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<blockquote data-quote="Jack7" data-source="post: 5779096" data-attributes="member: 54707"><p>I thought that was a very interesting observation, <em>as were your points about "<strong>dialects</strong>" with AD&D</em>. Actually I thought the dialects of AD&D made it much more interesting and flexible a game than the "all the rules the same approach" of 3rd.</p><p></p><p>Then again this may be a generational thing. Modern Geeks (and again I'm not using the term disparagingly, merely descriptively) it has been my observation tend to favor and like cohernce and predictability, whereas I come from different era, and was playing when D&D and AD&D had first been invented, and that was a very different age in general mindset.</p><p></p><p>I'd say that for the most part we looked at technology, society, culture, and even down to things like gaming very differently back then.</p><p></p><p style="text-align: center"><strong>* * *</strong></p> <p style="text-align: center"><strong></strong></p><p></p><p><span style="font-family: 'Verdana'">Another thing that occurred to me today while walking through the woods with my dog and thinking about guerilla tactics and fighting in forested areas was this:</span></p><p> </p><p> <span style="font-family: 'Verdana'">The Original versions of D&D approached combat much like bargaining ancient armies.</span></p><p> </p><p> <span style="font-family: 'Verdana'">AD&D, on the other hand, was more like modern combat from let's say the Napoleonic era to World War II. I don't mean marching men in line formation, or fighting in trenches, or Blitzkrieg tactics. I mean AD&D combat was much like the beginning of the era of modern Special Forces, where small, specialized, highly trained teams of soldiers were employed for special missions. The Adventurers or the Adventuring Party was a, "Special Forces Team." Each member had highly specialized capabilities and was employed most fully when his particular specialization was most needed. And like the WWII Special Forces member he relied heavily on his gear and technology and training, though in this case technology was magic or miracles, unless you were a Thief or Ranger or Fighter. Then it was mostly training. But like in WWII, despite training and special abilities - like those of a Paladin, it was an awfully dangerous affair. In the Second World War Special Forces might have been highly trained and valuable soldiers, they were still largely expendable. And far more often than not they were sent into combat zones where they were overmatched, with the hope that their specialized training and gear and experience would even the odds. But they were still sent on plenty of seemingly "hopeless missions." This was the same basically, with the AD&D Adventurer, where he often went into areas and places, and against enemies who overmatched him greatly. It was the Adventurer's (SF) job to even the odds, not the job of his Commanders, or in this case, the job of the game designer or DM.</span></p><p> </p><p> <span style="font-family: 'Verdana'">2E I didn't know, but from what I've heard of the skill system I'd say it extended that SF combat analogy up to about the Vietnam War era. Skills and training packages were gaining more and more importance.</span></p><p> </p><p> <span style="font-family: 'Verdana'">By 3rd Edition you're starting to see the transition to truly Modern/Contemporary Special Forces where both training and gear become ultra-specialized, and magic (the technology of the game) becomes highly systemized and regulated and predictable. Magic becomes entirely predictable and useable in the same way as say, "a shaped charge." By 3E the game had become essentially magic-science, and the use of magic therefore had basically lost the wild and dangerous and unpredictable nature it had in AD&D. For instance in WWII bombs had fuse charges, and magic too had that same sort of unpredictability and dangerous unreliability as WWII bombs. But by 3E you see magic as being basically analogous to modern bombs with electro-mechanical charges and remote triggering devices. Magic had become "tamed" and predictable and was naturally expected to work as designed, not a potentially wild and dangerous proposition. At the same time you were developing "smart-magic." Magic that was surgically controllable, as opposed to the AD&D/WWII era magic of 500 pound explosives and carpet bombings. Because everything, from magic to combat was becoming a matter of "technical expertise and precision."</span></p><p> </p><p> <span style="font-family: 'Verdana'">By 4th Edition you see, at least as far as combat goes (and I'm talking combat models here), you see two very, very modern combat principles: <em><strong>ubiquitous force projection</strong></em> (in the form of every man projecting maximum combat force), and <strong>universal force protection</strong> (the defensibility of every soldier, or in this case, adventurer). That is it is no longer good enough to make fighters fight, but fighters must project maximum force offensively, but even traditionally non-combatant team members must project maximum force with "powers" (magical or otherwise) compensating for the fact that non-fighters should (according to this combat theory) project real combat force. At the other end of the scale things like "balance" assure that the Adventurers (read modern SF) are no longer sent on suicide missions, or seeming suicide missions, and instead are sent against forces for which the combatants (Adventurers) are basically better equipped, better trained, and better powered than their foes.