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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="Lanefan" data-source="post: 8786530" data-attributes="member: 29398"><p>A great big wide variety of things. Ideally, a big-tent system like D&D should be able to seamlessly handle as much of this variety as possible.</p><p></p><p>As much as it takes.</p><p></p><p>That said, the work required can be mitigated by starting with a system that's already closer to your end goal. For some, 4e is closer to that end goal, while for others it isn't; and in any case you still either have to accept a system's RAW or be ready and willing to do the work to kitbash that system into what you want it to be.</p><p></p><p>3e, 4e, and 5e each pushed toward some styles of play and away from others. In ve-e-ery broad strokes:</p><p></p><p>3e pushed toward a rule-for-everything small-s simulationist style, and pushed away from fast-and-loose wing-it play</p><p>4e pushed toward a fast-paced small-g gamist style, and pushed away from granularity in play</p><p>5e pushed toward a lower-threat combat-as-sport style, and pushed away from gritty survivalist play.</p><p></p><p>And it's very debatable whether any of those three truly delivered on what they were trying to push for. The only thing 5e has going for it over the previous two is that, with careful use of options and a great big DM banhammer, it's a bit more malleable and easier to kitbash into what it's not trying to do. From what I've seen/heard of 5.5e so far, I'm not sure that degree of malleability will remain.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8786530, member: 29398"] A great big wide variety of things. Ideally, a big-tent system like D&D should be able to seamlessly handle as much of this variety as possible. As much as it takes. That said, the work required can be mitigated by starting with a system that's already closer to your end goal. For some, 4e is closer to that end goal, while for others it isn't; and in any case you still either have to accept a system's RAW or be ready and willing to do the work to kitbash that system into what you want it to be. 3e, 4e, and 5e each pushed toward some styles of play and away from others. In ve-e-ery broad strokes: 3e pushed toward a rule-for-everything small-s simulationist style, and pushed away from fast-and-loose wing-it play 4e pushed toward a fast-paced small-g gamist style, and pushed away from granularity in play 5e pushed toward a lower-threat combat-as-sport style, and pushed away from gritty survivalist play. And it's very debatable whether any of those three truly delivered on what they were trying to push for. The only thing 5e has going for it over the previous two is that, with careful use of options and a great big DM banhammer, it's a bit more malleable and easier to kitbash into what it's not trying to do. From what I've seen/heard of 5.5e so far, I'm not sure that degree of malleability will remain. [/QUOTE]
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