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Theories regaurding the change in rules of D&D.
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<blockquote data-quote="MerricB" data-source="post: 3685877" data-attributes="member: 3586"><p>The focus of the game has definitely changed.</p><p></p><p>Original D&D: very much tuned towards Dungeon Delving in Massive Dungeons, with low-level PCs having low survival chances! Level gain was aimed at somewhat quick from levels 1-9, and slower from then on. You gained most XP through treasure. Large adventuring parties (6-10) - PCs and many henchmen/men-at-arms the norm.</p><p></p><p>AD&D, 1st edition: Mostly similar to oD&D, although improved chances of survival for low-level PCs, and improved differentiation of PCs. It was in the adventures and later books that the game really began to open up beyond the dungeon, although it remained a focus.</p><p></p><p>AD&D, 2nd edition: The big change was the change with XP: no longer was XP for treasure the default. Instead, it was much more ad-hoc, with the DM encouraged to give story rewards (or have very slow-levelling games). Adventures also focussed more on role-playing, wilderness and urban (although this was a trend started in late AD&D days, and with Expert D&D). Level gain had... problems. The original AD&D system was based on a game finishing about 12th level, with demi-human limits enforcing that. 2e raised the limits, without looking at the XP implications for multiclass demihumans, making it progressively more problematic. The idea of henchmen was basically dropped, and party size dropped to 4-6.</p><p></p><p>D&D, 3rd edition: XP given a complete system once more: overcoming challenges - which means killing monsters to most people. High levels (12+) truly enter the game design (although not playtested enough). The big difference is that levels are gained at the same rate all the way through, rather than the fast 1-9 and slow 10+. The Dungeon is placed firmly in the spotlight. Smaller groups: generally 4-5.</p><p></p><p>D&D, 3.5e: High level campaigns (12+) are given more attention with both redesign of classes and later supplements (PHB2). Supplements also open up wilderness, storytelling and urban techniques, as do the adventures.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3685877, member: 3586"] The focus of the game has definitely changed. Original D&D: very much tuned towards Dungeon Delving in Massive Dungeons, with low-level PCs having low survival chances! Level gain was aimed at somewhat quick from levels 1-9, and slower from then on. You gained most XP through treasure. Large adventuring parties (6-10) - PCs and many henchmen/men-at-arms the norm. AD&D, 1st edition: Mostly similar to oD&D, although improved chances of survival for low-level PCs, and improved differentiation of PCs. It was in the adventures and later books that the game really began to open up beyond the dungeon, although it remained a focus. AD&D, 2nd edition: The big change was the change with XP: no longer was XP for treasure the default. Instead, it was much more ad-hoc, with the DM encouraged to give story rewards (or have very slow-levelling games). Adventures also focussed more on role-playing, wilderness and urban (although this was a trend started in late AD&D days, and with Expert D&D). Level gain had... problems. The original AD&D system was based on a game finishing about 12th level, with demi-human limits enforcing that. 2e raised the limits, without looking at the XP implications for multiclass demihumans, making it progressively more problematic. The idea of henchmen was basically dropped, and party size dropped to 4-6. D&D, 3rd edition: XP given a complete system once more: overcoming challenges - which means killing monsters to most people. High levels (12+) truly enter the game design (although not playtested enough). The big difference is that levels are gained at the same rate all the way through, rather than the fast 1-9 and slow 10+. The Dungeon is placed firmly in the spotlight. Smaller groups: generally 4-5. D&D, 3.5e: High level campaigns (12+) are given more attention with both redesign of classes and later supplements (PHB2). Supplements also open up wilderness, storytelling and urban techniques, as do the adventures. Cheers! [/QUOTE]
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