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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 3373530" data-attributes="member: 2810"><p>A couple things I'd add or elaborate on:</p><p></p><p>I like the fact that with one system I can play low-levels if I want low power grim and gritty, mid-levels if I want heroic-but-not-superheroic, and high levels if I want 'save the world' type stuff. I don't have to buy a different system or even different books, and the players don't have to learn new rules.</p><p></p><p>I like that the unified and modular mechanics lets me tinker, and still have a pretty good idea what the potential ramifications are.</p><p></p><p>I like that I can mix and match experienced and inexperienced players and have them all enjoy the game. The class system provides an excellent archetype for new players to riff on, and yet is still flexible enough to satisfy 99% of the experienced players who want something more custom, or even those who just want to kick a little ass and to hell with backstory.</p><p></p><p>I like the level system. It gives (usually) concrete, meaningful increases to player abilities and allows the DM to better gauge player progress. It keeps different characters more or less on a level playing field, and helps (IME) D&D campaigns to have much better pacing and flow than any other system I've played.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 3373530, member: 2810"] A couple things I'd add or elaborate on: I like the fact that with one system I can play low-levels if I want low power grim and gritty, mid-levels if I want heroic-but-not-superheroic, and high levels if I want 'save the world' type stuff. I don't have to buy a different system or even different books, and the players don't have to learn new rules. I like that the unified and modular mechanics lets me tinker, and still have a pretty good idea what the potential ramifications are. I like that I can mix and match experienced and inexperienced players and have them all enjoy the game. The class system provides an excellent archetype for new players to riff on, and yet is still flexible enough to satisfy 99% of the experienced players who want something more custom, or even those who just want to kick a little ass and to hell with backstory. I like the level system. It gives (usually) concrete, meaningful increases to player abilities and allows the DM to better gauge player progress. It keeps different characters more or less on a level playing field, and helps (IME) D&D campaigns to have much better pacing and flow than any other system I've played. [/QUOTE]
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