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	<title>Comments on: Differences &amp; Directions in Dungeons &amp; Dragons</title>
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	<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons</link>
	<description>Board Games, Role-playing Games, Miniature War Games</description>
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		<title>By: The Rusty Battle Axe</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-732</link>
		<dc:creator>The Rusty Battle Axe</dc:creator>
		<pubDate>Mon, 07 Sep 2009 01:44:20 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-732</guid>
		<description>There you go, hating on Pippi Longstocking.

Resource Optimization vs. Creative Problem Solving. I&#039;m wondering if I am off base here in thinking that the early D&amp;D versions rely upon player skills and abilities in coming up with solutions to puzzles or problems where the later versions (and here I may be thinking more 3.5 than 4e) rely upon character skills and abilities. Obviously the players still have to use their characters&#039; skills and abilities.</description>
		<content:encoded><![CDATA[<p>There you go, hating on Pippi Longstocking.</p>
<p>Resource Optimization vs. Creative Problem Solving. I&#8217;m wondering if I am off base here in thinking that the early D&amp;D versions rely upon player skills and abilities in coming up with solutions to puzzles or problems where the later versions (and here I may be thinking more 3.5 than 4e) rely upon character skills and abilities. Obviously the players still have to use their characters&#8217; skills and abilities.</p>
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		<title>By: Stuart</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-731</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Sun, 06 Sep 2009 23:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-731</guid>
		<description>I think that&#039;s the advice for exceptions that proves the rule. :)

I don&#039;t see them as being opposite ends on a spectrum, rather noticeable differences between the two games. I think that in general most 4e encounters are more balanced than B/X D&amp;D. That doesn&#039;t mean you couldn&#039;t disregard the point system and make an easier or harder than average encounter in 4e.</description>
		<content:encoded><![CDATA[<p>I think that&#8217;s the advice for exceptions that proves the rule. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I don&#8217;t see them as being opposite ends on a spectrum, rather noticeable differences between the two games. I think that in general most 4e encounters are more balanced than B/X D&amp;D. That doesn&#8217;t mean you couldn&#8217;t disregard the point system and make an easier or harder than average encounter in 4e.</p>
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		<title>By: Bryant</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-730</link>
		<dc:creator>Bryant</dc:creator>
		<pubDate>Sun, 06 Sep 2009 22:49:45 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-730</guid>
		<description>I don&#039;t want to harp on this, because it&#039;s in general a good article, but you&#039;ve gotten the combat balance vs. adventure balance wrong. See also page 104 of the 4e DMG:

&quot;If every encounter gives the players a perfectly balanced challenge, the game can get stale. Once in a while, characters need an encounter that doesn’t significantly tax their resources, or an encounter that makes them seriously scared for their characters&#039; survival -- or even makes them flee.&quot;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t want to harp on this, because it&#8217;s in general a good article, but you&#8217;ve gotten the combat balance vs. adventure balance wrong. See also page 104 of the 4e DMG:</p>
<p>&#8220;If every encounter gives the players a perfectly balanced challenge, the game can get stale. Once in a while, characters need an encounter that doesn’t significantly tax their resources, or an encounter that makes them seriously scared for their characters&#8217; survival &#8212; or even makes them flee.&#8221;</p>
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		<title>By: Stuart</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-729</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Sun, 06 Sep 2009 22:32:55 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-729</guid>
		<description>@Mark: Uh... I guess you must have skipped this part as well:

&lt;I&gt;While the earliest versions of D&amp;D developed from miniature wargames, the Basic game that found mainstream popularity in the early 80s has a very abstracted system for combat.&lt;/I&gt;

I get the feeling you&#039;re trying to debate some point I wasn&#039;t making in this article. Please stay on topic, and perhaps a future post will be the topic you&#039;re looking for. :) </description>
		<content:encoded><![CDATA[<p>@Mark: Uh&#8230; I guess you must have skipped this part as well:</p>
<p><i>While the earliest versions of D&amp;D developed from miniature wargames, the Basic game that found mainstream popularity in the early 80s has a very abstracted system for combat.</i></p>
<p>I get the feeling you&#8217;re trying to debate some point I wasn&#8217;t making in this article. Please stay on topic, and perhaps a future post will be the topic you&#8217;re looking for. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
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		<title>By: Mark Hughes</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-728</link>
		<dc:creator>Mark Hughes</dc:creator>
		<pubDate>Sun, 06 Sep 2009 22:12:28 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-728</guid>
		<description>You talked about &#039;70s &quot;Old-School&quot; in the prior 2 paragraphs, so I&#039;d presumed you were aware of how that differed from the game you actually played.

OD&amp;D/Holmes/AD&amp;D 1E were aimed at a teen-adult audience; Moldvay and Mentzer very explicitly tried to adapt the game to a child-teen audience. Evaluating the simplified children&#039;s version of the game isn&#039;t terribly useful, you won&#039;t learn anything about the intent of the original game. It&#039;s like reading Encyclopedia Brown, deciding that mysteries were about child detectives solving logic puzzles, instead of reading Dashiell Hammett.</description>
		<content:encoded><![CDATA[<p>You talked about &#8217;70s &#8220;Old-School&#8221; in the prior 2 paragraphs, so I&#8217;d presumed you were aware of how that differed from the game you actually played.</p>
<p>OD&amp;D/Holmes/AD&amp;D 1E were aimed at a teen-adult audience; Moldvay and Mentzer very explicitly tried to adapt the game to a child-teen audience. Evaluating the simplified children&#8217;s version of the game isn&#8217;t terribly useful, you won&#8217;t learn anything about the intent of the original game. It&#8217;s like reading Encyclopedia Brown, deciding that mysteries were about child detectives solving logic puzzles, instead of reading Dashiell Hammett.</p>
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		<title>By: Stuart</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-727</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Sun, 06 Sep 2009 20:31:50 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-727</guid>
		<description>@Mark: I think you must have missed this part:

