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General Tabletop Discussion
*Pathfinder & Starfinder
Why do people still play older editions of D&D? Are they superior to the current one?
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<blockquote data-quote="Celebrim" data-source="post: 7573858" data-attributes="member: 4937"><p>I agree. I very quickly banned all divine wands as soon as I noted the issue. Although the CLW wand is the worst offender, the problem isn't specific to it. </p><p></p><p>A quick perusal of the wand, staff, rod options available to clerics in 1e shows that this is a major oversight, as the sort of cheap spell on a stick devices the rules generalization made available just don't exist in earlier editions. This was part of the stack of rule changes that lead to CoDzilla. Other major changes included 5' step out of melee while spell-casting, no casting time, chance to save decreases with spell level, and overcompensation for the relative weakness of the cleric class in 1e (where it was almost strictly limited to being the Band-Aid).</p><p></p><p>However, the offense of the CLW wand was generally overlooked by players of RAW 3.5e because encounter balance was generally set on the assumption of frequent and continuously available healing, and the CLW wand was the only thing in the RAW that allowed you to play a party without a dedicated healer. Of course, at that point the CLW wand's justification was in part circularly the CLW wand. </p><p></p><p>I've seen the 'short-term attrition based' concept you mention in 4e, but only in some rather experimental dungeon designs that pushed the boundaries heavily on what you could do with the system and the healing surge as resource. However, my suspicion is that that sort of play was as rare in practice as my house rule eliminating the CLW wand (or a social contract/lack of system mastery not to abuse it that did the same thing). Both tweaked the system in one way or another, either with a rules change or a different approach to play than the default, in order to achieve a result that the system normally didn't.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7573858, member: 4937"] I agree. I very quickly banned all divine wands as soon as I noted the issue. Although the CLW wand is the worst offender, the problem isn't specific to it. A quick perusal of the wand, staff, rod options available to clerics in 1e shows that this is a major oversight, as the sort of cheap spell on a stick devices the rules generalization made available just don't exist in earlier editions. This was part of the stack of rule changes that lead to CoDzilla. Other major changes included 5' step out of melee while spell-casting, no casting time, chance to save decreases with spell level, and overcompensation for the relative weakness of the cleric class in 1e (where it was almost strictly limited to being the Band-Aid). However, the offense of the CLW wand was generally overlooked by players of RAW 3.5e because encounter balance was generally set on the assumption of frequent and continuously available healing, and the CLW wand was the only thing in the RAW that allowed you to play a party without a dedicated healer. Of course, at that point the CLW wand's justification was in part circularly the CLW wand. I've seen the 'short-term attrition based' concept you mention in 4e, but only in some rather experimental dungeon designs that pushed the boundaries heavily on what you could do with the system and the healing surge as resource. However, my suspicion is that that sort of play was as rare in practice as my house rule eliminating the CLW wand (or a social contract/lack of system mastery not to abuse it that did the same thing). Both tweaked the system in one way or another, either with a rules change or a different approach to play than the default, in order to achieve a result that the system normally didn't. [/QUOTE]
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Community
General Tabletop Discussion
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Why do people still play older editions of D&D? Are they superior to the current one?
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