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Favorite Change in any D&D edition


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The removal of level limits was my favorite change.

Unlike most others posting I prefer THAC0 and am indifferent to unified mechanics, though I understand why most do prefer them. I think that this may be because I grew up playing D&D in the 80’s and it is a mindset.
 

The removal of level limits was my favorite change.

Unlike most others posting I prefer THAC0 and am indifferent to unified mechanics, though I understand why most do prefer them. I think that this may be because I grew up playing D&D in the 80’s and it is a mindset.

Everyone I know grew up playing D&D in the late 70's and in the 80's. Preference is for the unified mechanics. So, I don't think that is responsible ;)
 


Everyone I know grew up playing D&D in the late 70's and in the 80's. Preference is for the unified mechanics. So, I don't think that is responsible ;)

Sorry, I met a personal mindset not everyone that played in the 70's and 80's. :)

Edit: My group recognizes that the unified mechanics of 3e are much better but playing AD&D for 30 years and playing 3e for less than 10 years we find it difficult to change what we are familiar and comfortable with.
 
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Linear Attribute scaling...

I never got the 2ed attribute thing... Dex 8 and dex 14 was almost the same thing...

It was a pain for me to do my house ruled World of Darkness cross overs ;-P
 

Linear Attribute scaling...

I never got the 2ed attribute thing... Dex 8 and dex 14 was almost the same thing...

It was a pain for me to do my house ruled World of Darkness cross overs ;-P

OD&D was all about tables. Nothing was linear which, to be honest, is probably more 'realistic'. My own homebrew system models most things as an 'S' curve: little early progress, lots of mid-progress, tapering off at high ability. The old D&D charts captured that nicely but also meant you were a slave to the charts.

But 'realism' and game ease is always a trade off. I prefer the current linear tables.
 

There are a lot of things that changed and made me think "Oh that's clever," or "oh thank god, I hated that."

But for me, far and away, the change that makes it most unlikely I'll go back to a previous edition, is the introduction of character powers in 4E.

Now, every class has a selection of cool, useful things to do, every round.

No more "I'll take Affect Normal Fire as my spell! That sounds useful!" No more "I swing my sword. And then I'll...swing it again."

Everyone has a selection of powers to choose from, every round, they'll all useful, they're all relevant to combat. I can think of no greater, no more significant change.
 

The best change was the d20 system & OGL. That evolution really opened up the game. I especially loved that it allowed other genres. I still do.
 

2e: Specialty Priests
2e Player's Options: The critical hit system from Combat and Tactics
3e: There is not one. There are at least ten and, probably, about twenty (not including Unearthed Arcana)
4e: Again, I can't give just one, but the choices are much narrower than 3e. It comes down to removing level drain, removing XP costs, heroic tier multiclassing, or making the classes balanced across all levels.
this. but that's cheating.

if I have to pick one it would be 3e's unified level progression, which made multiclassing and customisation easier.
 

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