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<blockquote data-quote="Remathilis" data-source="post: 6567241" data-attributes="member: 7635"><p>My journey.</p><p></p><p>BECMI: My first exposure was via the Black Box Basic Game/Rules Cyclopedia method. Even through I was young (and pretty much floundered about mixing in AD&D and stuff along the route as I went) I have fond memories for BECMI, Mystara, and Thunder Rift.</p><p></p><p>AD&D 2e: My real first gaming of any length or width came in AD&D. Ran this for nearly 7 years until 3e was out. Fell in love with Ravenloft and Planescape, dabbled with Greyhawk and Realms. Played (or ran) lots of the classic 1e modules as well. </p><p></p><p>3e: We actually didn't switch to 3.0; most of my group was heavily invested in 2e and played that during most of 3e's run. We did some off-shoots, the longest being a Return to Temple of Elemental Evil campaign.</p><p></p><p>3.5: We really didn't start playing D&D 3e until 3.5 came out. By then, 2e was threadbare and most people were looking at new options with interest. We played a number of good 3e games, including my favorite: a long-running Eberron game. By the end of 3.5 though, options and math bloat had started to bother me, and the list of houserules needed to keep it running was reaching 2e era levels.</p><p></p><p>4e: Initially, I was excited. Bought the books on day one, and evangelized to my fellow players heavily. It was going to fix all the problems that had arisen in 3.5. We were wrong. It felt like a different game, wearing D&D's clothing. Too many new rules (ADEU, healing surges, milestones), too many new concepts (warlords, dragonborn, funky monsters), too many things that looked like D&D but didn't match what was expected (rogues forced to use crossbows, eladrin replacing high-elves with blink elves, needing a healing surge to drink a potion of healing). Top it off with sloggy math, uninspiring powers that read like M:TG cards, and after a solid year to trying, we gave up. </p><p></p><p>Pathfinder: Currently, this is where I am at. We've played PF since 2009, and its been D&D enough to work. However, it brought back all the things I wanted 4e to fix about about 3.5, and layered them with even more micro-options and power-creep. Its been fun, but getting to high level has been a mathematical slog of stacking buffs, powers and items, and overpowered options (gunslingers and summoners for example) really breaking the system. If I were to run PF again, I'd take a nod from PFS and due a "Core Rules Only" game.</p><p></p><p>5e: I'm currently awaiting our current PF game to wrap to try this. My group is hesitantly excited: they were burned by 4e and still hold a grudge against WotC for it. One is content to keep trucking in PF, one would rather go back to 2e(!), and one is gung-ho 5e. (The others don't care). It will be June before we get to try it, so lets hope all goes well.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6567241, member: 7635"] My journey. BECMI: My first exposure was via the Black Box Basic Game/Rules Cyclopedia method. Even through I was young (and pretty much floundered about mixing in AD&D and stuff along the route as I went) I have fond memories for BECMI, Mystara, and Thunder Rift. AD&D 2e: My real first gaming of any length or width came in AD&D. Ran this for nearly 7 years until 3e was out. Fell in love with Ravenloft and Planescape, dabbled with Greyhawk and Realms. Played (or ran) lots of the classic 1e modules as well. 3e: We actually didn't switch to 3.0; most of my group was heavily invested in 2e and played that during most of 3e's run. We did some off-shoots, the longest being a Return to Temple of Elemental Evil campaign. 3.5: We really didn't start playing D&D 3e until 3.5 came out. By then, 2e was threadbare and most people were looking at new options with interest. We played a number of good 3e games, including my favorite: a long-running Eberron game. By the end of 3.5 though, options and math bloat had started to bother me, and the list of houserules needed to keep it running was reaching 2e era levels. 4e: Initially, I was excited. Bought the books on day one, and evangelized to my fellow players heavily. It was going to fix all the problems that had arisen in 3.5. We were wrong. It felt like a different game, wearing D&D's clothing. Too many new rules (ADEU, healing surges, milestones), too many new concepts (warlords, dragonborn, funky monsters), too many things that looked like D&D but didn't match what was expected (rogues forced to use crossbows, eladrin replacing high-elves with blink elves, needing a healing surge to drink a potion of healing). Top it off with sloggy math, uninspiring powers that read like M:TG cards, and after a solid year to trying, we gave up. Pathfinder: Currently, this is where I am at. We've played PF since 2009, and its been D&D enough to work. However, it brought back all the things I wanted 4e to fix about about 3.5, and layered them with even more micro-options and power-creep. Its been fun, but getting to high level has been a mathematical slog of stacking buffs, powers and items, and overpowered options (gunslingers and summoners for example) really breaking the system. If I were to run PF again, I'd take a nod from PFS and due a "Core Rules Only" game. 5e: I'm currently awaiting our current PF game to wrap to try this. My group is hesitantly excited: they were burned by 4e and still hold a grudge against WotC for it. One is content to keep trucking in PF, one would rather go back to 2e(!), and one is gung-ho 5e. (The others don't care). It will be June before we get to try it, so lets hope all goes well. [/QUOTE]
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