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<blockquote data-quote="manduck" data-source="post: 7027400" data-attributes="member: 6801718"><p>True enough, there are some reductions as the editions went on. Even though 4E isn't popular in some circles, I'll mention that their death penalty was a -1 to rolls that went away after a few rests. Though I always got the impression that these changes weren't made to make things easier on the players but easier on the DM. 1e and 2e had different experience charts, different ways to earn bonus experience and level caps. So level differences were a lot more common. A level difference from a death is less of a big deal when paired in with all the caps, multiclassing and so on. Though it can be more difficult to run a mixed level party. Not always mind you, but it can be. Plus, chances are if you've gamed long enough you've experienced the dreaded TPK. Then you spend time making new characters rather than playing. So I think easing back on death penalties was a decision based more on keeping the game moving so that you're playing while at the table rather than making characters. Then the DM doesn't have to worry about taking time away from the adventure. I suspect that changing the Wish spell was also meant to be a bit easier on DMs too. No more debates at the table about wording interpretations or waiting for hours while a group painstakingly worked out the wording to cover every base. Things like that. Perhaps I'm wrong though. I never got to speak to anyone who worked on D&D about the changes. It just struck me as changes that were put in place to keep the game moving and maximize play time. Rather than changes to go easy on players. Like you say, continuity with characters can be a problem. So it got me thinking that the gradual rules changes were more for DMs. </p><p></p><p>Also, I must admit to being slightly envious of having the problem that the campaign is moving too fast and you have to slow down level advancement <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="manduck, post: 7027400, member: 6801718"] True enough, there are some reductions as the editions went on. Even though 4E isn't popular in some circles, I'll mention that their death penalty was a -1 to rolls that went away after a few rests. Though I always got the impression that these changes weren't made to make things easier on the players but easier on the DM. 1e and 2e had different experience charts, different ways to earn bonus experience and level caps. So level differences were a lot more common. A level difference from a death is less of a big deal when paired in with all the caps, multiclassing and so on. Though it can be more difficult to run a mixed level party. Not always mind you, but it can be. Plus, chances are if you've gamed long enough you've experienced the dreaded TPK. Then you spend time making new characters rather than playing. So I think easing back on death penalties was a decision based more on keeping the game moving so that you're playing while at the table rather than making characters. Then the DM doesn't have to worry about taking time away from the adventure. I suspect that changing the Wish spell was also meant to be a bit easier on DMs too. No more debates at the table about wording interpretations or waiting for hours while a group painstakingly worked out the wording to cover every base. Things like that. Perhaps I'm wrong though. I never got to speak to anyone who worked on D&D about the changes. It just struck me as changes that were put in place to keep the game moving and maximize play time. Rather than changes to go easy on players. Like you say, continuity with characters can be a problem. So it got me thinking that the gradual rules changes were more for DMs. Also, I must admit to being slightly envious of having the problem that the campaign is moving too fast and you have to slow down level advancement :) [/QUOTE]
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