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Worlds of Design: The Price of Advancement
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<blockquote data-quote="andrewlichey" data-source="post: 8853878" data-attributes="member: 6791788"><p>AD&D was meant to facilitate a different experience than 5e. That was by the designer's intentions. 5e wants to tell epic stories about heroes, leaning heavily on the Combat and Social Interaction pillars, and as such as rules (or not) to support that. AD&D was at it's heart a risk/reward system for treasure seekers and adventurers, leaning heavily on the Exploration pillar. You can't independently judge AD&D's rules outside of that context. Things that would make no sense in 5e (for example, XP for loot), make perfect sense in AD&D. </p><p></p><p>It's funny, the comment "turns adventurers into mere money-grubbers" is EXACTLY was the AD&D system was designed to do!</p><p></p><p>I also disagree that learning and refining your skills shouldn't take training into account. A good example is professional athletes. Even those athletes at the very top of their respective professions practice daily, and work with experts who help them continuously improve. I think one of the misconceptions about training in AD&D is that you needed someone more skilled than yourself to learn from. Again, using sports as an analogy, that's clearly not the case. Take for example Tom Brady. His position coach is Clyde Christensen. Christensen never played QB in the NFL. There's no chance he could out perform Brady on the field. But he can help Brady identify ways to improve, based on his expert knowledge of the fundamentals of the position and his experience learning what worked when he previously coached Peyton Manning. I believe the right answer is you need both... experience AND knowledge/coaching, to reach your maximum potential.</p></blockquote><p></p>
[QUOTE="andrewlichey, post: 8853878, member: 6791788"] AD&D was meant to facilitate a different experience than 5e. That was by the designer's intentions. 5e wants to tell epic stories about heroes, leaning heavily on the Combat and Social Interaction pillars, and as such as rules (or not) to support that. AD&D was at it's heart a risk/reward system for treasure seekers and adventurers, leaning heavily on the Exploration pillar. You can't independently judge AD&D's rules outside of that context. Things that would make no sense in 5e (for example, XP for loot), make perfect sense in AD&D. It's funny, the comment "turns adventurers into mere money-grubbers" is EXACTLY was the AD&D system was designed to do! I also disagree that learning and refining your skills shouldn't take training into account. A good example is professional athletes. Even those athletes at the very top of their respective professions practice daily, and work with experts who help them continuously improve. I think one of the misconceptions about training in AD&D is that you needed someone more skilled than yourself to learn from. Again, using sports as an analogy, that's clearly not the case. Take for example Tom Brady. His position coach is Clyde Christensen. Christensen never played QB in the NFL. There's no chance he could out perform Brady on the field. But he can help Brady identify ways to improve, based on his expert knowledge of the fundamentals of the position and his experience learning what worked when he previously coached Peyton Manning. I believe the right answer is you need both... experience AND knowledge/coaching, to reach your maximum potential. [/QUOTE]
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