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General Tabletop Discussion
*Dungeons & Dragons
So 5E is the Successor to AD&D 2nd Edition? How and How Not?
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<blockquote data-quote="Willie the Duck" data-source="post: 9579328" data-attributes="member: 6799660"><p>I don't think the throughline is mechanics, so much as it is approach. </p><p></p><p>The rest of the TSR era was had more expectations about what characters would do. GP=XP focusing much of the game on treasure-hunting, wandering wilderness monsters soft-gating when you would shift from strict dungeon crawling to hexcrawling, and name level dictating when the lordship began (BECMI even splitting the level-spread out by expected activity). 2e tried to break the mold and make it much more group-decision-based*, empowering the DM/group to make and alter things to fit their preferences. XP rules became customizable and kits and such allowed you to make campaign-themed characters (and the green faux-leather splatbooks discussing altering basic rules of the game to fit setting theme). <em><span style="font-size: 10px">*somewhat. No discussion about 2e is complete without acknowledging that they only ever took baby steps on things because of a back-compatibility mandate</span></em></p><p></p><p>On the other side is 3e and 4e which (in different ways *<em><span style="font-size: 10px">and again, 'somewhat'</span></em>) focused on making concrete, solid, formulaic rulebases, with everything within its formula/procedure and a formula/procedure for everything. </p><p></p><p>5e is similar to 2e mostly in that it's choosing to eschew the concrete play-patterns of basic+1e and the concrete rules framing of 3e&4e for that more loosey-goosey, DM/group-determined framing. Other than 'rulings over rules,' 'natural language,' and just the lack of what 1e or 3/4e had, though, it might not look very much like 2e. Certainly you are right that specific rules like class stat reqs or prevalence of spellcasting isn't the same, but I don't think that's generally what people are talking about when they connect the two.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9579328, member: 6799660"] I don't think the throughline is mechanics, so much as it is approach. The rest of the TSR era was had more expectations about what characters would do. GP=XP focusing much of the game on treasure-hunting, wandering wilderness monsters soft-gating when you would shift from strict dungeon crawling to hexcrawling, and name level dictating when the lordship began (BECMI even splitting the level-spread out by expected activity). 2e tried to break the mold and make it much more group-decision-based*, empowering the DM/group to make and alter things to fit their preferences. XP rules became customizable and kits and such allowed you to make campaign-themed characters (and the green faux-leather splatbooks discussing altering basic rules of the game to fit setting theme). [I][SIZE=2]*somewhat. No discussion about 2e is complete without acknowledging that they only ever took baby steps on things because of a back-compatibility mandate[/SIZE][/I] On the other side is 3e and 4e which (in different ways *[I][SIZE=2]and again, 'somewhat'[/SIZE][/I]) focused on making concrete, solid, formulaic rulebases, with everything within its formula/procedure and a formula/procedure for everything. 5e is similar to 2e mostly in that it's choosing to eschew the concrete play-patterns of basic+1e and the concrete rules framing of 3e&4e for that more loosey-goosey, DM/group-determined framing. Other than 'rulings over rules,' 'natural language,' and just the lack of what 1e or 3/4e had, though, it might not look very much like 2e. Certainly you are right that specific rules like class stat reqs or prevalence of spellcasting isn't the same, but I don't think that's generally what people are talking about when they connect the two. [/QUOTE]
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So 5E is the Successor to AD&D 2nd Edition? How and How Not?
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