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General Tabletop Discussion
*TTRPGs General
basic differences in rules per edition
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<blockquote data-quote="Peraion Graufalke" data-source="post: 5463160" data-attributes="member: 81950"><p>2E</p><p>- Wizards have 9 spell levels, clerics and druids have 7 spell levels</p><p>- Clerics can get quest spells (Tome of Magic), wizards can get 10th level spells and higher (certain Forgotten Realms supplements)</p><p>- When you take damage while casting, your spell fails automatically</p><p>- Wizards aren't allowed to wear armor (some exceptions for elf fighter-mages with elven chainmail)</p><p>- You need to roll for every spell you want to learn (except for read magic IIRC) and you have a maximum number of spells per spell level that you can learn</p><p>- Strict race and class limitations (e.g. no dwarven paladins), demihuman level limits (with lots of optional rules)</p><p>- Races have positive and negative ability mods, usually +1/-1 (Dark Sun is the big exception here)</p><p></p><p>3E</p><p>- Wizards, clerics and druids have 9 spell levels</p><p>- When you take damage while casting, you can make a concentration check so your spell won't fail</p><p>- Wizards who wear armor have a chance of spell failure</p><p>- No race and class limitations, no demihuman level limits</p><p>- Races have positive and negative ability mods, usually +2/-2</p><p></p><p>4E</p><p>- No traditional spell levels</p><p>- Casting spells can't be interrupted (in a previous editions sense of the word) unless you're knocked unconscious</p><p>- Wizards can wear pretty much any armor they want to without risking spell failure</p><p>- No need to roll if you want to learn a spell</p><p>- No race and class limitations, no demihuman level limits</p><p>- Races have positive ability mods (no penalties), usually +2</p></blockquote><p></p>
[QUOTE="Peraion Graufalke, post: 5463160, member: 81950"] 2E - Wizards have 9 spell levels, clerics and druids have 7 spell levels - Clerics can get quest spells (Tome of Magic), wizards can get 10th level spells and higher (certain Forgotten Realms supplements) - When you take damage while casting, your spell fails automatically - Wizards aren't allowed to wear armor (some exceptions for elf fighter-mages with elven chainmail) - You need to roll for every spell you want to learn (except for read magic IIRC) and you have a maximum number of spells per spell level that you can learn - Strict race and class limitations (e.g. no dwarven paladins), demihuman level limits (with lots of optional rules) - Races have positive and negative ability mods, usually +1/-1 (Dark Sun is the big exception here) 3E - Wizards, clerics and druids have 9 spell levels - When you take damage while casting, you can make a concentration check so your spell won't fail - Wizards who wear armor have a chance of spell failure - No race and class limitations, no demihuman level limits - Races have positive and negative ability mods, usually +2/-2 4E - No traditional spell levels - Casting spells can't be interrupted (in a previous editions sense of the word) unless you're knocked unconscious - Wizards can wear pretty much any armor they want to without risking spell failure - No need to roll if you want to learn a spell - No race and class limitations, no demihuman level limits - Races have positive ability mods (no penalties), usually +2 [/QUOTE]
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