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What if you brought 4E back to 1970?
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<blockquote data-quote="DreadPirateMurphy" data-source="post: 4977573" data-attributes="member: 20715"><p>How does that jive with the evolution of the genre out of <em>wargaming</em>? I mean, have you looked at the rules for Squad Leader, which came out in 1977? I remember those days myself, and D&D was always that complicated thing that geeks played. AD&D was one of the most complicated things out there.</p><p></p><p>Here is text from page 10 of the AD&D 1E DMG: "A single die, or multiple dice read in succession (such as three dice read as hundreds, tens and decimals) give linear probabilities. Two or more dice added together generate a bell-shaped probability curve." I could see how that would draw in those seeking simplicity.</p><p></p><p>Ah, but maybe that is just the DMG. Well, page 8 of the PHB spends almost half-a-page explaining the different usages of the word, "level," while page 9 expounds on how Strength runs from 3-18, and fighters (and only fighters) with a strength of 16 or more gain a 10% experience point bonus, and get to role percentile dice for exceptional strength between 01 and 00.</p><p></p><p>Other gaming systems back then had equivalent quirks, like Traveller's character generation that could result in your character dying before you even get to play the game. While I never played RuneQuest, I don't remember anybody commenting on how simple it was.</p></blockquote><p></p>
[QUOTE="DreadPirateMurphy, post: 4977573, member: 20715"] How does that jive with the evolution of the genre out of [I]wargaming[/I]? I mean, have you looked at the rules for Squad Leader, which came out in 1977? I remember those days myself, and D&D was always that complicated thing that geeks played. AD&D was one of the most complicated things out there. Here is text from page 10 of the AD&D 1E DMG: "A single die, or multiple dice read in succession (such as three dice read as hundreds, tens and decimals) give linear probabilities. Two or more dice added together generate a bell-shaped probability curve." I could see how that would draw in those seeking simplicity. Ah, but maybe that is just the DMG. Well, page 8 of the PHB spends almost half-a-page explaining the different usages of the word, "level," while page 9 expounds on how Strength runs from 3-18, and fighters (and only fighters) with a strength of 16 or more gain a 10% experience point bonus, and get to role percentile dice for exceptional strength between 01 and 00. Other gaming systems back then had equivalent quirks, like Traveller's character generation that could result in your character dying before you even get to play the game. While I never played RuneQuest, I don't remember anybody commenting on how simple it was. [/QUOTE]
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