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Adventurers have gone from being (in the AD&D model) not just forces capable of Special Offensive capabilities, which you expend on missions no one else could possible accomplish, but Special Assets which you have spent too much time and energy and treasure on equipping, training, powering, and developing to risk losing on suicide or risky missions. Instead the tactic moves from the AD&D model of "these are our best assets, so let's risk them because no one else could do the job" to one of the contemplator Special Forces ideal of "these are our best assists so we're not going to risk them unless we know they are gonna destroy any enemy they encounter." </span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The AD&D combat model was one of, "These Adventurers are like Special Forces, and because that's what they are it is their job to survive the impossible, that's what we trained them for. It's their problem." (Not the DM's problem or the problem of the game designers.)</span></p><p> </p><p> <span style="font-family: 'Verdana'">By the time you get to 4E, the combat model has switched to one of, "These adventurers are Special Forces, and because of that we don't risk them in desperate situations and hope they survive based on their own ingenuity and wit (because, hope is not a plan), but instead it is Command's and the commander's job (read the game designer's and DM's) to assure that they go into combat at least even, but ideally well overmatching their enemy.</span></p><p> </p><p> <span style="font-family: 'Courier New'"><span style="font-family: 'Verdana'">With AD&D the main combat consideration was "Force Projection." By the time of the development of 4th Edition the game had adapted the entirely culturally popular and imminently contemporary combat conceptions of "Force Projection balanced against Force Protection."</span> </span></p><p> </p><p> <span style="font-family: 'Verdana'">This is in my opinion why combat is such a tedious and cumbersome affair in 4th Edition. Combat is not just primarily an offensive action but is also equally an Force Protection, or defensive action as well. Effectively doubling combat times.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Well, I gotta hit the hay. Interesting observations you guys have made.</span></p></blockquote><p></p>
[QUOTE="Jack7, post: 5779096, member: 54707"] I thought that was a very interesting observation, [I]as were your points about "[B]dialects[/B]" with AD&D[/I]. Actually I thought the dialects of AD&D made it much more interesting and flexible a game than the "all the rules the same approach" of 3rd. Then again this may be a generational thing. Modern Geeks (and again I'm not using the term disparagingly, merely descriptively) it has been my observation tend to favor and like cohernce and predictability, whereas I come from different era, and was playing when D&D and AD&D had first been invented, and that was a very different age in general mindset. I'd say that for the most part we looked at technology, society, culture, and even down to things like gaming very differently back then. [CENTER][B]* * * [/B][/CENTER] [FONT=Verdana]Another thing that occurred to me today while walking through the woods with my dog and thinking about guerilla tactics and fighting in forested areas was this:[/FONT] [FONT=Verdana]The Original versions of D&D approached combat much like bargaining ancient armies.[/FONT] [FONT=Verdana]AD&D, on the other hand, was more like modern combat from let's say the Napoleonic era to World War II. I don't mean marching men in line formation, or fighting in trenches, or Blitzkrieg tactics. I mean AD&D combat was much like the beginning of the era of modern Special Forces, where small, specialized, highly trained teams of soldiers were employed for special missions. The Adventurers or the Adventuring Party was a, "Special Forces Team." Each member had highly specialized capabilities and was employed most fully when his particular specialization was most needed. And like the WWII Special Forces member he relied heavily on his gear and technology and training, though in this case technology was magic or miracles, unless you were a Thief or Ranger or Fighter. Then it was mostly training. But like in WWII, despite training and special abilities - like those of a Paladin, it was an awfully dangerous affair. In the Second World War Special Forces might have been highly trained and valuable soldiers, they were still largely expendable. And far more often than not they were sent into combat zones where they were overmatched, with the hope that their specialized training and gear and experience would even the odds. But they were still sent on plenty of seemingly "hopeless missions." This was the same basically, with the AD&D Adventurer, where he often went into areas and places, and against enemies who overmatched him greatly. It was the Adventurer's (SF) job to even the odds, not the job of his Commanders, or in this case, the job of the game designer or DM.