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RPG Evolution: The Half-Edition Shuffle
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<blockquote data-quote="ctorus" data-source="post: 8549636" data-attributes="member: 6790819"><p>There seems to be confusion about the difference between detailed mechanics and overall approach when it comes to editions. For my part, I don't think 5e is particularly closer at a low level to 3e or other previous editions than it is to 4e - and as this discussion has shown it's not easy to make this comparison anyway. I think on balance at that level 5e is its own thing, some similarities to previous editions, some new things.</p><p></p><p>But it's mistaken to talk about a '3e-style presentation' as if that was a superficial thing. The presentation of an RPG and the approach and play style it encourages is crucial. 5e deliberately abandoned that aspect of 4e's design and returned to what was (in my view) a presentation which often tries to obfuscate the fact that it is a game. Rules and mechanisms are submerged in text and described in real-world terms that the DM has to reinterpret at the table. Thus, talking about how one can sort of see 4e elements 'under the hood' is precisely the point: whereas 4e was explicit about how to play and how its elements interlocked (in a way that put some people off), 5e puts players into the position of having to work these things out for themselves.</p></blockquote><p></p>
[QUOTE="ctorus, post: 8549636, member: 6790819"] There seems to be confusion about the difference between detailed mechanics and overall approach when it comes to editions. For my part, I don't think 5e is particularly closer at a low level to 3e or other previous editions than it is to 4e - and as this discussion has shown it's not easy to make this comparison anyway. I think on balance at that level 5e is its own thing, some similarities to previous editions, some new things. But it's mistaken to talk about a '3e-style presentation' as if that was a superficial thing. The presentation of an RPG and the approach and play style it encourages is crucial. 5e deliberately abandoned that aspect of 4e's design and returned to what was (in my view) a presentation which often tries to obfuscate the fact that it is a game. Rules and mechanisms are submerged in text and described in real-world terms that the DM has to reinterpret at the table. Thus, talking about how one can sort of see 4e elements 'under the hood' is precisely the point: whereas 4e was explicit about how to play and how its elements interlocked (in a way that put some people off), 5e puts players into the position of having to work these things out for themselves. [/QUOTE]
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