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Why is tradition (in D&D) important to you? [+]
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<blockquote data-quote="Lyxen" data-source="post: 8526567" data-attributes="member: 7032025"><p>Not really. The way the game is designed influences how you play it, it's obvious (for example the 3e/4e design <u>mandates</u> detailed - and therefore long - tactical combat played on a grid). And each of us has a preferred playstyle. Whether it matches or not has absolutely no relation to the "tradition" of the game.</p><p></p><p>For example, 5e violates a lot of traditions compared to AD&D, but it matches it in playstyle.</p><p></p><p></p><p></p><p>And here you see the problem, for me, 20 levels has nothing to do with tradition. It's something that that young whippersnapper of 3e brought, and that I never respected anyway (since we did epic play both before and after lvl 20). <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Perfect balance for classes, spread among trees, with a few choices at each level along different lines ? The classes and powers were designed for a MMORPG. And don't get me wrong, it had a lot of advantages, in particular in term of balance, and in particular between traditional casters and non-casters.</p><p></p><p>This, however, is the part where I think we agree, although this, in and of itself, would not particularly have had an impact on the way of playing, it was a huge slaughtering of sacred cows and it probably hit the traditions more than the play style.</p><p></p><p></p><p></p><p>I'm not telling anyone how to play each version, but each edition does. Once more, if an edition spends 30 ages on detailed combat rule on a grid, and if 90% of the classes descriptions is how to apply these powers on a grid, then the game tells you to play on a grid. And that means detailed tactical combat that can last all night.</p><p></p><p>Of course, the game (after explaining to you that you must write it down first) tells you that it's customisable, but if you throw 80% of the system out of the window to customise, are you really playing that game ?</p><p></p><p></p><p></p><p>On that, I agree, 4e brought a ton of innovations, some of them great, others more debatable (matter of taste), and so did 5e, again some great and still debatable.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8526567, member: 7032025"] Not really. The way the game is designed influences how you play it, it's obvious (for example the 3e/4e design [U]mandates[/U] detailed - and therefore long - tactical combat played on a grid). And each of us has a preferred playstyle. Whether it matches or not has absolutely no relation to the "tradition" of the game. For example, 5e violates a lot of traditions compared to AD&D, but it matches it in playstyle. And here you see the problem, for me, 20 levels has nothing to do with tradition. It's something that that young whippersnapper of 3e brought, and that I never respected anyway (since we did epic play both before and after lvl 20). :) Perfect balance for classes, spread among trees, with a few choices at each level along different lines ? The classes and powers were designed for a MMORPG. And don't get me wrong, it had a lot of advantages, in particular in term of balance, and in particular between traditional casters and non-casters. This, however, is the part where I think we agree, although this, in and of itself, would not particularly have had an impact on the way of playing, it was a huge slaughtering of sacred cows and it probably hit the traditions more than the play style. I'm not telling anyone how to play each version, but each edition does. Once more, if an edition spends 30 ages on detailed combat rule on a grid, and if 90% of the classes descriptions is how to apply these powers on a grid, then the game tells you to play on a grid. And that means detailed tactical combat that can last all night. Of course, the game (after explaining to you that you must write it down first) tells you that it's customisable, but if you throw 80% of the system out of the window to customise, are you really playing that game ? On that, I agree, 4e brought a ton of innovations, some of them great, others more debatable (matter of taste), and so did 5e, again some great and still debatable. [/QUOTE]
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