't help but feel these people were like fans of Firefly. They just liked something that not enough other people liked to make it worthwhile from a mass production standpoint.