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<blockquote data-quote="the Jester" data-source="post: 9262313" data-attributes="member: 1210"><p>Hard to say without a finished product, but if it has significant power creep, follows the apparent trend of making things like races more generic and less meaningful choices, and the like, it might be the first D&D edition or half-edition to come out since I started playing back in 1980-1981 that I won't adopt wholesale. I think I am more likely to throw in a few elements and exclude the rest than I am to throw out a few elements and include the rest. </p><p></p><p>I like the new weapon mastery rules. Some of the new class features for martials are cool. Casters don't need a bump, cantrips don't need a bump, turning spells that conjure animals into spells that create effects doesn't do it for me, adding feats to first level pcs is not an improvement for a "zero to hero" game (which is a playstyle I prefer), and so forth.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9262313, member: 1210"] Hard to say without a finished product, but if it has significant power creep, follows the apparent trend of making things like races more generic and less meaningful choices, and the like, it might be the first D&D edition or half-edition to come out since I started playing back in 1980-1981 that I won't adopt wholesale. I think I am more likely to throw in a few elements and exclude the rest than I am to throw out a few elements and include the rest. I like the new weapon mastery rules. Some of the new class features for martials are cool. Casters don't need a bump, cantrips don't need a bump, turning spells that conjure animals into spells that create effects doesn't do it for me, adding feats to first level pcs is not an improvement for a "zero to hero" game (which is a playstyle I prefer), and so forth. [/QUOTE]
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