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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="Odhanan" data-source="post: 5165813" data-attributes="member: 12324"><p>Sure. You still can. It's not as much an assumption on the game's part as it's once was, however (see <em>Underworld and Wilderness Adventures</em>, vol. 3 of OD&D, 1974, and the First Edition <em>Dungeon Master's Guide</em>, in this regard). </p><p></p><p>Moreover, you sure still have smart and foolish play, but the consequences for smart or foolish play are different, as well as the expectations behind them. In earlier editions, particularly at lower levels, foolish play means someone dies. It's not "save or suck", it's "save or DIE". Smart player (not character) tactics as to how to approach potential threats, and not just confronting them head on, is critical for survival. This is an aspect that is just no longer there in the most recent iteration of the game. </p><p></p><p>Its fans see it as a good thing. Good for them. Being happy with the present iteration of the game doesn't mean this aspect hasn't changed, however. It confirms it. </p><p></p><p></p><p>Well, there is the wargaming aspect of the game that was one major part of its flavor early on. So strategic planning was/is a <em>sine qua non</em> condition for success. </p><p></p><p>As much as D&D was originally inspired by the pulp Fantasy fiction surrounding its creators at the time (<em>Grey Mouser</em>, <em>Elric</em>, <em>LOTR</em>, etc etc), they were all distilled through the lense of the wargaming hobby, and came into play as such through <em>Chainmail</em>'s Fantasy Supplement and later, <em>OD&D</em> (1974).</p><p></p><p>The term oft tossed around of "cinematic" is interesting in this regard, in that the present game play tries to emulate a fiction, including its narrative emphasis and various stylistic elements, whereas the earlier versions of the game didn't have such concerns, or at least, considered them from a different point of view. It was about the actuality of the game and an emulation of the essence, not form, of its sources of inspiration.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 5165813, member: 12324"] Sure. You still can. It's not as much an assumption on the game's part as it's once was, however (see [I]Underworld and Wilderness Adventures[/I], vol. 3 of OD&D, 1974, and the First Edition [I]Dungeon Master's Guide[/I], in this regard). Moreover, you sure still have smart and foolish play, but the consequences for smart or foolish play are different, as well as the expectations behind them. In earlier editions, particularly at lower levels, foolish play means someone dies. It's not "save or suck", it's "save or DIE". Smart player (not character) tactics as to how to approach potential threats, and not just confronting them head on, is critical for survival. This is an aspect that is just no longer there in the most recent iteration of the game. Its fans see it as a good thing. Good for them. Being happy with the present iteration of the game doesn't mean this aspect hasn't changed, however. It confirms it. Well, there is the wargaming aspect of the game that was one major part of its flavor early on. So strategic planning was/is a [I]sine qua non[/I] condition for success. As much as D&D was originally inspired by the pulp Fantasy fiction surrounding its creators at the time ([I]Grey Mouser[/I], [I]Elric[/I], [I]LOTR[/I], etc etc), they were all distilled through the lense of the wargaming hobby, and came into play as such through [I]Chainmail[/I]'s Fantasy Supplement and later, [I]OD&D[/I] (1974). The term oft tossed around of "cinematic" is interesting in this regard, in that the present game play tries to emulate a fiction, including its narrative emphasis and various stylistic elements, whereas the earlier versions of the game didn't have such concerns, or at least, considered them from a different point of view. It was about the actuality of the game and an emulation of the essence, not form, of its sources of inspiration. [/QUOTE]
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