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<blockquote data-quote="Uchawi" data-source="post: 6566252" data-attributes="member: 6775000"><p>1e/bluebox</p><p></p><p>I started here and it was a wonderful and new experience. It paralleled my thirst to read fantasy novels. And even through D&D does not mimic the majority of the fantasy genre, it did not matter because I was focused on the experience. The rest of the editions started to feed my hunger for more complexity and options.</p><p></p><p> 2e</p><p>This was the best setting to fulfill my desire to explore other worlds, with so many supplements. I started to expand as a DM by adding my twist to officially released content. There was plenty of quality products to choose from. It was probably the level of complexity I enjoy in a game, but it was little unwieldy when dealing with all the sub-systems. Magic reigned supreme.</p><p></p><p>3e</p><p> I started to get burned out on D&D and wanted to try other things. I had a long run playing the GURPS system and converting over worlds like dragon lance for great effect. GURPS created a system with a lot of options, but it was more cohesive than 3E with the theoretical focus on system mastery. The sub-systems ran wild.</p><p></p><p>4e</p><p> This edition gave me a class system that had more of a GURPS focus where the underlying mechanics were simple and predictable, but it did not have the major downfall in GURPS in reference to being totally free form. I would spend a lot of effort in GURPS with all the nuts and bolts, so overall I prefer a class system to do that work for me. It was very easy to DM 4E. I introduced the greatest amount of new players to the game, including women that would never consider the predecessors. However, 4E did go to far with the AEDU structure in regards to limiting the amount of choices each class received. In addition, 4E had dismal support for adventures. So I did not have enough content to keep myself and players interested. The days of reading a fantasy novel, or even watching a movie and being able to create worlds or adventures on the fly were gone. To many other things keep me busy, but I still like RPGs.</p><p></p><p>Essentials (i.e. Pathfinder skipped)</p><p> I took a serious look at Pathfinder as a DM and a player, but it brought to many memories back of 3E and a multitude of sub-systems. In addition, Pathfinder was 3E on steroids, so it was hard to convert over older modules and adventures.</p><p></p><p>In regards to Essentials, it was a down grade to 4E in my mind. Instead of adding more choices to classes, expanding the ritual/martial practice/alchemy systems, it focused on making 4E even simpler. So it alienated the current supporters of 4E and probably had little chance of bringing over previous edition players currently using their preferred system.</p><p></p><p>5e</p><p> 5e hit, and the playtest impressed me too, but then I started to see too many compromises for the sake of tradition or simplicity. The game was no longer transparent like 4E in regards to action economy, or classes. The spell sub-systems was brought back to the game, and martial classes were dumbed down without any meta-mechanics like maneuvers to support them. Other 4E ideas like rituals/martial practices/alchemy suffer the same problem made worse by 5E approach on keeping things light without much details.</p><p></p><p> I believe 5E is great for a casual game amongst friends, just like getting together to play cards is fun, but it is too simple to maintain any long term interest. But it also has the same problem of 4E without much content (adventures/worlds) to explore to keeps things interesting. It would have been great if they introduced a new world.</p></blockquote><p></p>
[QUOTE="Uchawi, post: 6566252, member: 6775000"] 1e/bluebox I started here and it was a wonderful and new experience. It paralleled my thirst to read fantasy novels. And even through D&D does not mimic the majority of the fantasy genre, it did not matter because I was focused on the experience. The rest of the editions started to feed my hunger for more complexity and options. 2e This was the best setting to fulfill my desire to explore other worlds, with so many supplements. I started to expand as a DM by adding my twist to officially released content. There was plenty of quality products to choose from. It was probably the level of complexity I enjoy in a game, but it was little unwieldy when dealing with all the sub-systems. Magic reigned supreme. 3e I started to get burned out on D&D and wanted to try other things. I had a long run playing the GURPS system and converting over worlds like dragon lance for great effect. GURPS created a system with a lot of options, but it was more cohesive than 3E with the theoretical focus on system mastery. The sub-systems ran wild. 4e This edition gave me a class system that had more of a GURPS focus where the underlying mechanics were simple and predictable, but it did not have the major downfall in GURPS in reference to being totally free form. I would spend a lot of effort in GURPS with all the nuts and bolts, so overall I prefer a class system to do that work for me. It was very easy to DM 4E. I introduced the greatest amount of new players to the game, including women that would never consider the predecessors. However, 4E did go to far with the AEDU structure in regards to limiting the amount of choices each class received. In addition, 4E had dismal support for adventures. So I did not have enough content to keep myself and players interested. The days of reading a fantasy novel, or even watching a movie and being able to create worlds or adventures on the fly were gone. To many other things keep me busy, but I still like RPGs. Essentials (i.e. Pathfinder skipped) I took a serious look at Pathfinder as a DM and a player, but it brought to many memories back of 3E and a multitude of sub-systems. In addition, Pathfinder was 3E on steroids, so it was hard to convert over older modules and adventures. In regards to Essentials, it was a down grade to 4E in my mind. Instead of adding more choices to classes, expanding the ritual/martial practice/alchemy systems, it focused on making 4E even simpler. So it alienated the current supporters of 4E and probably had little chance of bringing over previous edition players currently using their preferred system. 5e 5e hit, and the playtest impressed me too, but then I started to see too many compromises for the sake of tradition or simplicity. The game was no longer transparent like 4E in regards to action economy, or classes. The spell sub-systems was brought back to the game, and martial classes were dumbed down without any meta-mechanics like maneuvers to support them. Other 4E ideas like rituals/martial practices/alchemy suffer the same problem made worse by 5E approach on keeping things light without much details. I believe 5E is great for a casual game amongst friends, just like getting together to play cards is fun, but it is too simple to maintain any long term interest. But it also has the same problem of 4E without much content (adventures/worlds) to explore to keeps things interesting. It would have been great if they introduced a new world. [/QUOTE]
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