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Stuff from your favorite edition you DON'T want in Next
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<blockquote data-quote="Madmage" data-source="post: 6076078" data-attributes="member: 6693380"><p>My favourite edition from a rules perspective was 3rd edition (3.0 and 3.5). I've played (and still play) 2nd edition extensively and read the 4th edition rules. That said, on with my list of what I don't want from each edition:</p><p></p><p></p><p>3rd edition:</p><p>- Paladin poke-mounts.</p><p>- Too little differences between clerics of different faiths; especially non-martial clerics having access to the same weapons as more militant ones.</p><p>- "Rogue-only" skills; things like open lock or disarm device fit better as part of a class feature of rogues rather than within the skill system. That said, stealth, climb, detect noise should be available to all classes through the skill system.</p><p>- Skill system too dependent on levels. A sage that spends all his life researching a field shouldn't need to be level 15 to have a good score in his area of expertise. Feats (to show increased interest or devotion), natural talent (i.e. ability scores) and access to the right materials/tools should be what influences a character's score. </p><p></p><p>- Magic item creation shops/catalog. While I understand the necessity for XP/GP costs for balance purposes, I'd have preferred more emphasis on material or component collection over just flat rates. Want to make an unholy weapon? Obtain the blessing from an evil god or creature of sufficient power like a tanar'ri or Baatezu. Vile item? Sacrifice some innocents. Dragon plate? Go kill a dragon and skin it. And so on and so forth. I'm fine with 1 shot items like certain potions and scrolls being made quickly though. Obviously, something like a potion of longevity would require more involvement than just subtracting the gold and xp off your sheet. </p><p></p><p>-4th edition:</p><p>-Dragonborn</p><p>- The needlessly revised 4th edition planar cosmology. If the "Great Wheel" was too complicated, it could have easily been ignored for the sake of the base setting that would be centered purely on the prime material plane anyways. If players and DMs wanted to expand the game into the planes, obviously they'd have some interest in taking the time to understand everything. Maybe I'm just bitter that Planescape isn't supported anymore. </p><p>- Most of the plot for and during the time skip of the Forgotten Realms setting.</p></blockquote><p></p>
[QUOTE="Madmage, post: 6076078, member: 6693380"] My favourite edition from a rules perspective was 3rd edition (3.0 and 3.5). I've played (and still play) 2nd edition extensively and read the 4th edition rules. That said, on with my list of what I don't want from each edition: 3rd edition: - Paladin poke-mounts. - Too little differences between clerics of different faiths; especially non-martial clerics having access to the same weapons as more militant ones. - "Rogue-only" skills; things like open lock or disarm device fit better as part of a class feature of rogues rather than within the skill system. That said, stealth, climb, detect noise should be available to all classes through the skill system. - Skill system too dependent on levels. A sage that spends all his life researching a field shouldn't need to be level 15 to have a good score in his area of expertise. Feats (to show increased interest or devotion), natural talent (i.e. ability scores) and access to the right materials/tools should be what influences a character's score. - Magic item creation shops/catalog. While I understand the necessity for XP/GP costs for balance purposes, I'd have preferred more emphasis on material or component collection over just flat rates. Want to make an unholy weapon? Obtain the blessing from an evil god or creature of sufficient power like a tanar'ri or Baatezu. Vile item? Sacrifice some innocents. Dragon plate? Go kill a dragon and skin it. And so on and so forth. I'm fine with 1 shot items like certain potions and scrolls being made quickly though. Obviously, something like a potion of longevity would require more involvement than just subtracting the gold and xp off your sheet. -4th edition: -Dragonborn - The needlessly revised 4th edition planar cosmology. If the "Great Wheel" was too complicated, it could have easily been ignored for the sake of the base setting that would be centered purely on the prime material plane anyways. If players and DMs wanted to expand the game into the planes, obviously they'd have some interest in taking the time to understand everything. Maybe I'm just bitter that Planescape isn't supported anymore. - Most of the plot for and during the time skip of the Forgotten Realms setting. [/QUOTE]
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