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Stuff from your favorite edition you DON'T want in Next
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<blockquote data-quote="LightPhoenix" data-source="post: 6071023" data-attributes="member: 115"><p>From 2E, a lot of the arcane math, such as THAC0. The math shouldn't be an obstacle to playing.</p><p></p><p>From 3E, the big thing I would like not to be in the game is the "xmas tree effect". It exists in any edition, but 3.X was notable for it. Bonuses should be strictly typed (no untyped/misc/etc) and limited to a few non-overlapping types.</p><p></p><p>From 4E, I don't want to see such complexity of character options. Figuring out what to do amongst all the options bogged down the pace of combat even more than interrupts/reactions, IMO.</p><p></p><p>My big one though was from both 3E and 4E, and that's the dilution of the "Rogue" archetype. It started in 3E by expanding the thief to include stuff like thugs and swashbucklers (should be Fighter archetypes), and continued in 4E with the whole "striker" concept (Rogues should not be in the thick of combat). I don't have a problem with expanding the Rogue archetype, but it should be keeping with the core concept.</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 6071023, member: 115"] From 2E, a lot of the arcane math, such as THAC0. The math shouldn't be an obstacle to playing. From 3E, the big thing I would like not to be in the game is the "xmas tree effect". It exists in any edition, but 3.X was notable for it. Bonuses should be strictly typed (no untyped/misc/etc) and limited to a few non-overlapping types. From 4E, I don't want to see such complexity of character options. Figuring out what to do amongst all the options bogged down the pace of combat even more than interrupts/reactions, IMO. My big one though was from both 3E and 4E, and that's the dilution of the "Rogue" archetype. It started in 3E by expanding the thief to include stuff like thugs and swashbucklers (should be Fighter archetypes), and continued in 4E with the whole "striker" concept (Rogues should not be in the thick of combat). I don't have a problem with expanding the Rogue archetype, but it should be keeping with the core concept. [/QUOTE]
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