Something Old, something New, something Borrowed, something blew...

Old: 2E straight forward combat

New: Defenses, not saves [edit]No, scrap that. Move/Minor/Standard/Free is what I want from the 'new' category[/edit]

Borrowed: Can't think of any at the moment. I don't play a lot of other RPGs

Blew: 3E's expansiveness. I want condensed rules that I have a chance of remembering, not 400 books.
 
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This is awesome.

SOOOO many links to pass on to WotC this week.

Old - Fast character creation. If you want pick up and play for new people, telling them that they need to read these three books to be on the same power level as people who have been playing for a while is not a good thing to have to do.

New - Balance. Balance good!

Borrowed - Aspects from FATE. Sweet jeebus is this a way to add more flavour/fun. And the vagueness of it makes it easy for even an unexperienced DM to throw it in.

Blew - System mastery and feat traps.
 

Old: Equipment lists. (Seriously -- where is the 4E "Healer's Kit"? Where is the 4E mule? Where is the 4E Baldric? Did stripping the Equipment list actually save any space in the PHB? CHJGEEZ, guys!)

New (from 4E): At-Will attacks; Utility powers for everybody; defenses instead of saves; RITUALS!; Balance; Skill Powers (blessings upon the heads of MM and RJS for those); Minions; Healing Surges (yes, a renaming would help); so much more.

Borrowed: Uh. As I don't play otherwise, but have some old T&T books in storage: "Scramasax." (OK: multiple flavors of daggers beyond standard and kukri and whatever.)

Blew: 4E feat-based multiclassing: total feat-sink. (The initial "member of class" feats were great, but the "power swap" feats sucked.)
Worst case: "Arcane Initiate" to become a Wizard.
Conflicting feature of 4E Wizard multiclassing: No Cantrips. (What? According to the fluff, the first thing that any Wizard learns are Cantrips, for practice; so any new multiclass Wizard learns -- no Cantrips. How is that consistent?)
 
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Old: exploration. Dungeon crawling ≠ dungeon delving.

New: caster/non-caster balance

Borrowed: ability-skill mixing and matching (a la Cortex) so you can make a Strength-Intimidate check or an Intelligence-Climbing check depending how you do something

Blew: the treadmill
 

Old: disarms, trips, sunder items and multi-classing from 3rd ED, the rules need some revisions (no touch AC unless it scales, a multi-class variant to prevent front-loading).

New: at-wills and substituting actions to keep each turn interesting.

Borrowed: a simple wound system, Star Wars Saga is a good start

Blew: spell-caster vs. non-caster class power discrepancy
 

Old: Unearthed Arcana alternate rules for things

New: Useful and interesting powers for non casters at higher levels.

Borrowed: d20 modern's multiclassing. (runner up, traveller's character background creation system. I think my first character ended up with an unintended prison stay in his background. lol)

Blew: Oooh...so many choices. Gotta go with some of 3e/4e's (but ESPECIALLY 3e) exotic weapons. Some were ok, and had some thought like the bastard sword / dwarven waraxe with their strength requirements, and then we got mercury filled swords and my personal favorite the double flail. Flail baby flail!

(Runners up, Alignment languages, weapon speeds, racial level limits, flurry of misses)
 

Old: Focus on exploration and discovery.

4E: Codifying environmental hazards, traps and whatnot to be easily inserted into combat. Also, all monsters having flavorful abilities that can shape combat.

Borrowed: Apocalypse World's focus on providing an Agenda & Principles for MCs (GMs) and partial successes.

Blew: XP for killing monsters. This is pretty much all editions. I want XP for finding treasures, discovering cool locations, completing quests and goals, etc. Killing monsters shouldn't be considered a requirement for advancement.
 

Just to be clear from my end, I take role playing to be the entire enterprise wherein we play with stuff that exists solely in our own minds. Role playing can also mean portraying a fictional personality, but confusing the two can make it harder to communicate.

A lot of play I've been a part of is 1-on-1 Player to DM turn taking. This is especially prevalent in combat or whenever in-game time slows down. I see this like swapping off turns with a console's game controller while everyone else watches and waits. To me that directly leads to boring play and is poor design, but... I would not remove it from the game altogether. I would simply make it an option. (Perhaps in terms of design boring, slow play could be its own detriment?)

When the locus of a game is moved from the corner of the room where the DM sits to the center of the table surrounded by the players, then everyone is in place to engage as they desire and the DM is afforded the opportunity to hang back and referee - watch, listen, and quickly relay judgement calls and results.

I enable optional group or grouping of initiative, even advocate it at times, while suggesting the strategic use of a Caller whenever the players become really confused. Neither technique is mandatory, but neither are they automatically "against the rules". I use them because they are designs which routinely lead to more enjoyable play.

Is there an article or blog I could read to explain this? Or have you posted in detail about this in another thread? It still is hard for me to understand how it would work. It sounds interesting.
 

Okay, here goes:

Old: EASE OF CHARACTER CREATION
Role some dice, pick a class, buy some gear, BOOM! Done in 20 minutes. If you need a piece of software to create a PC something is very VERY wrong.

New: PULP-HEROIC VIBE
I consider it my life's work to personally smack anyone who plays D&D and openly admits that the only fantasy they've ever read is Tolkien and/or Dragonlance. D&D does not and has never done that sort of 'epic fantasy' well, and 2nd and 3rd editions attempts to shove that particular square peg into the round hole just made a mess of things. What D&D was originally designed to represent was 'pulp fantasy': Howard, Lieber, etc. and to be brutally honest no edition represents that sort of gung-ho action better than 4th.

Borrowed: REPUTATION RANKS
A fully realized campaign world is not an amusement park for players to rampage through. nor do their actions take place in a vacuum. Their actions, for good or ill, will have consequences. I would love to see rules mooched from another system that will influence NPC's reactions to the PCs based on previous actions: There's no point in being a 27th level bad-arse with 900 hit points if you'll get run out of every village because the word has gotten out about what you did to that little old lady in Whatevershire....and to that orphanage...and to that cow...

Blew: PLAYER CHARACTER ENTITLEMENT
As a DM there's few things that annoy me more than sitting down to my game, adventure already written up and ready to go, only to have one of my players say "My mage is getting boring, I wanna play a Pastamancer!" and she starts waving 'The Ultimate Pastamancer book' in my face. I do not have the time, the inclination, or the patience to pore over yet another 120+ page rulebook, crammed with another 700 powers, feats, etc. for players to cherry pick and abuse. And being a grownup with rent, utilities, insurance, student loan payments and saving for retirement, it often comes down to choosing to buy the monthly $40 installment of the rules or food for that long stretch until payday...guess which one gets skipped over (hint: I can't buy rulebooks at the grocery store)
 

Old: 5-minute character creation
New: 5-minute monster creation
Borrowed: Skill-based system instead of static classes, such as ala World of Darkness
Blew: 3E's vampires with spiked chains (or werebeasts with weapons and armor instead of natural attacks).
 

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