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<blockquote data-quote="teitan" data-source="post: 8254027" data-attributes="member: 3457"><p>Listening to grognard podcasts, outside of the 3e-4e era, it’s a lot of talk about feel and especially lore. Listened to a podcast from pre-5e the other day and the guy was talking about dragons with a DCC group. DCC was new and the DCC group was asking the grogger about his thoughts on the game and they asked him specifically about how it handles dragons. And he was just like ‘oh it’s one of thoooose games where “oh we have our own dragons”’ and it was a very lore based reticence than anything mechanical even though he was not a Pathfinder or 3.5 fan.</p><p></p><p>with 5e criticisms from grognards it all seems more based on lore changes than really the mechanical differences. For me that’s a lot of it as well. I’m glad the Xmas tree is gone and that magic item shops aren’t a default expectation. I refuse to have a magic item shop but I will have an alchemist selling potions or a sage with scrolls but magic item shops are so video game and encourage a consumer based game design where they are just part of the grind. Even in my 3e games I used a rule I found in Dragon Mag where items would get more powerful as the PCs leveled up. It made for more interesting storytelling. Even now my players love when they unlock a new power.</p></blockquote><p></p>
[QUOTE="teitan, post: 8254027, member: 3457"] Listening to grognard podcasts, outside of the 3e-4e era, it’s a lot of talk about feel and especially lore. Listened to a podcast from pre-5e the other day and the guy was talking about dragons with a DCC group. DCC was new and the DCC group was asking the grogger about his thoughts on the game and they asked him specifically about how it handles dragons. And he was just like ‘oh it’s one of thoooose games where “oh we have our own dragons”’ and it was a very lore based reticence than anything mechanical even though he was not a Pathfinder or 3.5 fan. with 5e criticisms from grognards it all seems more based on lore changes than really the mechanical differences. For me that’s a lot of it as well. I’m glad the Xmas tree is gone and that magic item shops aren’t a default expectation. I refuse to have a magic item shop but I will have an alchemist selling potions or a sage with scrolls but magic item shops are so video game and encourage a consumer based game design where they are just part of the grind. Even in my 3e games I used a rule I found in Dragon Mag where items would get more powerful as the PCs leveled up. It made for more interesting storytelling. Even now my players love when they unlock a new power. [/QUOTE]
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