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What makes a D&D game have a 1E feel?
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<blockquote data-quote="Lanefan" data-source="post: 8108458" data-attributes="member: 29398"><p>I'm snipping most of what was for some reason a very negative take on 1e, but a few bits are worth a look...</p><p></p><p>What's odd there is that 1e (and Basic) are without question the D&D editions most amenable to kitbashing, and also the most forgiving when mistakes are made in said kitbashing.</p><p></p><p>Put another way, that house of cards is far more robust and durable than you're giving it credit for.</p><p></p><p>Exactly. The game expects the players/PCs to push against the boundaries of the rules and-or setting conceits, and the DM to make reasonable rulings when they do. Unlike the 3e approach, there isn't a rule for everything.</p><p></p><p>There's an underlying philosophy in 1e of "you can try it unless a rule says you can't". Somewhere along the line (and I blame 3e) the thinking went to "you can't try it unless a rule says you can"; and 4e and 5e perpetuated this (despite some attempts by 5e to do otherwise).</p><p></p><p>This is a feature, not a bug. Characters gaining abilities without drawbacks or penalties ends up with either the characters way overpowered relative to the game world, or in an arms race between the characters and the opponents leading to more of a 'supers' game, which isn't the end goal here.</p><p></p><p>1e is flexible enough to handle true sandbox, hard-line DM-story railroad, player (meta) driven play - as in what the players themselves want to do, and-or play driven by what the characters in the fiction want to do...and sometimes all can happen at different points within the same campaign! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>All sounds fine to me, given as those things largely defined the late-medieval/Renaissance type of era in which the game is often set.</p><p></p><p>The mechanics are mostly cumbersome, as written. In some cases time has shown that despite this, they work well. In other cases we've had over 40 years to kitbash and streamline those mechanics into what we want at our own tables.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8108458, member: 29398"] I'm snipping most of what was for some reason a very negative take on 1e, but a few bits are worth a look... What's odd there is that 1e (and Basic) are without question the D&D editions most amenable to kitbashing, and also the most forgiving when mistakes are made in said kitbashing. Put another way, that house of cards is far more robust and durable than you're giving it credit for. Exactly. The game expects the players/PCs to push against the boundaries of the rules and-or setting conceits, and the DM to make reasonable rulings when they do. Unlike the 3e approach, there isn't a rule for everything. There's an underlying philosophy in 1e of "you can try it unless a rule says you can't". Somewhere along the line (and I blame 3e) the thinking went to "you can't try it unless a rule says you can"; and 4e and 5e perpetuated this (despite some attempts by 5e to do otherwise). This is a feature, not a bug. Characters gaining abilities without drawbacks or penalties ends up with either the characters way overpowered relative to the game world, or in an arms race between the characters and the opponents leading to more of a 'supers' game, which isn't the end goal here. 1e is flexible enough to handle true sandbox, hard-line DM-story railroad, player (meta) driven play - as in what the players themselves want to do, and-or play driven by what the characters in the fiction want to do...and sometimes all can happen at different points within the same campaign! :) All sounds fine to me, given as those things largely defined the late-medieval/Renaissance type of era in which the game is often set. The mechanics are mostly cumbersome, as written. In some cases time has shown that despite this, they work well. In other cases we've had over 40 years to kitbash and streamline those mechanics into what we want at our own tables. [/QUOTE]
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What makes a D&D game have a 1E feel?
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