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    Old School : Tucker's Kobolds and Trained Jellies

    So how do you handle hit points? Your PC knows he has multiple minor wounds but he can still fight as good as ever, but the player knows he has only 10 hp left? Can high level fighters ignore being targeted by simple crossbowmen?
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    Old School : Tucker's Kobolds and Trained Jellies

    You (the player) can rely on being able to try the maneuver once a day with decent chance of success. You (the PC) can't rely on anything. Even the first time you try the daily, it may fail (The PC doesn't see the dice roll). Maybe you are attempting the maneuver a second time but fail...
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    Old School : Tucker's Kobolds and Trained Jellies

    I think you for got the most important part about old school play: The DM writes down his new house rule about Bull Rush into his ever growing folder of house rules and tries to reference it if a similar situation comes up again. More seriously, I think you are describing an important split in...
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    Old School : Tucker's Kobolds and Trained Jellies

    You seem to be covering two issues: It's a cute story. I find it highly implausible that a predator would a) return to a spot where he was badly hurt out of nowhere and b) that it would be able to survive sitting predictably at the same spot day in and day out, so the solution wouldn't work...
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    Old School : Tucker's Kobolds and Trained Jellies

    As previous posters have pointed out, it was encouraged in 4ed more than in any previous edition. And I think that trend should continue. The idea that old editions supported creativity is a classical case of survivor bias: Only a small percentage of people that started playing with old...
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    D&D 5E (2014) D&D Next: The Toolbox Edition (What's not to like?)

    I think this is the key argument. What most here apparently would like to see is their favorite edition with some incremental improvements. The fear is that the inherent weakness of the modular approach will outweigh any improvement they may manage. It seems quite likely that I will look at...
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    What edition had the ideal version of each class?

    I don't think that's versatility. A rogue in 4ed is more versatile, because he can always disarm traps and pick pockets. The process of building rogues may be a little less specific to some concepts than the 3e process.
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    What edition had the ideal version of each class?

    Just out of curiosity, in how many sessions have you played either a 4ed rogue or a 4ed thief? In how many sessions have you seen either one of the classes being played?
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    What edition had the ideal version of each class?

    Fighter 4ed Rogue 4ed Cleric 2ed with minor action healing Wizard 4ed
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    What edition had the ideal version of each class?

    It may also be that enough people here haven't played 4ed enough to have a well-founded opinion, so they vote among the games they actually know.
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    The defender's masochism

    This is an interesting point. Actually, it's the idea, that you need a chokepoint to keep a single opponent form reaching friends if you are standing between the opponent and the friends is entirely unrealistic. Imagine an open field and an enemy standing 10' in front of you, 2 guys standing 10'...
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    The defender's masochism

    Among people playing 4th, TwinBahamut's take is the majority position, look at any poll for the favorite 4th edition class. For people like you, they introduced the Slayer. Would you be happy if the fighter could be either striker or defender?
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    The defender's masochism

    This is pretty much it. A fighter interposes himself because he would rather be the target of the attack because he assumes if he is attacked he is less likely to be wounded than the other guy. And if he is wounded, the wound is less likely to be severe. I would call that courage, rather than...
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    The defender's masochism

    This is pretty close. You need a marking mechanic because of the abstraction of turn-based rules with pretty long turns. In reality, all combatants go at the same time. However, talking about bodyguarding is a red herring. You can have a single fighter trying to protect multiple friends by...
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    The defender's masochism

    So you are saying we should listen to the people who don't know what they are talking about because they ever only played one style while ignoring the people that can actually make informed comparisons? Doesn't that sound backwards?
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    Will trying to maintain legacy and the "feel" of D&D hurt innovation?

    I think this is right, but i would phrase it even stronger. Wizards is only interested in making the game that draws back money from as many lapsed players as possible. The quality of the game is a secondary concern. An to answer the op, of course basing everything on rules that were thrown...
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    The Importance of Randomness

    Who exactly was doing that? At worst you were told that some of your underlying analysis was not correct, that's not the same as saying you are doing it wrong. I would actually say, everybody in the thread agreed that randomness can be beneficial to the DM, if he is experienced enough to know...
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    The danger of the Three Pillars of D&D

    That sentence nails it!
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    D&D Blog : Dice Tricks

    It depends on the DC. If you need an 11 to succeed, your probability with one die is 0.5, but with two dice it's 0.75, which is equivalent to DC 6. So for a DC 11 re-rolling is equivalent to a +5 modifier. For comparison, for a DC 20 roll, re-rolling is less then a +1 modifier. (By DC above, I...
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