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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
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<blockquote data-quote="James Gasik" data-source="post: 9627840" data-attributes="member: 6877472"><p>1e - Lots of character classes. In addition to Unearthed Arcana, Dragonlance Adventures, and OA, there were more classes than you could count in things like Dragon Magazine. I enjoyed the possibilities.</p><p></p><p>2e - Priests of a specific deity feeling very different than their peers. Wacky, gonzo possibilities with race and settings (why yes, I am an animate cube with legs serving as a crewmember on a flying ship IN SPACE!).</p><p></p><p>3e - Alternate class features- it doesn't make sense that every Ranger is going to be a cookie cutter with the exact same abilities, if they travel in different lands! Taking the existence of magic items into account- the solution arrived at here is flawed, but way better than what we have these days, IMO. Provisions for high level play that could be transformative. Prestige classes- sure, they weren't handled the best way, but breaking the chains of being a "standard" class in interesting ways was incredible and could make a campaign world feel more vibrant when you have organizations of Wayfinders and Academic Wizards roaming about. Being able to cast buffs that actually matter!</p><p></p><p>4e - defined roles so that each class has a built in niche, which is supported. Warriors who can actually protect weaker party members, instead of just kind of hoping enemies target them. Hybrid characters (probably the best multiclassing experience I've ever had in D&D). Dedicated force multiplier Leaders, instead of guys who sit behind a pinpoint laser defense barrier and sometimes bother to pop you up to single digit hit points if you fall down. Healing surges that were both impactful and a limit on how much you can adventure today. Disease rules that were useful! Moving magic effects to non-combat rituals that take longer amounts of time and resources to enact! Doing away with most of the perceived caster/non-caster nonsense! Everyone on the same timetable, instead of some classes wanting to nap every 5 seconds, others constantly afraid of running out of gas, and still others doing the same thing, every turn, round after round after round, wondering why everyone else is getting bent out of shape!</p><p></p><p>5e - subclasses are a great idea. Feats that do more than grant +1 to hit or AC is a great idea. Could be handled better.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9627840, member: 6877472"] 1e - Lots of character classes. In addition to Unearthed Arcana, Dragonlance Adventures, and OA, there were more classes than you could count in things like Dragon Magazine. I enjoyed the possibilities. 2e - Priests of a specific deity feeling very different than their peers. Wacky, gonzo possibilities with race and settings (why yes, I am an animate cube with legs serving as a crewmember on a flying ship IN SPACE!). 3e - Alternate class features- it doesn't make sense that every Ranger is going to be a cookie cutter with the exact same abilities, if they travel in different lands! Taking the existence of magic items into account- the solution arrived at here is flawed, but way better than what we have these days, IMO. Provisions for high level play that could be transformative. Prestige classes- sure, they weren't handled the best way, but breaking the chains of being a "standard" class in interesting ways was incredible and could make a campaign world feel more vibrant when you have organizations of Wayfinders and Academic Wizards roaming about. Being able to cast buffs that actually matter! 4e - defined roles so that each class has a built in niche, which is supported. Warriors who can actually protect weaker party members, instead of just kind of hoping enemies target them. Hybrid characters (probably the best multiclassing experience I've ever had in D&D). Dedicated force multiplier Leaders, instead of guys who sit behind a pinpoint laser defense barrier and sometimes bother to pop you up to single digit hit points if you fall down. Healing surges that were both impactful and a limit on how much you can adventure today. Disease rules that were useful! Moving magic effects to non-combat rituals that take longer amounts of time and resources to enact! Doing away with most of the perceived caster/non-caster nonsense! Everyone on the same timetable, instead of some classes wanting to nap every 5 seconds, others constantly afraid of running out of gas, and still others doing the same thing, every turn, round after round after round, wondering why everyone else is getting bent out of shape! 5e - subclasses are a great idea. Feats that do more than grant +1 to hit or AC is a great idea. Could be handled better. [/QUOTE]
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