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Main differences between 3.5E, 4E, and Pathfinder?

1e gave xp for gold recovered.

2e gave xp for story awards and for class related experience such as thieves using their skills, spellcasters casting spells, etc.

3e gave xp for overcoming traps and poorly defined roleplay and story awards.

Basic -4e all have xp for combat encounters.

I HAD forgotten the 1e xp for gold rule and the 2E "double bonus for xp" rule.

One funny thing about 1e/2e. I don't think you could have a character that could Intimidate, Bluff or be Diplomatic since looking at my 2e PHB, the NWP chapter has no listing for

Bluff
Diplomacy
Intimidate or
Insight.

The closest equivalent might be "Etiquette" and that's kind of a Mr. Fantastic.
 

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Maybe true. I've always found 3E nearly impossible to use without minis, so I can't agree with the first part, but knowing placement is a MUST in 4E. Graph paper can do, but prepare for a lot of erasing.


true. Team tactics are a must in 4E. In 3E, there are some characters that can get by with doing things on their own.


All monsters follow the same rules. But they are not all PCs. Monsterswork differently than PCs. A GM can run a game with monsters, then play a game as a PC and it will feel different beyond the same basic rules.

Ease to GM: 4E is much more GM friendly, going with the RAW. It does not take as long to create a character, set up a trap, or distribute the appropriate amount of treasure.

Class balance: 4E is supposed to be designed around the idea that every class can do something at every level. In 3E there are often times when a spellcaster has nothing to do but load a crossbow and shoot. YMMV.

Ease of introduction: 4E is more friendly to casual gamers. It is easier to learn and easier in function and exection. 3E by mid to high levels becomes very bogged down (Rage+Bard's song stat boost+ belt of giant strength+enlarge then someone casts dispel magic and dispels the girdle then someone casts bull's strength and you are wielding a 2-handed weapon).

Magical Items: 3E is heavy with the need of magical items. If you choose to have a low-magic campaign, you will need to readjust CRs and so forth appropriately. 4E is less magical item heavy. You need them, like in 3E, but not as many. A fighter, for instance, will not need a golf bag full of a variety of weapons to bypass Damage Reduction (/cold iron, /magic, /silver, /adamantium, /good, /evil, et al.)

Simulationists vs. Gamists: 3E is more for simulationists. Like all D&D, it glosses over things to make them easier, but things like a complex grapple mechanic, jump rules, powers that can be used consistantly are all closer to realism. 4E goes the more gamist rout, sacrificing realism for ease of play and 'fun'. Characters have powers that can be used by the encounter. That is done for game balance, but raises the question "How often can I do this, really?" Its an abstraction.

Pathfinder: It is still in the works but is attempting to improve on the existing 3E while making it backwards compatable. Kay factors include - balancing the original classes with later classes, especially in the department of getting something at every level; improving high-level play to make it manegable beyond 10-12; making NPC creation easier for the GM; and so on. The Alpha document is out there and is free, and Beta is on its way (or maybe that's out now?). The finalized new rules will be ready in a year. Pathfinder is meant to replace teh D&D Player's Handbook and the Dungeonmaster'guide.

This is one the clearest, most unbiased comparisons of 3x and 4E I've read so far.

Well done, DB! :)
 


1e gave xp for gold recovered.

Only when you recovered that gold from killing something. You didn't, for example, get xp for crafting a sword and selling it for gold.

2e gave xp for story awards and for class related experience such as thieves using their skills, spellcasters casting spells, etc.

Note, this is still very heavily tied to combat. Fighters, for example, only got bonus xp for killing stuff.

3e gave xp for overcoming traps and poorly defined roleplay and story awards.

Basic -4e all have xp for combat encounters.

4e is the first edition to specifically and clearly reward role play with xp.
 

4e is the first edition to specifically and clearly reward role play with xp.

Can you tell me where? I'm only 103 pages into a straight read of the 4e DMG. The index refers to page 120 for xp and lists xp for combat, traps, skill challenges, and possibly puzzles but not role play.

Quests have levels but I don't see any mechanical interaction yet where you would use those levels.

