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OD&D = social mobility, 4e does not
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<blockquote data-quote="Henry" data-source="post: 4839653" data-attributes="member: 158"><p>I'm afraid I just don't see it. First, If there's one pretty big similarity in OD&D and 4E, it's the shared absolute NECESSITY that both games engender about needing to be part of a cohesive unit. If some wizard goes off adventuring by himself, or some fighter goes off into a dungeon without the thief to handle traps and info gathering, they're both dead of acute stupidity. Gary's main tenet is that no PC is an island, and while you can advance quite far with a bit of luck and craftiness, most adventurers stand to die if they forge their own path. Even the great Mordenkainen got his butt turned to stone when he went off adventuring and had to get his apprentice and a cleric to come back and pull his fat from the fire.</p><p></p><p>Second, I see plenty of freedom between the lines of those 4E rule books to craft baronies, duchies, and Mage-holds, build your own destinies, and become movers, shakers, and leaders of men. But just like in OD&D, it's not set down in the rules, it's more between you and the DM. Now, Basic/Expert/Companion/Master D&D had more rules on that aspect, but to me, codifying them made them more limiting than less, and practically requiring it of adventurers after a point was kind of unfair.</p><p></p><p>So, as I said, I see more similarities in those points than any difference.</p></blockquote><p></p>
[QUOTE="Henry, post: 4839653, member: 158"] I'm afraid I just don't see it. First, If there's one pretty big similarity in OD&D and 4E, it's the shared absolute NECESSITY that both games engender about needing to be part of a cohesive unit. If some wizard goes off adventuring by himself, or some fighter goes off into a dungeon without the thief to handle traps and info gathering, they're both dead of acute stupidity. Gary's main tenet is that no PC is an island, and while you can advance quite far with a bit of luck and craftiness, most adventurers stand to die if they forge their own path. Even the great Mordenkainen got his butt turned to stone when he went off adventuring and had to get his apprentice and a cleric to come back and pull his fat from the fire. Second, I see plenty of freedom between the lines of those 4E rule books to craft baronies, duchies, and Mage-holds, build your own destinies, and become movers, shakers, and leaders of men. But just like in OD&D, it's not set down in the rules, it's more between you and the DM. Now, Basic/Expert/Companion/Master D&D had more rules on that aspect, but to me, codifying them made them more limiting than less, and practically requiring it of adventurers after a point was kind of unfair. So, as I said, I see more similarities in those points than any difference. [/QUOTE]
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