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<blockquote data-quote="Tony Vargas" data-source="post: 6036307" data-attributes="member: 996"><p>I have to agree. As much for the impression it gives you of D&D's co-creator as for the content. While obviously not written as a retrospective, it works as one. </p><p></p><p>OD&D, I'm tempted to say Blackmoor, because it contains the first published adventure (Temple of the Frog).</p><p></p><p>2e is tough, because it was such a large yet stodgy edition. The one book I found memorable was the Complete Priests Handbook, by Aaron Alston. Alston worked a lot on Champions! and it showed in the CPH which was less a list of kits and stuff and more a toolkit for the DM (or player) to create faiths (cleric variations). A level of customization D&D had never tried before, and wouldn't try again until 3e.</p><p></p><p>3e, I'm going to stray slightly and say the SRD. Though 3e had some great stuff in the rules (modular multi-classing, feats, the Fighter class design) and other materials, it's single biggest contribution to the hobby was legitimizing open-source RPGs (open source RPGs like FUDGE or Fuzion had already been tried, but lending the D&D name to the concept was a big deal).</p><p></p><p>4e, the PH1, because it had the biggest, seemingly impossible, innovation in D&D history: classes that actually balanced, not to mention the first new class in a long time to really click for me: the Warlord.</p><p></p><p>Essentials, the Monster Vault, mainly because I didn't say MM3 for 4e. The MM3 refinements that finally got monsters working just-right, plus expanded fluff, plus pogs, and a module as a bonus.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6036307, member: 996"] I have to agree. As much for the impression it gives you of D&D's co-creator as for the content. While obviously not written as a retrospective, it works as one. OD&D, I'm tempted to say Blackmoor, because it contains the first published adventure (Temple of the Frog). 2e is tough, because it was such a large yet stodgy edition. The one book I found memorable was the Complete Priests Handbook, by Aaron Alston. Alston worked a lot on Champions! and it showed in the CPH which was less a list of kits and stuff and more a toolkit for the DM (or player) to create faiths (cleric variations). A level of customization D&D had never tried before, and wouldn't try again until 3e. 3e, I'm going to stray slightly and say the SRD. Though 3e had some great stuff in the rules (modular multi-classing, feats, the Fighter class design) and other materials, it's single biggest contribution to the hobby was legitimizing open-source RPGs (open source RPGs like FUDGE or Fuzion had already been tried, but lending the D&D name to the concept was a big deal). 4e, the PH1, because it had the biggest, seemingly impossible, innovation in D&D history: classes that actually balanced, not to mention the first new class in a long time to really click for me: the Warlord. Essentials, the Monster Vault, mainly because I didn't say MM3 for 4e. The MM3 refinements that finally got monsters working just-right, plus expanded fluff, plus pogs, and a module as a bonus. [/QUOTE]
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