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Why Rules Cyclopedia is the ultimate D&D edition
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<blockquote data-quote="Lanefan" data-source="post: 7058527" data-attributes="member: 29398"><p>I disagree on sheer principle: all campaigns to me are better if they begin at level 1 unless the game has a level 0 (e.g. DCCRPG). I don't want to start out with my character already a hero (which is something 4e does); I want to watch him/her grow into that status from a start of little to nothing...or die trying.</p><p></p><p>The immortal end gets kinda strange, yes.</p><p>Ignoring those rules tends to bring it back toward the simplicity of RC or B/X which you seem to like. I don't understand why you'd note this as a failing.</p><p>There's no such thing as too many magic items. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>In all cases too many is better than too few, as it's easier to just ignore what you don't want than to dream it up if you don't have it. Splat in particular: yes there's a ridiculous amount of it for 2e and 3e but you can always choose what of it (if any) you want to use in your game.</p><p></p><p>You're the first person I've heard saying that combat in 5e is slower than either 3e or 4e. To fix, maybe look at stripping out feats and-or skills and-or in-combat healing to make things simpler and smoother.</p><p></p><p>It's possible - and not all that difficult - to make a very playable and long-lasting game by starting with 1e, stripping out some of the fiddly stuff, then lobbing in a few of 2e's better ideas and swiping a few other things from B/X or RC.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7058527, member: 29398"] I disagree on sheer principle: all campaigns to me are better if they begin at level 1 unless the game has a level 0 (e.g. DCCRPG). I don't want to start out with my character already a hero (which is something 4e does); I want to watch him/her grow into that status from a start of little to nothing...or die trying. The immortal end gets kinda strange, yes. Ignoring those rules tends to bring it back toward the simplicity of RC or B/X which you seem to like. I don't understand why you'd note this as a failing. There's no such thing as too many magic items. :) In all cases too many is better than too few, as it's easier to just ignore what you don't want than to dream it up if you don't have it. Splat in particular: yes there's a ridiculous amount of it for 2e and 3e but you can always choose what of it (if any) you want to use in your game. You're the first person I've heard saying that combat in 5e is slower than either 3e or 4e. To fix, maybe look at stripping out feats and-or skills and-or in-combat healing to make things simpler and smoother. It's possible - and not all that difficult - to make a very playable and long-lasting game by starting with 1e, stripping out some of the fiddly stuff, then lobbing in a few of 2e's better ideas and swiping a few other things from B/X or RC. Lanefan [/QUOTE]
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