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<blockquote data-quote="JeffB" data-source="post: 5387242" data-attributes="member: 518"><p>I agree with this but for a couple different reasons than yours..</p><p></p><p>1)now most of the rules a player needs are on a character sheet. PLayers can reference the CRS instead of taking time to crack open a book and looking up a spell description, or class ability description. Doubly good for the DM side of things and monsters. In 3E you'd have to possibly reference a few different areas besides the actual MM stat block and maybe the PHB too if the monster had an ability that functioned like a spell. With 4E I rareley reference anything besides the stat-block itself.</p><p></p><p>2) very important- the powers are now so easily translated/re-skinned to take into account flavor. Running a glorantha type game with its massive focus on a characters culture, mythology, and divine magic was an absolute PITA at best with prior editions of D&D and it's strict "world structure". It was never worth it. With 4E I can re-skin the powers and monsters, and even completely drop arcane spell users if I want and run a balanced game. The Magic item system can be dropped as well too. (and simply use the bonuses per "tier")</p><p></p><p>As for other editions-</p><p></p><p>I like 3Es D20 licensing. Possibly the best thing to come out of the game-I'm enjoying the OSR becuase of this and faves of mine like RuneQuest returned too. Also this was possibly the worst thing though :stifled the industry's creativity as everyone hopped on the D20 bandwagon and created alot of sub-par product. I think varied systems makes for a healthier gaming community, but thats just me., and I'm getting way OT. Rule-wise, I liked the unified mechanics and saving throws- just wish they had not built so much rules depth into the system. </p><p></p><p>2E- I liked the intent to promote and produce alot of "non generic" settings, and focus on something besides combat and dungeon crawling. Of course they had alot of crap products and product direction and went overboard on "story" but the intentions were good.</p><p></p><p>Moldvay/Cook/Marsh- FINALLY! A cleaned up, easy to reference more "open" OD&D-esque ruleset without all structure of AD&D. I grew up playing LBBs and mixed in some stuff from the AD&D volumes- it was a mess. I loved all the new variety of spells, classes, items that AD&D rules brought, but could not stand the structure compared to that wild & wooly OD&D game. MCM was a breath of fresh air. Still my fave version of the game.</p></blockquote><p></p>
[QUOTE="JeffB, post: 5387242, member: 518"] I agree with this but for a couple different reasons than yours.. 1)now most of the rules a player needs are on a character sheet. PLayers can reference the CRS instead of taking time to crack open a book and looking up a spell description, or class ability description. Doubly good for the DM side of things and monsters. In 3E you'd have to possibly reference a few different areas besides the actual MM stat block and maybe the PHB too if the monster had an ability that functioned like a spell. With 4E I rareley reference anything besides the stat-block itself. 2) very important- the powers are now so easily translated/re-skinned to take into account flavor. Running a glorantha type game with its massive focus on a characters culture, mythology, and divine magic was an absolute PITA at best with prior editions of D&D and it's strict "world structure". It was never worth it. With 4E I can re-skin the powers and monsters, and even completely drop arcane spell users if I want and run a balanced game. The Magic item system can be dropped as well too. (and simply use the bonuses per "tier") As for other editions- I like 3Es D20 licensing. Possibly the best thing to come out of the game-I'm enjoying the OSR becuase of this and faves of mine like RuneQuest returned too. Also this was possibly the worst thing though :stifled the industry's creativity as everyone hopped on the D20 bandwagon and created alot of sub-par product. I think varied systems makes for a healthier gaming community, but thats just me., and I'm getting way OT. Rule-wise, I liked the unified mechanics and saving throws- just wish they had not built so much rules depth into the system. 2E- I liked the intent to promote and produce alot of "non generic" settings, and focus on something besides combat and dungeon crawling. Of course they had alot of crap products and product direction and went overboard on "story" but the intentions were good. Moldvay/Cook/Marsh- FINALLY! A cleaned up, easy to reference more "open" OD&D-esque ruleset without all structure of AD&D. I grew up playing LBBs and mixed in some stuff from the AD&D volumes- it was a mess. I loved all the new variety of spells, classes, items that AD&D rules brought, but could not stand the structure compared to that wild & wooly OD&D game. MCM was a breath of fresh air. Still my fave version of the game. [/QUOTE]
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