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Back to D&D after 18 Yrs
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<blockquote data-quote="Darkwolf71" data-source="post: 4181855" data-attributes="member: 32433"><p>1.) I would recommend waiting and givimg 4e a chance. It makes sense in your situation to pick up the version that will be supported going forward. If you decide you don't like it you can always go back later to 3.5 or even 1st / 2nd if you prefer.</p><p></p><p>2.) Totally doable, if you plan to make your own adventures. The problem you may have with 3.5 is the MASSIVE amount of material available. 50 or more rule books from Wizards of the Coast alone. You can fully run a game on just the 3 core books, but you have to ask 'Will I or my players want to buy more?' that could be a hassle.</p><p></p><p>3.) I'm sure the 'Dungeon' mapping tool is a generic name, if it doesn't support outdoor areas at launch, it surly will be updated to do so ASAP.</p><p></p><p>4.) Can't really speak for 4e, though from playtesters and sample players reports it is pretty easy to pick up, of course it has to be considered that nearly all of them were/are 3.5 players as well. You can learn the basics of 3.5 with a quick read through of the Players Handbook and Dungeon Masters Guide. Followed by lots of referencing during play. It's a rather complex beast, and many things will seem quite backwards depending on how much you remember from your TSR D&D days. Although the d20 system itself is very basic and makes sense.</p><p></p><p></p><p></p><p>Other suggestions: Bookmark this website. When you have questions ask 'em here. Most people here have likely already asked them and can give you quick and (maybe) helpful answers.</p><p></p><p>The WotC boards are a decent alternative, though I avoid them for the most part.</p><p></p><p></p><p>Most importantly, welcome back. The game has changed alot since you last rolled initiative, but it's still the same in many respects as well.</p></blockquote><p></p>
[QUOTE="Darkwolf71, post: 4181855, member: 32433"] 1.) I would recommend waiting and givimg 4e a chance. It makes sense in your situation to pick up the version that will be supported going forward. If you decide you don't like it you can always go back later to 3.5 or even 1st / 2nd if you prefer. 2.) Totally doable, if you plan to make your own adventures. The problem you may have with 3.5 is the MASSIVE amount of material available. 50 or more rule books from Wizards of the Coast alone. You can fully run a game on just the 3 core books, but you have to ask 'Will I or my players want to buy more?' that could be a hassle. 3.) I'm sure the 'Dungeon' mapping tool is a generic name, if it doesn't support outdoor areas at launch, it surly will be updated to do so ASAP. 4.) Can't really speak for 4e, though from playtesters and sample players reports it is pretty easy to pick up, of course it has to be considered that nearly all of them were/are 3.5 players as well. You can learn the basics of 3.5 with a quick read through of the Players Handbook and Dungeon Masters Guide. Followed by lots of referencing during play. It's a rather complex beast, and many things will seem quite backwards depending on how much you remember from your TSR D&D days. Although the d20 system itself is very basic and makes sense. Other suggestions: Bookmark this website. When you have questions ask 'em here. Most people here have likely already asked them and can give you quick and (maybe) helpful answers. The WotC boards are a decent alternative, though I avoid them for the most part. Most importantly, welcome back. The game has changed alot since you last rolled initiative, but it's still the same in many respects as well. [/QUOTE]
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