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What D&D Thing Has Changed The Most
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<blockquote data-quote="Neonchameleon" data-source="post: 8653276" data-attributes="member: 87792"><p>Like I said the highs between the editions are generally the same - although I'm going to suggest that e.g. Tales from the Loop would struggle because it's basically Stranger Things: the RPG and you all play one of the kids.</p><p></p><p>However. D&D characters are clearly lacking in mechanical support in several obvious ways in almost all editions:</p><ol> <li data-xf-list-type="ol">Character growth is very linear. In my last Space Opera game I started with a rogue and drifter who knew a bit about fixing engines to pay his way round the galaxy - but was also skilled with stealth, guns, lockpicks, and the rest of a rogue's kit. If I had been playing D&D these would all have grown in lockstep with each other - but because we were playing a skill based game he learned what he used and what he needed - and as a consequence ended up as the best damn engineer in the galaxy (mostly because no one else was playing with as much First One tech) and wasn't otherwise a much better rogue by the time he finished than when he started. The character growth was organic but simply would not have worked in a class/level system.</li> <li data-xf-list-type="ol">Magic seldom has a risk and almost never has a cost. The experience of playing a D&D wizard where magic is pretty reliable is <em>entirely</em> different from that of playing a Call of Cthulhu one where casting any spell costs you permanent sanity.</li> <li data-xf-list-type="ol">Long term consequences and injuries aren't much of a thing in D&D; even in the most punishing editions you are just as capable at 1hp as at full hp and it takes you a month of rest to recover all your HP (which is about the time it takes a marathon runner). This impacts how you see combat and risk.</li> <li data-xf-list-type="ol">Your character bonds have no mechanical weight. There's no character who will do intrinsically better in a high stakes situation (e.g. in front of an audience or protecting a loved one) and none that will do worse thanks to nerves. It's down to the dice.</li> </ol><p>So yes, system matters. There are some archetypes you can play at a moment in time in any system in most systems. But others you want the support of the system for.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8653276, member: 87792"] Like I said the highs between the editions are generally the same - although I'm going to suggest that e.g. Tales from the Loop would struggle because it's basically Stranger Things: the RPG and you all play one of the kids. However. D&D characters are clearly lacking in mechanical support in several obvious ways in almost all editions: [LIST=1] [*]Character growth is very linear. In my last Space Opera game I started with a rogue and drifter who knew a bit about fixing engines to pay his way round the galaxy - but was also skilled with stealth, guns, lockpicks, and the rest of a rogue's kit. If I had been playing D&D these would all have grown in lockstep with each other - but because we were playing a skill based game he learned what he used and what he needed - and as a consequence ended up as the best damn engineer in the galaxy (mostly because no one else was playing with as much First One tech) and wasn't otherwise a much better rogue by the time he finished than when he started. The character growth was organic but simply would not have worked in a class/level system. [*]Magic seldom has a risk and almost never has a cost. The experience of playing a D&D wizard where magic is pretty reliable is [I]entirely[/I] different from that of playing a Call of Cthulhu one where casting any spell costs you permanent sanity. [*]Long term consequences and injuries aren't much of a thing in D&D; even in the most punishing editions you are just as capable at 1hp as at full hp and it takes you a month of rest to recover all your HP (which is about the time it takes a marathon runner). This impacts how you see combat and risk. [*]Your character bonds have no mechanical weight. There's no character who will do intrinsically better in a high stakes situation (e.g. in front of an audience or protecting a loved one) and none that will do worse thanks to nerves. It's down to the dice. [/LIST] So yes, system matters. There are some archetypes you can play at a moment in time in any system in most systems. But others you want the support of the system for. [/QUOTE]
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