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<blockquote data-quote="Wormwood" data-source="post: 4668012" data-attributes="member: 928"><p>1) Gygaxian Prose: </p><p></p><p>I enjoy reading Gygax, but what I *prefer* is clarity and organization. The AD&D books are sorely lacking in that department.</p><p></p><p>2) An evolution, not revolution: </p><p></p><p>Perhaps, but again I find the current version of the game is a direct response to decades of experience and feedback---with a guided goal towards fun and ease of play. </p><p></p><p>3) Layers of Rules: </p><p></p><p>With the result that no two tables played the same game-. These days, I find that my groups enjoy being able to play a game as-is, without being forced to modify the system just to get the game we wanted in the first place. </p><p></p><p>4) Treasure=XP: </p><p></p><p>Overcoming Challenges=XP can easily accomplish the same result as Treasure=XP (clever players can still be motivated find non-combat solutions to overcoming challenges), while still providing a superior framework for adventuring.</p><p></p><p>5) Lower hit points: </p><p></p><p>Interesting point. However, as D&D now provides a large array of interesting combat actions, it only makes sense that combat lasts long enough to actually use them. That said, I'm sure I'm not the only DM who find themselves cutting combats short once the 'attrition point' is reached. </p><p></p><p>6) Uncertainty: </p><p></p><p>Seen too many wipes, gimped characters and wasted evenings because of old D&D's 'roll for everything' philosophy. </p><p></p><p>7) The Simulation-Game Tightrope:</p><p></p><p>"People who like this sort of thing will find this the sort of thing they like" </p><p></p><p>8) Forward Compatibility: </p><p></p><p>It's reasonably easy to file off the mechanics and use newer elements of D&D with older editions. Fair enough. </p><p></p><p>9) The Fan Community: </p><p></p><p>I see no appreciable difference between D&D fan communities. </p><p></p><p>10) The OGL and OSRIC: </p><p></p><p>And that's great! But the fact the some people are writing new modules for it hardly makes AD&D *more fun* than other editions.</p></blockquote><p></p>
[QUOTE="Wormwood, post: 4668012, member: 928"] 1) Gygaxian Prose: I enjoy reading Gygax, but what I *prefer* is clarity and organization. The AD&D books are sorely lacking in that department. 2) An evolution, not revolution: Perhaps, but again I find the current version of the game is a direct response to decades of experience and feedback---with a guided goal towards fun and ease of play. 3) Layers of Rules: With the result that no two tables played the same game-. These days, I find that my groups enjoy being able to play a game as-is, without being forced to modify the system just to get the game we wanted in the first place. 4) Treasure=XP: Overcoming Challenges=XP can easily accomplish the same result as Treasure=XP (clever players can still be motivated find non-combat solutions to overcoming challenges), while still providing a superior framework for adventuring. 5) Lower hit points: Interesting point. However, as D&D now provides a large array of interesting combat actions, it only makes sense that combat lasts long enough to actually use them. That said, I'm sure I'm not the only DM who find themselves cutting combats short once the 'attrition point' is reached. 6) Uncertainty: Seen too many wipes, gimped characters and wasted evenings because of old D&D's 'roll for everything' philosophy. 7) The Simulation-Game Tightrope: "People who like this sort of thing will find this the sort of thing they like" 8) Forward Compatibility: It's reasonably easy to file off the mechanics and use newer elements of D&D with older editions. Fair enough. 9) The Fan Community: I see no appreciable difference between D&D fan communities. 10) The OGL and OSRIC: And that's great! But the fact the some people are writing new modules for it hardly makes AD&D *more fun* than other editions. [/QUOTE]
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