Elaborating on the "playing lute" thing, according to my experience :* BXCMI : "DM, may I play the lute ?". Inconsistent answer, depending on the last grade obtained by the DM (we were 10) - rulings, not rules, as the game recognized that characters created by the dozen to explore subterranean mazes needn't be fully fleshed out, as they probably won't leave the dungeon alive. At least, the game encouraged players to broaden their character progrssively and gives a very good sense of a broader world (your murdering hobo might not play the lute, but he is looking forward to hire lute players when he hits name level)At * ADD : When you ask your DM he tells you to wait until next session. He then comes back with a gonzo table where you roll 2d8 and a 16 means Iuz & St Cuthbert come to hear the performance.* 2e : can't remember.* 3e : at least, you get proper rules ! Of course, they entail that you have to kill lots of things to be a good lute player, and that, if you dedicate yourself to the way of the lute, you'll get screwed by refusing to take spot like everyone else, especially if you're a fighter. Of course, you could also be a half-cestial Cleric 2/ Rogue 1/ Bard 2 / Mystic Lute player (from the complete badass musician handbook) wielding a +6 Lute of awesomeness.*4e : by player fiat, i guess you could declare yourself a lute player. You'll need to roll checks to get some effect, which would be adjudicated in a level appropriate manner (to use one of your power, one of your skill, or a p42 effect)... Even against deaf opponents.BXCMI feels too basic, ADD too gonzo, 3E too serious, 4E too abstract.I hope Next will keep : rulings rather than comprehensive rules, name level where killing thing and taking their stuff recedes to the background, a stable engine hard to derail, capability to create diverse characters, easy to create & fun to use monsters, world building (even at the expense of story building, ie unlike 4e). I am confident !