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<blockquote data-quote="Greg K" data-source="post: 4543482" data-attributes="member: 5038"><p>1e</p><p>- Gygax references</p><p>- Equipment list (including 1e Unearthed Arcana)</p><p></p><p>2e: </p><p>- Settings</p><p>- Specialty Priests</p><p>- PO: Combat and Tactics critical confirmation</p><p>- PO: Combat and Tactics weapon Groups</p><p>- PO: Spells and Magic Wizard Specialists</p><p>- PO: Spells and Magic Spell Point variants</p><p></p><p>3e</p><p>- OGL/ d20 STL</p><p>- Unified Core Mechanic</p><p>- Skill List (sans Use Rope)</p><p>- Purchasing of Skill Ranks</p><p>- feats</p><p>- monster stat blocks, but seperate combat powres from non-combat</p><p>- Unearthed Arcana style class variants (including the Paladin and Ranger non-casting versions from Complete Champion)</p><p>- Unearthed Arcana: Spontaneous Divine Casting</p><p>- Unearthed Arcana: Specialist Wizard variant abilities</p><p>- Unearthed Arcana: Weapon Groups rules (using 2e: Combat and Tactics weapon group list)</p><p>- Unearthed Arcana: Action Points, but use Mutant and Mastermind's reroll method.</p><p>- Unearthed Arcana: Incantions</p><p>- Sean K Reynold's Fewer Absolutes</p><p>- Book of Iron Might maneuvers</p><p>- Green Ronin Classes: Cavalier, Psychic, Shaman, Witch</p><p>- Green Ronin's Psychic power system</p><p>- AEG's Myrmidon Class as warrior mage</p><p>- Adamant's d20 Fantasy Occupations for d20 Modern style backgrounds</p><p>- Adamant's Hor Pursuit Rules for chases</p><p>- Mystic Eye Game's Artificer Handbook magic item creation rules</p><p></p><p>Pre 4e: </p><p>- zero to hero</p><p></p><p>4e</p><p>- removing non-biological abilities and making them feats</p><p>- streamlined save progression</p><p>- toning down spellcasters</p><p>- class armor and weapon proficiencies not gained via multiclassing</p><p>- class saving throw bonuses not gained via multiclassing </p><p>- skill challenges</p><p>- removing level drain</p><p>- removing 3e costs for creating items and casting certain spells</p></blockquote><p></p>
[QUOTE="Greg K, post: 4543482, member: 5038"] 1e - Gygax references - Equipment list (including 1e Unearthed Arcana) 2e: - Settings - Specialty Priests - PO: Combat and Tactics critical confirmation - PO: Combat and Tactics weapon Groups - PO: Spells and Magic Wizard Specialists - PO: Spells and Magic Spell Point variants 3e - OGL/ d20 STL - Unified Core Mechanic - Skill List (sans Use Rope) - Purchasing of Skill Ranks - feats - monster stat blocks, but seperate combat powres from non-combat - Unearthed Arcana style class variants (including the Paladin and Ranger non-casting versions from Complete Champion) - Unearthed Arcana: Spontaneous Divine Casting - Unearthed Arcana: Specialist Wizard variant abilities - Unearthed Arcana: Weapon Groups rules (using 2e: Combat and Tactics weapon group list) - Unearthed Arcana: Action Points, but use Mutant and Mastermind's reroll method. - Unearthed Arcana: Incantions - Sean K Reynold's Fewer Absolutes - Book of Iron Might maneuvers - Green Ronin Classes: Cavalier, Psychic, Shaman, Witch - Green Ronin's Psychic power system - AEG's Myrmidon Class as warrior mage - Adamant's d20 Fantasy Occupations for d20 Modern style backgrounds - Adamant's Hor Pursuit Rules for chases - Mystic Eye Game's Artificer Handbook magic item creation rules Pre 4e: - zero to hero 4e - removing non-biological abilities and making them feats - streamlined save progression - toning down spellcasters - class armor and weapon proficiencies not gained via multiclassing - class saving throw bonuses not gained via multiclassing - skill challenges - removing level drain - removing 3e costs for creating items and casting certain spells [/QUOTE]
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