3e DMG page 168 has a section explicitly for granting xp for roleplaying well. The guideline is not more than 50xlevel per adventure.

2e DMG Table 33 Common Individual Awards:
Player role-playes his character well* 100-200

*This award can be greater if the player character sacrifices some game advantage to role-play his character. A noble fighter who refuses a substantial reward because it would not be in character qualifies.

If you are talking about skill challenges I would disagree that skill challenges = roleplay. "roll 4 successes before 2 failures at x DC" is skill mechanics, you can do that with or without roleplay elements, the same as combat.
 

Note, this is still very heavily tied to combat. Fighters, for example, only got bonus xp for killing stuff.

It is true that the fighter class specific awards are for fighting. However xp is not all tied to combat encounters.

Table 33:
Common Individual Awards

Player has a clever idea 50-100
Player has an idea that saves the party 100-500
Player role-plays his character well* 100-200
Player encourages others to participate 100-200
Defeating a creature in a single combat XP value/creature

*This award can be greater if the player character sacrifices some game advantage to role-play his character. A noble fighter who refuses a substantial reward because it would not be in character qualifies.


Table 34:
Individual Class Awards

Award
Warrior
Per Hit Die of creature defeated 10 XP/level

Priest
Per successful use of a granted power 100 XP
Spells cast to further ethos 100 XP/spell level*
Making potion or scroll XP value
Making permanent magical item XP value

Wizard
Spells cast to overcome foes or problems 50 XP/spell level
Spells successfully researched 500 XP/spell level
Making potion or scroll XP value
Making permanent magical item XP value

Rogue
Per successful use of a special ability 200 XP
Per gold piece value of treasure obtained 2 XP
Per Hit Die of creatures defeated (bard only) 5 XP

2e xp is heavily driven by combat encounters. So is 4e. 2e has xp rewards for non combat situations. So does 4e.
 

Only when you recovered that gold from killing something. You didn't, for example, get xp for crafting a sword and selling it for gold.

Actually the phrase in the 1e DMG on page 84 is "gaining treasure". This is not restricted to combat and killing however. "You must weigh the level of challenge - be it thinking or fighting - versus the level of experience of the player character(s) who gained it." and "Tricking or outwitting monsters or overcoming tricks and/or traps placed to guard treasure must be determined subjectively, with level of experience balanced against the degree of difficulty you assign to the gaining of the treasure."
 

About the only thing there that's outside of combat is the "role plays his character well" other than item creation anyway.

That's pretty slim.

4e has quest awards. 4e has skill challenges. Both award xp. If traps in 3e count, then certainly these would.
 

Really, all three are fine choices. Anyone who tries to tell you otherwise is trying to sell you something. :) Which one would be best for you, however, depends on your own style of gaming...not just playing, but DMing as well.

3.5 is the current standard; there are tons of ready-to-play adventures, adventure paths, campaign settings, and tools out there. So if you are wanting to play something "off the shelf," you will find the biggest selection of toys here. Sure, you can still create your own adventures and campaigns with 3.5 (it's all I do), but it can get...tedious...

4E is the new hotness, and everyone is talking about it...but there aren't very many ready-to-play adventures. (And since everyone is talking about it, chances are that any experienced 4E players are already familiar with the few that are.) If you like to create your own adventures on short order, but you don't like to spend a lot of time on the details, 4E might be best for you.

Pathfinder has been nicknamed "3.75" for good reason; it is kind of like an updated 3.5 Edition. I've played a few Alpha games from it, and it feels more like a houseruled 3.5 game than a whole new edition. So if you are experienced with 3rd Edition, and you are looking for something new without having to re-invent the wheel, I would recommend Pathfinder to you.

Hope this helps!
 

I HAD forgotten the 1e xp for gold rule and the 2E "double bonus for xp" rule.

One funny thing about 1e/2e. I don't think you could have a character that could Intimidate, Bluff or be Diplomatic since looking at my 2e PHB, the NWP chapter has no listing for

Bluff
Diplomacy
Intimidate or
Insight.

The closest equivalent might be "Etiquette" and that's kind of a Mr. Fantastic.

Charisma in both 1e and 2e affected "reaction adjustments"
 

Into the Woods

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