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<blockquote data-quote="Ariosto" data-source="post: 4646455" data-attributes="member: 80487"><p>It does not take a lot of words. The treatment of castle construction, men at arms and other servants, income, expenses and so on was extremely succinct in the original booklets.</p><p></p><p>However, so were the rules for fighting monsters -- and they didn't play in constant slow-mo!</p><p></p><p>This new game explicitly <em>removes</em> the option of playing such a relatively normal sort as the 1st-level characters even of 3E. Perhaps less explicitly (but as universally received in my experience), it makes "No!" the default answer to whether one can do something for which one has no special "exception" to that general rule. The Feats and Powers (to the limited extent they map to any experience other than a video game) are all about confining the ability to do <em>thing x</em> to a character with a specified "stat." Those many, many stats are overwhelmingly devoted to creating effects in the "tactical" board game.</p><p></p><p>There's a basic problem. Both the low-level and the high-level games in older editions were not primarily <em>about</em> lists of "abilities" on the character sheet. They were to a greater degree challenges of the <em>players'</em> abilities. That was true even in the dungeon modules. The notion that real exploration and role-playing can adequately be replaced with mechanical "skill challenges" must at least be considered in light of the obvious fact that they are quite different matters.</p><p></p><p>The emphasis on a homogenized "balance" in the new game may not prevent the sort of initiatives with variable outcomes characteristic of the old game, but it certainly does not encourage them!</p><p></p><p>That the old modules did so little to demonstrate the many facets of the game (most of those for 1st ed. AD&D having originated as convention tournament scenarios), and that many players "raised" on modules came to neglect many facets ... might be more than mere coincidence. When a new generation of players is presented with such constrained horizons from the get-go as 4E presents, what should we expect by the time 5E rolls around?</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4646455, member: 80487"] It does not take a lot of words. The treatment of castle construction, men at arms and other servants, income, expenses and so on was extremely succinct in the original booklets. However, so were the rules for fighting monsters -- and they didn't play in constant slow-mo! This new game explicitly [I]removes[/I] the option of playing such a relatively normal sort as the 1st-level characters even of 3E. Perhaps less explicitly (but as universally received in my experience), it makes "No!" the default answer to whether one can do something for which one has no special "exception" to that general rule. The Feats and Powers (to the limited extent they map to any experience other than a video game) are all about confining the ability to do [I]thing x[/I] to a character with a specified "stat." Those many, many stats are overwhelmingly devoted to creating effects in the "tactical" board game. There's a basic problem. Both the low-level and the high-level games in older editions were not primarily [I]about[/I] lists of "abilities" on the character sheet. They were to a greater degree challenges of the [I]players'[/I] abilities. That was true even in the dungeon modules. The notion that real exploration and role-playing can adequately be replaced with mechanical "skill challenges" must at least be considered in light of the obvious fact that they are quite different matters. The emphasis on a homogenized "balance" in the new game may not prevent the sort of initiatives with variable outcomes characteristic of the old game, but it certainly does not encourage them! That the old modules did so little to demonstrate the many facets of the game (most of those for 1st ed. AD&D having originated as convention tournament scenarios), and that many players "raised" on modules came to neglect many facets ... might be more than mere coincidence. When a new generation of players is presented with such constrained horizons from the get-go as 4E presents, what should we expect by the time 5E rolls around? [/QUOTE]
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