[/FONT] [FONT=Verdana]2E I didn't know, but from what I've heard of the skill system I'd say it extended that SF combat analogy up to about the Vietnam War era. Skills and training packages were gaining more and more importance.[/FONT] [FONT=Verdana]By 3rd Edition you're starting to see the transition to truly Modern/Contemporary Special Forces where both training and gear become ultra-specialized, and magic (the technology of the game) becomes highly systemized and regulated and predictable. Magic becomes entirely predictable and useable in the same way as say, "a shaped charge." By 3E the game had become essentially magic-science, and the use of magic therefore had basically lost the wild and dangerous and unpredictable nature it had in AD&D. For instance in WWII bombs had fuse charges, and magic too had that same sort of unpredictability and dangerous unreliability as WWII bombs. But by 3E you see magic as being basically analogous to modern bombs with electro-mechanical charges and remote triggering devices. Magic had become "tamed" and predictable and was naturally expected to work as designed, not a potentially wild and dangerous proposition. At the same time you were developing "smart-magic." Magic that was surgically controllable, as opposed to the AD&D/WWII era magic of 500 pound explosives and carpet bombings. Because everything, from magic to combat was becoming a matter of "technical expertise and precision."[/FONT] [FONT=Verdana]By 4th Edition you see, at least as far as combat goes (and I'm talking combat models here), you see two very, very modern combat principles: [I][B]ubiquitous force projection[/B][/I] (in the form of every man projecting maximum combat force), and [B]universal force protection[/B] (the defensibility of every soldier, or in this case, adventurer). That is it is no longer good enough to make fighters fight, but fighters must project maximum force offensively, but even traditionally non-combatant team members must project maximum force with "powers" (magical or otherwise) compensating for the fact that non-fighters should (according to this combat theory) project real combat force. At the other end of the scale things like "balance" assure that the Adventurers (read modern SF) are no longer sent on suicide missions, or seeming suicide missions, and instead are sent against forces for which the combatants (Adventurers) are basically better equipped, better trained, and better powered than their foes.[/FONT] [FONT=Verdana]Adventurers have gone from being (in the AD&D model) not just forces capable of Special Offensive capabilities, which you expend on missions no one else could possible accomplish, but Special Assets which you have spent too much time and energy and treasure on equipping, training, powering, and developing to risk losing on suicide or risky missions. Instead the tactic moves from the AD&D model of "these are our best assets, so let's risk them because no one else could do the job" to one of the contemplator Special Forces ideal of "these are our best assists so we're not going to risk them unless we know they are gonna destroy any enemy they encounter." The AD&D combat model was one of, "These Adventurers are like Special Forces, and because that's what they are it is their job to survive the impossible, that's what we trained them for. It's their problem." (Not the DM's problem or the problem of the game designers.)[/FONT] [FONT=Verdana]By the time you get to 4E, the combat model has switched to one of, "These adventurers are Special Forces, and because of that we don't risk them in desperate situations and hope they survive based on their own ingenuity and wit (because, hope is not a plan), but instead it is Command's and the commander's job (read the game designer's and DM's) to assure that they go into combat at least even, but ideally well overmatching their enemy.[/FONT] [FONT=Courier New][FONT=Verdana]With AD&D the main combat consideration was "Force Projection." By the time of the development of 4th Edition the game had adapted the entirely culturally popular and imminently contemporary combat conceptions of "Force Projection balanced against Force Protection."[/FONT] [/FONT] [FONT=Verdana]This is in my opinion why combat is such a tedious and cumbersome affair in 4th Edition. Combat is not just primarily an offensive action but is also equally an Force Protection, or defensive action as well. Effectively doubling combat times.[/FONT] [FONT=Verdana]Well, I gotta hit the hay. Interesting observations you guys have made.[/FONT] [/QUOTE]
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