&lt;I&gt;&quot;Here then are some of the differences I’ve noticed between early 80s “Basic” D&amp;D and the newest 4th Edition D&amp;D&quot;&lt;/I&gt;

Thanks all the same. :)</description>
		<content:encoded><![CDATA[<p>@Mark: I think you must have missed this part:</p>
<p><i>&#8220;Here then are some of the differences I’ve noticed between early 80s “Basic” D&amp;D and the newest 4th Edition D&amp;D&#8221;</i></p>
<p>Thanks all the same. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Mark Hughes</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-726</link>
		<dc:creator>Mark Hughes</dc:creator>
		<pubDate>Sun, 06 Sep 2009 16:40:42 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-726</guid>
		<description>Robertson&#039;s wrong about fantastic characters in D&amp;D, and it&#039;s a weird thing to claim for anyone familiar with the original game.

OD&amp;D, Holmes Basic, and First Fantasy Campaign all clearly presented non-human, even monstrous, characters as perfectly acceptable. You didn&#039;t have any special rules for each kind, they were just 1st level characters with whatever powers &amp; limits the GM thought appropriate, but plenty of my games had dryads, centaurs, and satyrs, and in &quot;monster campaigns&quot; ogres, balrogs, trolls, and young dragons.

Dave Arneson created the Cleric to put a brake on Sir Fang the Vampire, run by another player.

Obviously Tunnels &amp; Trolls, Arduin, and Palladium Fantasy made that more explicit, with no clear delineation between &quot;PC race&quot; and &quot;monster race&quot;, but it was present in OD&amp;D.

In the old days (until &#039;82, &#039;83?), monster characters were not unusual in D&amp;D games I played in. After AD&amp;D really took over, they almost completely vanished, even from D&amp;D.

AD&amp;D is the dividing line where it became a racist Humans and Demi-Humans Only club, with that diatribe by Gary Gygax in the DMG. 4E is in this way, unusually, a throwback to the original game.</description>
		<content:encoded><![CDATA[<p>Robertson&#8217;s wrong about fantastic characters in D&amp;D, and it&#8217;s a weird thing to claim for anyone familiar with the original game.</p>
<p>OD&amp;D, Holmes Basic, and First Fantasy Campaign all clearly presented non-human, even monstrous, characters as perfectly acceptable. You didn&#8217;t have any special rules for each kind, they were just 1st level characters with whatever powers &amp; limits the GM thought appropriate, but plenty of my games had dryads, centaurs, and satyrs, and in &#8220;monster campaigns&#8221; ogres, balrogs, trolls, and young dragons.</p>
<p>Dave Arneson created the Cleric to put a brake on Sir Fang the Vampire, run by another player.</p>
<p>Obviously Tunnels &amp; Trolls, Arduin, and Palladium Fantasy made that more explicit, with no clear delineation between &#8220;PC race&#8221; and &#8220;monster race&#8221;, but it was present in OD&amp;D.</p>
<p>In the old days (until &#8217;82, &#8217;83?), monster characters were not unusual in D&amp;D games I played in. After AD&amp;D really took over, they almost completely vanished, even from D&amp;D.</p>
<p>AD&amp;D is the dividing line where it became a racist Humans and Demi-Humans Only club, with that diatribe by Gary Gygax in the DMG. 4E is in this way, unusually, a throwback to the original game.</p>
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		<title>By: Now It&#8217;s My Turn &#171; allgeektout</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-724</link>
		<dc:creator>Now It&#8217;s My Turn &#171; allgeektout</dc:creator>
		<pubDate>Sat, 05 Sep 2009 21:12:03 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-724</guid>
		<description>[...]  Apparently a lot of people on the network have been talking about their gaming preferences using this handy article at Robertson Games. I like following trends, so here I [...]</description>
		<content:encoded><![CDATA[<p>[...]  Apparently a lot of people on the network have been talking about their gaming preferences using this handy article at Robertson Games. I like following trends, so here I [...]</p>
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		<title>By: Anarkeith</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-723</link>
		<dc:creator>Anarkeith</dc:creator>
		<pubDate>Sat, 05 Sep 2009 15:23:38 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-723</guid>
		<description>Thought provoking post! It made me wonder what would happen in 4e if you only granted characters a limited set of their powers at the beginning of the level (e.g., at-wills useable only as encounter powers) and then granted the others at the end, when they leveled up?</description>
		<content:encoded><![CDATA[<p>Thought provoking post! It made me wonder what would happen in 4e if you only granted characters a limited set of their powers at the beginning of the level (e.g., at-wills useable only as encounter powers) and then granted the others at the end, when they leveled up?</p>
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		<title>By: David Macauley</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/differences-directions-in-dungeons-dragons/comment-page-1/#comment-722</link>
		<dc:creator>David Macauley</dc:creator>
		<pubDate>Sat, 05 Sep 2009 07:02:23 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=411#comment-722</guid>
		<description>Great post, well thought out.</description>
		<content:encoded><![CDATA[<p>Great post, well thought out.</p>
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