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The "real" reason the game has changed.
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<blockquote data-quote="fumetti" data-source="post: 5432054" data-attributes="member: 6667461"><p>Read for context. Clearly I was refering to combat.</p><p></p><p></p><p></p><p>More of this reductio ad absurdum bizness. YOu really want a response to an absurdity? Is proportionality so unavailable that the reasonable inbetween becomes invisible? Is characterizing my point that way really being "honest"?</p><p></p><p>Maybe you really can't tell the difference between selecting from a menu and dealing with the resource issues of adventuring. I cannot help you there. But others understand what I'm talking about. If I'm playing 5 hours of DnD, I would go totally crazy if it was all combat encounters one after another. And thanks to 4E's expansion of combat rules and the time it takes per battle, there's not much time left for anything else.</p><p></p><p>I align more closely with Gygax, that the game was intended to be a lot more than just the combat. Gygax's invention was about exploration, wandering monsters, randomness and uncertainty, all setting the stage for combat--all that "small stuff" that's getting tossed aside in this thread.</p><p></p><p>Encumbrance matters.</p><p>Food matters.</p><p>Water matters.</p><p>Shelter matters.</p><p>Party watch matters.</p><p>Wandering monsters matter.</p><p>Travel details matter.</p><p>Mapping matters.</p><p>Timekeeping matters.</p><p>Noncombat spells matter.</p><p></p><p>What used to be half of the major challenges in the game is now tossed aside as "small stuff," undiscernable from quibbling over menu selections.</p><p></p><p>No surprise, then, that DnD has been re-emphasized as an encounters game. </p><p></p><p>And I'd say, it's also no surprise that the farther WOTC takes DnD from its roots, the more sales they lose.</p></blockquote><p></p>
[QUOTE="fumetti, post: 5432054, member: 6667461"] Read for context. Clearly I was refering to combat. More of this reductio ad absurdum bizness. YOu really want a response to an absurdity? Is proportionality so unavailable that the reasonable inbetween becomes invisible? Is characterizing my point that way really being "honest"? Maybe you really can't tell the difference between selecting from a menu and dealing with the resource issues of adventuring. I cannot help you there. But others understand what I'm talking about. If I'm playing 5 hours of DnD, I would go totally crazy if it was all combat encounters one after another. And thanks to 4E's expansion of combat rules and the time it takes per battle, there's not much time left for anything else. I align more closely with Gygax, that the game was intended to be a lot more than just the combat. Gygax's invention was about exploration, wandering monsters, randomness and uncertainty, all setting the stage for combat--all that "small stuff" that's getting tossed aside in this thread. Encumbrance matters. Food matters. Water matters. Shelter matters. Party watch matters. Wandering monsters matter. Travel details matter. Mapping matters. Timekeeping matters. Noncombat spells matter. What used to be half of the major challenges in the game is now tossed aside as "small stuff," undiscernable from quibbling over menu selections. No surprise, then, that DnD has been re-emphasized as an encounters game. And I'd say, it's also no surprise that the farther WOTC takes DnD from its roots, the more sales they lose. [/QUOTE]
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