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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
AD&D vs 3e?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 5701903" data-attributes="member: 9249"><p>I'd have to say that I'm torn between <em>Player's Option</em> 2E and <em>Pathfinder</em>, though there are aspects of every edition of D&D that appeal to me. For instance, I love the race-as-class rules from Classic-- especially from the <em>Gazetteer</em> series-- and pretty much everything about 4E <strong>except</strong> the class system and the encounter focus.</p><p></p><p><em>Player's Option</em> was the D&D that most felt like it was <strong>my</strong> D&D. A lot of the rules were questionable right out of the box and a lot of it could be easily broken in the wrong hands, but the flexibility of the <em>Player's Option</em> classes and proficiency systems are still unsurpassed within mainstream D&D. Those three books were like <em>Unearthed Arcana</em>-- either version-- Paizo's <em>Advanced Player's Guide</em> and ICE's <em>Rolemaster</em> combined.</p><p></p><p>By the time 3E was released, I'd customized 2E to the point that there were dozens of classes and each race-- including humans-- had its own unique list of classes that were available to it. I cannibalized the kits from the <em>Complete</em> PHBR series and used the custom class rules to completely redefine the differences between the various player races.</p><p></p><p><em>Pathfinder</em>, likewise, is a close second in this regard but with much more robust and consistent rules. The <em>Advanced Player's Guide</em> brought back a level of detail and flexibility that I thought had been lost forever and the two <em>Ultimate</em> books have added a wealth of new options to the game. It's the best implementation of the d20 System yet, and it just keeps getting better.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5701903, member: 9249"] I'd have to say that I'm torn between [i]Player's Option[/i] 2E and [i]Pathfinder[/i], though there are aspects of every edition of D&D that appeal to me. For instance, I love the race-as-class rules from Classic-- especially from the [i]Gazetteer[/i] series-- and pretty much everything about 4E [b]except[/b] the class system and the encounter focus. [i]Player's Option[/i] was the D&D that most felt like it was [b]my[/b] D&D. A lot of the rules were questionable right out of the box and a lot of it could be easily broken in the wrong hands, but the flexibility of the [i]Player's Option[/i] classes and proficiency systems are still unsurpassed within mainstream D&D. Those three books were like [i]Unearthed Arcana[/i]-- either version-- Paizo's [i]Advanced Player's Guide[/i] and ICE's [i]Rolemaster[/i] combined. By the time 3E was released, I'd customized 2E to the point that there were dozens of classes and each race-- including humans-- had its own unique list of classes that were available to it. I cannibalized the kits from the [i]Complete[/i] PHBR series and used the custom class rules to completely redefine the differences between the various player races. [i]Pathfinder[/i], likewise, is a close second in this regard but with much more robust and consistent rules. The [i]Advanced Player's Guide[/i] brought back a level of detail and flexibility that I thought had been lost forever and the two [i]Ultimate[/i] books have added a wealth of new options to the game. It's the best implementation of the d20 System yet, and it just keeps getting better. [/QUOTE]
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