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<blockquote data-quote="Tony Vargas" data-source="post: 7635750" data-attributes="member: 996"><p>Definitely. I played 3e & 4e each for their full runs. 5e was like coming back to AD&D, in contrast. If I'd never left, it'd seem radically different, because I'd be noticing all the little (and huge) technical differences, rather than the broader similarities, the ways in which the game had changed, rather than ways it changed back.</p><p></p><p>/The/ major thing, IMHO, is the privilege of the DM relative to the other players. 3e works so well for PvP, because PCs, monsters, & NPCs all follow the same creation rules. By the same token the DM can engage the players on a more equal footing, following the RaW rather than interpreting it, sticking to a set of CR/EL guidelines to keep it 'fair,' and 'play to win.' 4e was easier on the DM to run because it off-loaded responsibility, the rules ran well (arguably best) with complete transparency, it didn't matter - might've helped - if the players could look right at the monster's stat block, for instance.</p><p></p><p>In the classic game, the DM /needed/ to make a lot of rulings, pick or author variants, keep a lot of info behind the screen, and so forth, it was just the way those eds had turned out, in part because they grew out of wargames, in part because they were being developed in uncharted territory. In 3e RaW & 4e Balance, not s'much, so players were more accustomed to questioning the DM, and less accustomed to depending on DM judgement. 5e - by design rather than by wargame-hobby habbit or early-game-development accident - put the DM back in the driver's seat, and made the players /need/ the DM, and need to trust his judgement, for the game to run properly. In so doing, it brought back the feel of the classic game.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7635750, member: 996"] Definitely. I played 3e & 4e each for their full runs. 5e was like coming back to AD&D, in contrast. If I'd never left, it'd seem radically different, because I'd be noticing all the little (and huge) technical differences, rather than the broader similarities, the ways in which the game had changed, rather than ways it changed back. /The/ major thing, IMHO, is the privilege of the DM relative to the other players. 3e works so well for PvP, because PCs, monsters, & NPCs all follow the same creation rules. By the same token the DM can engage the players on a more equal footing, following the RaW rather than interpreting it, sticking to a set of CR/EL guidelines to keep it 'fair,' and 'play to win.' 4e was easier on the DM to run because it off-loaded responsibility, the rules ran well (arguably best) with complete transparency, it didn't matter - might've helped - if the players could look right at the monster's stat block, for instance. In the classic game, the DM /needed/ to make a lot of rulings, pick or author variants, keep a lot of info behind the screen, and so forth, it was just the way those eds had turned out, in part because they grew out of wargames, in part because they were being developed in uncharted territory. In 3e RaW & 4e Balance, not s'much, so players were more accustomed to questioning the DM, and less accustomed to depending on DM judgement. 5e - by design rather than by wargame-hobby habbit or early-game-development accident - put the DM back in the driver's seat, and made the players /need/ the DM, and need to trust his judgement, for the game to run properly. In so doing, it brought back the feel of the classic game. [/QUOTE]
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