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What is the feel of D&D anyway?
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<blockquote data-quote="amerigoV" data-source="post: 5826630"><p>Whilst driving home from some Savage Worlds fun (Iron Dynasty, to be precise), it did dawn on me the one "feel" thing that D&D used to have but has been bled out of it over time - Swing.</p><p></p><p>While it may be nostalgia, the 1e days brings to mind that everything felt free-wheeling and the action was rather fierce. I did not play much 2e once the kits started showing up. I came back whole hog into 3e, but drifted away after playing some 4e. Even in 3e, I felt something was missing. Whatever it was, it forced me to GM more to keep my attention. As a player, I would quickly grow bored with the game.</p><p></p><p>SW reminds me of those early days 1e days. SW has a high Swing factor in the dice, but it has a number of ways for the player to adjust the swing in their favor. As a player, I find myself watching every roll just to see what happens. I know this roll is not just going to take 5hp off the monster -- it might kill something in one shot, or force my PC in a tough position, or someone might do something impossible, or I can reroll some crappy roll and save the day. The game is just more fun because something can actually HAPPEN.</p><p></p><p>1e had that to a degree with the narrower range of HPs and some of the "I win spells" (offset by saves and protective magic). Now the system is so balanced that winning is a forgone conclusion unless the DM rolls out of his mind and the players D20s just break on them. Sadly, D&D changed its alignment from Chaotic to Lawful, and much fun has been lost (that must be what it feels like to lose a level after an alignment change). The feel of D&D to me is getting on the rollercoaster and hanging on for the ride, not getting on the kiddie cars and enjoying the scenery.</p><p></p><p>So all this talk about Fighters.vs.wizards/THAC0/Olde Skoole/New School/Simulist/Gamist/Narravist is all irrelevent to me. I just want them to make something that is fun to actually play again.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5826630"] Whilst driving home from some Savage Worlds fun (Iron Dynasty, to be precise), it did dawn on me the one "feel" thing that D&D used to have but has been bled out of it over time - Swing. While it may be nostalgia, the 1e days brings to mind that everything felt free-wheeling and the action was rather fierce. I did not play much 2e once the kits started showing up. I came back whole hog into 3e, but drifted away after playing some 4e. Even in 3e, I felt something was missing. Whatever it was, it forced me to GM more to keep my attention. As a player, I would quickly grow bored with the game. SW reminds me of those early days 1e days. SW has a high Swing factor in the dice, but it has a number of ways for the player to adjust the swing in their favor. As a player, I find myself watching every roll just to see what happens. I know this roll is not just going to take 5hp off the monster -- it might kill something in one shot, or force my PC in a tough position, or someone might do something impossible, or I can reroll some crappy roll and save the day. The game is just more fun because something can actually HAPPEN. 1e had that to a degree with the narrower range of HPs and some of the "I win spells" (offset by saves and protective magic). Now the system is so balanced that winning is a forgone conclusion unless the DM rolls out of his mind and the players D20s just break on them. Sadly, D&D changed its alignment from Chaotic to Lawful, and much fun has been lost (that must be what it feels like to lose a level after an alignment change). The feel of D&D to me is getting on the rollercoaster and hanging on for the ride, not getting on the kiddie cars and enjoying the scenery. So all this talk about Fighters.vs.wizards/THAC0/Olde Skoole/New School/Simulist/Gamist/Narravist is all irrelevent to me. I just want them to make something that is fun to actually play again. [/QUOTE]
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