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[Folks that like 4e] What are some things from previous editions that you miss?
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<blockquote data-quote="Vartan" data-source="post: 4908997" data-attributes="member: 26155"><p>As a big-time 2E guy I agree: while I like the new Powers system for bringing structure and balance to the game, I miss the idea that my fighter just kept making melee attacks...and made them really, really well. I liked balancing out all of the details of my thief's abilities, or choosing spells for my Mage's spellbook. In 3E feats accomplished a lot in terms of building a character that is now accomplished with powers, but that system was oh-so-easy to break.</p><p></p><p>What I miss most is the inherent rarity and uniqueness of magic (and magic items) in 2E. The spells had weird effects which were cool even though they could be hard to resolve mechanically. I still don't feel at ease with the "Get your magic swords half off at K-Mart" feel of 3E and 4E, but that can be managed through RP.</p><p></p><p>Lastly, I miss some of 2E's splatbooks. The Arms & Equipment guide was great (even if those illustrations really should have been in the PHB) and the plethora of "kits" made it easy to run specialized characters and campaigns. I still read The Book of Villains...great stuff in there. The Campaign Sourcebook / Catacomb Guide was instrumental in helping gamers with the non-rules elements of the game, and the 4E DMG has admirably filled that gap: IMO it is the single best guide to starting, designing and managing a campaign and facilitating a fun tabletop experience. I think that gamers of all systems could benefit from reading the 4E DMG.</p></blockquote><p></p>
[QUOTE="Vartan, post: 4908997, member: 26155"] As a big-time 2E guy I agree: while I like the new Powers system for bringing structure and balance to the game, I miss the idea that my fighter just kept making melee attacks...and made them really, really well. I liked balancing out all of the details of my thief's abilities, or choosing spells for my Mage's spellbook. In 3E feats accomplished a lot in terms of building a character that is now accomplished with powers, but that system was oh-so-easy to break. What I miss most is the inherent rarity and uniqueness of magic (and magic items) in 2E. The spells had weird effects which were cool even though they could be hard to resolve mechanically. I still don't feel at ease with the "Get your magic swords half off at K-Mart" feel of 3E and 4E, but that can be managed through RP. Lastly, I miss some of 2E's splatbooks. The Arms & Equipment guide was great (even if those illustrations really should have been in the PHB) and the plethora of "kits" made it easy to run specialized characters and campaigns. I still read The Book of Villains...great stuff in there. The Campaign Sourcebook / Catacomb Guide was instrumental in helping gamers with the non-rules elements of the game, and the 4E DMG has admirably filled that gap: IMO it is the single best guide to starting, designing and managing a campaign and facilitating a fun tabletop experience. I think that gamers of all systems could benefit from reading the 4E DMG. [/QUOTE]
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[Folks that like 4e] What are some things from previous editions that you miss?
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