Li Shenron
Legend
Sorry if this has been done too many times...
In light of one of the 5e's main design target, i.e. to support fans of all previous editions, what are the key elements that define the typical "gamestyle" of each past edition of D&D? You can mention either general properties or specific rules that significantly impact the style of playing at the table, but in the latter case it might be possible to extrapolate a property (e.g. "feats" basically represent fine customization of PCs via "add-ons" features, but the specific mechanic of feats is not necessarily the only way to implement that).
For example, IMXP some key aspects of 3e gamestyle are the following:
- system mastery, e.g. significant reward for PC optimization
- unbound accuracy, actually divergent numbers along level progression
- fine PC customization (e.g. feats, skills, multiclassing, tons of supplementary books)
- heavy tactical/battlemat combat due to precise movement rules, AoO, flanking, reach...
- very detailed action economy (also an aspect of heavy tactical combat)
- (fairly) low lethality at low- to mid-levels
- high randomness at high-levels, mostly due to save-or-die and other dramatic spells
- built-in equipment progression, wide availability of magic items assumed
- vancian magic (implies strongly daily-based strategy)
- gp and xp cost as a restriction for certain problematic spells or abilities
Obvious features such as "class-based system" that are common to all editions can be omitted.
What else in 3e and what in other editions strongly defined the gaming experience in them?
In light of one of the 5e's main design target, i.e. to support fans of all previous editions, what are the key elements that define the typical "gamestyle" of each past edition of D&D? You can mention either general properties or specific rules that significantly impact the style of playing at the table, but in the latter case it might be possible to extrapolate a property (e.g. "feats" basically represent fine customization of PCs via "add-ons" features, but the specific mechanic of feats is not necessarily the only way to implement that).
For example, IMXP some key aspects of 3e gamestyle are the following:
- system mastery, e.g. significant reward for PC optimization
- unbound accuracy, actually divergent numbers along level progression
- fine PC customization (e.g. feats, skills, multiclassing, tons of supplementary books)
- heavy tactical/battlemat combat due to precise movement rules, AoO, flanking, reach...
- very detailed action economy (also an aspect of heavy tactical combat)
- (fairly) low lethality at low- to mid-levels
- high randomness at high-levels, mostly due to save-or-die and other dramatic spells
- built-in equipment progression, wide availability of magic items assumed
- vancian magic (implies strongly daily-based strategy)
- gp and xp cost as a restriction for certain problematic spells or abilities
Obvious features such as "class-based system" that are common to all editions can be omitted.
What else in 3e and what in other editions strongly defined the gaming experience in them?