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<blockquote data-quote="77IM" data-source="post: 7757010" data-attributes="member: 12377"><p>They are more like heavy revisions than new editions; as a point of comparison, in most cases, the changes are less extreme than what D&D saw in the 3.0 -> 3.5 changes, but more extreme than the current accumulation of 5e errata.</p><p></p><p>Examples of some of the biggest changes: <ul> <li data-xf-list-type="ul">In the Explorer's Edition, damage values changed. Ranged damage went from being something like 1d6+3 to just being 2d6, and melee damage went from being Str+3 to Str+1d6 (where "Str" is a polyhedral die, d4 through d12).</li> <li data-xf-list-type="ul">In the Deluxe Edition, the Guts skill was made a setting variant, and its use was replaced with a Spirit attribute check for the general game.</li> <li data-xf-list-type="ul">In one of the early editions (either Revised Second or Explorer's), they changed XP so that your unspent bennies are no longer worth XP (bennies are points you earn for good roleplay that you can spend to reroll -- kind of like Inspiration but they stack).</li> <li data-xf-list-type="ul">Deluxe Edition added some additional optional subsystems, like a Dramatic Tasks system, a formalized Power Trapping system, and a rudimentary Social Conflict system.</li> <li data-xf-list-type="ul">Each edition changes the wording on certain edges (equivalent of feats) and powers (equivalent of spells, but more flexible) to be clearer.</li> <li data-xf-list-type="ul">In each edition, they completely re-write the Chase rules. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></li> </ul><p></p><p>They've done an amazing job of making sure adventures and setting books are almost 100% compatible between editions. Very old material with the old damage expressions might need to be converted, but even then, it's a super straightforward conversion (+2 -> +d4, +3 -> +d6, +4 -> +d8, etc.).</p></blockquote><p></p>
[QUOTE="77IM, post: 7757010, member: 12377"] They are more like heavy revisions than new editions; as a point of comparison, in most cases, the changes are less extreme than what D&D saw in the 3.0 -> 3.5 changes, but more extreme than the current accumulation of 5e errata. Examples of some of the biggest changes:[list] [*]In the Explorer's Edition, damage values changed. Ranged damage went from being something like 1d6+3 to just being 2d6, and melee damage went from being Str+3 to Str+1d6 (where "Str" is a polyhedral die, d4 through d12). [*]In the Deluxe Edition, the Guts skill was made a setting variant, and its use was replaced with a Spirit attribute check for the general game. [*]In one of the early editions (either Revised Second or Explorer's), they changed XP so that your unspent bennies are no longer worth XP (bennies are points you earn for good roleplay that you can spend to reroll -- kind of like Inspiration but they stack). [*]Deluxe Edition added some additional optional subsystems, like a Dramatic Tasks system, a formalized Power Trapping system, and a rudimentary Social Conflict system. [*]Each edition changes the wording on certain edges (equivalent of feats) and powers (equivalent of spells, but more flexible) to be clearer. [*]In each edition, they completely re-write the Chase rules. :p [/list] They've done an amazing job of making sure adventures and setting books are almost 100% compatible between editions. Very old material with the old damage expressions might need to be converted, but even then, it's a super straightforward conversion (+2 -> +d4, +3 -> +d6, +4 -> +d8, etc.). [/QUOTE]
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