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Some mechanisms (often ported from the old days) are putting the incentives in the wrong place - blog post discussion
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<blockquote data-quote="aramis erak" data-source="post: 9232479" data-attributes="member: 6779310"><p>I can't think of any old games (Pre-Mentzer D&D) that take encumbrance into direct account for encounter chances; the few which have it collaterally do so only by reduction of travel speed and thus more checks needed.</p><p>Some don't even reduce travel speeds for encumbrance.</p><p></p><p>I concur, to a point.</p><p>In the case of <em><u>D&D</u></em> 5.X, what got dropped was because the players responding to the drafts didn't respond well to it. It's a decade too late to push that shift...</p><p></p><p>But there are people still looking for, and finding, mechanical support for many of 5E's dropped mechanically supported playstyles. No rules for training up between levels. No rules for running one's lands. WotC trimmed back a lot. And 3PP's have added splats for most such things.</p><p></p><p></p><p>ISTR reading that the campaign behind the creation of the DL setting wasn't even a D&D campaign. Certainly, knowing that the main caste of the novels were in fact PCs, they don't feel like D&D characters... Raistlin feels far more like he has a disad of chronic illness but an otherwise normal Con than the Con 6 or lower that AD&D would require...</p><p></p><p>Also, it isn't Hickman's revolution, per se. The «ignore the minutiae» epic tale was already embraced by other game engines at the time... FGU's <em><u>Starships & Spacemen</u></em>, Chaosium's <em><u>BRP</u></em>/<em><u>WoW</u></em>, Hero Games' <em><u>Champions</u></em>. Hickman just brought it firmly into the limelight of <u>AD&D</u> play as a valuable playstyle, especially with the Good/Evil tracking in DLA.</p><p></p><p>Not a few games lacked encumbrance at all by 1985...</p><p>A few even lacked lethal combat...</p><p>[SPOILER="Lethal Combat absent"]SJG's <em><u>Toon</u></em>, R.Talsorian's <em><u>Teenagers from Outer Space</u></em>.[/SPOILER]</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9232479, member: 6779310"] I can't think of any old games (Pre-Mentzer D&D) that take encumbrance into direct account for encounter chances; the few which have it collaterally do so only by reduction of travel speed and thus more checks needed. Some don't even reduce travel speeds for encumbrance. I concur, to a point. In the case of [I][U]D&D[/U][/I] 5.X, what got dropped was because the players responding to the drafts didn't respond well to it. It's a decade too late to push that shift... But there are people still looking for, and finding, mechanical support for many of 5E's dropped mechanically supported playstyles. No rules for training up between levels. No rules for running one's lands. WotC trimmed back a lot. And 3PP's have added splats for most such things. ISTR reading that the campaign behind the creation of the DL setting wasn't even a D&D campaign. Certainly, knowing that the main caste of the novels were in fact PCs, they don't feel like D&D characters... Raistlin feels far more like he has a disad of chronic illness but an otherwise normal Con than the Con 6 or lower that AD&D would require... Also, it isn't Hickman's revolution, per se. The «ignore the minutiae» epic tale was already embraced by other game engines at the time... FGU's [I][U]Starships & Spacemen[/U][/I], Chaosium's [I][U]BRP[/U][/I]/[I][U]WoW[/U][/I], Hero Games' [I][U]Champions[/U][/I]. Hickman just brought it firmly into the limelight of [U]AD&D[/U] play as a valuable playstyle, especially with the Good/Evil tracking in DLA. Not a few games lacked encumbrance at all by 1985... A few even lacked lethal combat... [SPOILER="Lethal Combat absent"]SJG's [I][U]Toon[/U][/I], R.Talsorian's [I][U]Teenagers from Outer Space[/U][/I].[/SPOILER] [/QUOTE]
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