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The Problem with Talking About D&D
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<blockquote data-quote="Thomas Shey" data-source="post: 8599956" data-attributes="member: 7026617"><p>Well, honestly, from the reactions some proponents of that early style have and the casual attitude that was common in some circles to low level PCs, I suspect that some occasionally massive failures at that point was just considered the cost of doing business.</p><p></p><p></p><p></p><p>Though as I always feel the need to point out, no similar rules for outside encounters. And even using the inside ones was sometimes tricky (and in a few cases, failed the sniff test--it wasn't clear what was going to distract a lot of the low-middle level undead for example).</p><p></p><p></p><p></p><p>Well, the "static dungeon" model only made sense in a very limited number of cases once you pressed on it even in the early days.</p><p></p><p></p><p></p><p>Hard to see it any other way as long as you view encounters in a planned state.</p><p></p><p></p><p></p><p>Though, as I've noted, I saw problems even with the side initiative and doing this all the way back to OD&D.</p><p></p><p></p><p></p><p>Yes. Its extremely non-simulationist in its design in that regard, but it puts the stakes out fairly plainly.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8599956, member: 7026617"] Well, honestly, from the reactions some proponents of that early style have and the casual attitude that was common in some circles to low level PCs, I suspect that some occasionally massive failures at that point was just considered the cost of doing business. Though as I always feel the need to point out, no similar rules for outside encounters. And even using the inside ones was sometimes tricky (and in a few cases, failed the sniff test--it wasn't clear what was going to distract a lot of the low-middle level undead for example). Well, the "static dungeon" model only made sense in a very limited number of cases once you pressed on it even in the early days. Hard to see it any other way as long as you view encounters in a planned state. Though, as I've noted, I saw problems even with the side initiative and doing this all the way back to OD&D. Yes. Its extremely non-simulationist in its design in that regard, but it puts the stakes out fairly plainly. [/QUOTE]
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