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Pen and Paper Roleplaying Games (RPGs) Discussion / Re: I don't like CR.
« on: March 03, 2021, 08:29:06 AM »
Well I don't like CR because its coarse and rough and irritating, and gets everywhere.
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You mention video games. As a counterpoint, I see a lot of nostalgia for the old, NES era games. Newly created ones like Shovel Knight are very popular, and there is a whole cottage industry around using old consoles and CRT televisions, emulators and the like. And I just don't get it.
I was gathering that as the process went along, but figuring out what isn't for you is almost as good as finding something that is for you. Both are better than thrashing with something that doesn't fit.
If you think what you are reading in the 1e DMG can be found in a video game, then your issue is reading comprehension, not combat math analysis. At this point, based on what you've said in this thread, I don't think you are going to understand, because you don't want to. There are none so blind as those who will not see...
And to filter that back to the original post - that ends up bleeding heavily into the choice of math/algorithms/risk curves, which are very different than current RPGs as you've noticed (to your credit).
I would suggest reading the non-rules essays in the PHB and DMG
It may not become objectively less punishing for the subjective reasons I listed, but to continue your analogy, if a player knows Umoria well enough, the only real threat of death is an off-screen AMHD breathing gas.That's called player skill. I don't know why you dislike calling it that, but as you become skilled in something, it becomes more routine and easier. Not the system itself becoming easier. You don't become more 'acclimated' to basketball.
I wouldn't say it's more gamey, tho.In the sense the focus is on meta-system mastery. I guess most often it would be called....Video-gamey? But since it came before videogames, thats why I called it gamey. As you laid it out, the game is about learning all X things.
The game gets less lethal around 4th level because of a combination of things, some systemic, some meta.
You have to accept all of the design predicates to use 1E. Most of the people not grokking it, in conversation, end up saying "well I don't like this or that so I ignore it, and then it seems like all these other parts produce an unfun experience". Yes.
And right now, you're throwing around words like nostalgia, and ruined, and displaying anger at people who say positive things about a playstyle you've decided you disliked before you gave it a chance.
What? Seriously, what? How is that "favoritism"? I literally just described how old school D&D works in play.
This and your other posts make it seem like you have no experience with the game
You're also completely wrong about death. After about 4th level, death in old school D&D becomes pretty rare. There are a number of reasons why, but I doubt you'd be interested in hearing them.I would be. I would also like to know how common characters after level 3 were.
Magic becomes more commonplace, varied, and dangerous, but it doesn't overwhelm the party.
It's not increasingly deterministic - you go from Saving on say a 14 at the start to saving on say a 2 or 3 at the end. But you're making a lot more Saves - and so are the monsters.
Seeing the balls-up 3e made of saving throws, with Fighters getting *more* vulnerable at higher level*, really brought home to me the cleverness of the original system.