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<blockquote data-quote="GreyLord" data-source="post: 5464082" data-attributes="member: 4348"><p>I'm tired and so unlike my usual longwinded self, I'm actually NOT going to post all the changes between editions. However, 3e changed the most rules. The biggest change however, was as previously mentioned, changing it from D&D to Rolemaster Lite. Made a TON of Ex-D&D players who hated classes delighted to call a rolemaster like game...D&D. Not that it mattered, the numbers playing AD&D had shrunk significantly by that point. There were more Ex-D&D players than active and admitted AD&D and D&D players combined.</p><p></p><p>HOWEVER...the BIGGEST change which I'll probably post to another sister thread of this one after I read all the way through it is tougher to say. It's pretty hard to say whether it was between 0D&D and it's supplements (Greyhawk changed the world and how it was run...almost literally...many wouldn't recognize 0D&D as the D&D today...they would recognize it after Greyhawk though).</p><p></p><p>Something else that was a slower change, more in the minds of players rather than the game system was between 0D&D and AD&D as it came to be in the mid to late 80s. Originally, via the wargaming ideas, characters that were low levels were exceptional. They were better than many of the other monsters and people of the world around them. This idea was even found in BECMI...as you can see...a first level fighter isn't some new novice...he's a freaking veteran. They are trained and experienced.</p><p></p><p>However, somewhere along the way, they became freaking newbies just wet behind the ears...not really trained, and ready to die. This is exemplified by 3.X's take on what a character starts off as. </p><p></p><p>The older thought process had the idea that it took years just to get to 1st level. Because of that, it was incredibly hard to get levels in another class you didn't start with.</p><p></p><p>In 3e it was a matter of a simple decision at a level up...or became that. In some ways 4e, with it's feat system has made a return to having the heroes having a slightly tougher time training...as well as starting the heroes as deadly trained warriors instead of some newbie fresh off the boat who hasn't seen a sword before a month ago when they finally got trained on it.</p><p></p><p>Another massive change was AD&D/0D&D supplemented (that's with the supplements inclusive of Greyhawk, etc.) and BX and BECMI D&D. Races that were classes (even if they simulated what was played previously) and some other items were pretty big changes.</p><p></p><p>The biggest concept change was probably 3e however. It changed from class as solely the archtype, to where class could be a symbolic thing you dipped into. This of course is a rules change reflected more by the change in through processes in previous editions rather than the rules. </p><p></p><p>The rules changes are numerous however in many of the editions. Between core 0D&D (without supplements) to AD&D would perhaps be almost equal to the number of changes between AD&D 2e core and 3e. Hard to say though.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 5464082, member: 4348"] I'm tired and so unlike my usual longwinded self, I'm actually NOT going to post all the changes between editions. However, 3e changed the most rules. The biggest change however, was as previously mentioned, changing it from D&D to Rolemaster Lite. Made a TON of Ex-D&D players who hated classes delighted to call a rolemaster like game...D&D. Not that it mattered, the numbers playing AD&D had shrunk significantly by that point. There were more Ex-D&D players than active and admitted AD&D and D&D players combined. HOWEVER...the BIGGEST change which I'll probably post to another sister thread of this one after I read all the way through it is tougher to say. It's pretty hard to say whether it was between 0D&D and it's supplements (Greyhawk changed the world and how it was run...almost literally...many wouldn't recognize 0D&D as the D&D today...they would recognize it after Greyhawk though). Something else that was a slower change, more in the minds of players rather than the game system was between 0D&D and AD&D as it came to be in the mid to late 80s. Originally, via the wargaming ideas, characters that were low levels were exceptional. They were better than many of the other monsters and people of the world around them. This idea was even found in BECMI...as you can see...a first level fighter isn't some new novice...he's a freaking veteran. They are trained and experienced. However, somewhere along the way, they became freaking newbies just wet behind the ears...not really trained, and ready to die. This is exemplified by 3.X's take on what a character starts off as. The older thought process had the idea that it took years just to get to 1st level. Because of that, it was incredibly hard to get levels in another class you didn't start with. In 3e it was a matter of a simple decision at a level up...or became that. In some ways 4e, with it's feat system has made a return to having the heroes having a slightly tougher time training...as well as starting the heroes as deadly trained warriors instead of some newbie fresh off the boat who hasn't seen a sword before a month ago when they finally got trained on it. Another massive change was AD&D/0D&D supplemented (that's with the supplements inclusive of Greyhawk, etc.) and BX and BECMI D&D. Races that were classes (even if they simulated what was played previously) and some other items were pretty big changes. The biggest concept change was probably 3e however. It changed from class as solely the archtype, to where class could be a symbolic thing you dipped into. This of course is a rules change reflected more by the change in through processes in previous editions rather than the rules. The rules changes are numerous however in many of the editions. Between core 0D&D (without supplements) to AD&D would perhaps be almost equal to the number of changes between AD&D 2e core and 3e. Hard to say though. [/QUOTE]
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