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"The perfect edition for ___ is this!" [+]
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<blockquote data-quote="EzekielRaiden" data-source="post: 8711491" data-attributes="member: 6790260"><p><em><span style="color: rgb(65, 168, 95)">For quick play and ease of learning and picking up, the best edition is</span></em> Gamma World 7e, which is based on 4e, though it requires some adaptation to use in a pure-fantasy setting rather than post-apocalyptic science-fantasy. Has most of 4e's balance, but no bloat.</p><p><em><span style="color: rgb(65, 168, 95)">For one off-sessions, the best edition is</span></em> also GW7e. Zany madcap hijinks. The only issue will be that it's geared for post-apoc science-fantasy, so it may require adaptation if you want to do something else.</p><p><em><span style="color: rgb(65, 168, 95)">For strategic and tactical planning, the best edition is</span></em> 4e, hands down, at least in terms of tactics. Strategy is probably an older edition, maybe OD&D. You might be able to massage (perspective changes, with a small chance of light house-ruling) Skill Challenges to cover the logistics side though.</p><p><em><span style="color: rgb(65, 168, 95)">For system mastery, the best edition is</span></em> Pathfinder 1e, if you're okay with having to slap down overpowered BS; 4e, if you don't want to bother with that but still want optimization to be rewarded.</p><p><em><span style="color: rgb(65, 168, 95)">For that hero/superhero feel, my go-to edition is</span></em> probably 4e, though honestly no edition is particularly superheroic IMO.</p><p><em><span style="color: rgb(65, 168, 95)">For dark and gritty, you should use</span></em> either 1e, with Ravenloft, or 2e, with Dark Sun. Those two are the quintessential "dark and gritty" options. I guess 1e and its emphasis on Greyhawk might work too, if you want a GoT-style "dark and gritty."</p><p><em><span style="color: rgb(65, 168, 95)">Want a low magic setting, go with</span></em> anything that isn't 3e/3.5e/PF1e. 5e is the hardest of the remainder to adapt to a low-magic setting, but it's much more doable than 3e and its direct children.</p><p><em><span style="color: rgb(65, 168, 95)">Player skill matters, so use</span></em> 1e if "player skill" means metagame knowledge, logistics, SOPs, marching order, etc. Otherwise, 4e, because literally no other edition of D&D actually respects the idea of "skill at using the game's rules" half as much as 4e does.</p><p><em><span style="color: rgb(65, 168, 95)">For the best player options and customization, go with</span></em> Pathfinder, especially if the DM is willing to approve 3.5e content on a case-by-case basis. There's almost nothing you can't do with a "3.PF" game.</p><p><em><span style="color: rgb(65, 168, 95)">Want to convert to a modern or sci-fi setting? Use</span></em> 4e. I was a player in an <em>excellent</em> science-fantasy setting which had almost no significant tweaks to 4e's rules (two extra skills, IIRC.)</p><p><em><span style="color: rgb(65, 168, 95)">If you want a ton of setting/lore material out there, use</span></em> 4e, but cross-reference lore from 2e as necessary to fill in any gaps.</p><p><em><span style="color: rgb(65, 168, 95)">The best art and aesthetic is</span></em> generally 4e, even though it has a few stinkers, but 5e actually has some really good art too. Avoid 2e--great lore, terrible art IME.</p><p></p><p>A few other example things I think would be good:</p><p></p><p><em><span style="color: rgb(65, 168, 95)">If you're hankering for high-flying pulp action, go with</span></em> 4e, specifically Eberron, but refer back to 3e lore as needed. I am given to understand that, despite designing Eberron with 3e game rules in mind, Rich Baker felt it was an even better fit for 4e's rules.</p><p><em><span style="color: rgb(65, 168, 95)">For post-apocalyptic shenanigans, whether serious or comedic, use</span></em> GW7e, as noted.</p><p><em><span style="color: rgb(65, 168, 95)">For a beer-and-pretzels game, play</span></em> BECMI or B/X, at least by reputation. I haven't played either, though I have played Labyrinth Lord, which is apparently based on B/X.</p><p><em><span style="color: rgb(65, 168, 95)">The best option for long-running, high-level play is</span></em> 4e, accept no substitutes. Yes, things can take longer to work through at high level, but no edition has given as much thematic and mechanical support to high-level play as 4e did.</p><p><em><span style="color: rgb(65, 168, 95)">If you want a long-run game but don't want high level, use</span></em> 13th Age--if PF is acceptable, this should be too. 13A has by far the best rules for spooling out player advancement, such that even though it has only 10 levels, you could easily stretch that time out to 3-4 years and players would be unlikely to complain, due to the Incremental Advancement rules. It's also just incredibly well-designed.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8711491, member: 6790260"] [I][COLOR=rgb(65, 168, 95)]For quick play and ease of learning and picking up, the best edition is[/COLOR][/I] Gamma World 7e, which is based on 4e, though it requires some adaptation to use in a pure-fantasy setting rather than post-apocalyptic science-fantasy. Has most of 4e's balance, but no bloat. [I][COLOR=rgb(65, 168, 95)]For one off-sessions, the best edition is[/COLOR][/I] also GW7e. Zany madcap hijinks. The only issue will be that it's geared for post-apoc science-fantasy, so it may require adaptation if you want to do something else. [I][COLOR=rgb(65, 168, 95)]For strategic and tactical planning, the best edition is[/COLOR][/I] 4e, hands down, at least in terms of tactics. Strategy is probably an older edition, maybe OD&D. You might be able to massage (perspective changes, with a small chance of light house-ruling) Skill Challenges to cover the logistics side though. [I][COLOR=rgb(65, 168, 95)]For system mastery, the best edition is[/COLOR][/I] Pathfinder 1e, if you're okay with having to slap down overpowered BS; 4e, if you don't want to bother with that but still want optimization to be rewarded. [I][COLOR=rgb(65, 168, 95)]For that hero/superhero feel, my go-to edition is[/COLOR][/I] probably 4e, though honestly no edition is particularly superheroic IMO. [I][COLOR=rgb(65, 168, 95)]For dark and gritty, you should use[/COLOR][/I] either 1e, with Ravenloft, or 2e, with Dark Sun. Those two are the quintessential "dark and gritty" options. I guess 1e and its emphasis on Greyhawk might work too, if you want a GoT-style "dark and gritty." [I][COLOR=rgb(65, 168, 95)]Want a low magic setting, go with[/COLOR][/I] anything that isn't 3e/3.5e/PF1e. 5e is the hardest of the remainder to adapt to a low-magic setting, but it's much more doable than 3e and its direct children. [I][COLOR=rgb(65, 168, 95)]Player skill matters, so use[/COLOR][/I] 1e if "player skill" means metagame knowledge, logistics, SOPs, marching order, etc. Otherwise, 4e, because literally no other edition of D&D actually respects the idea of "skill at using the game's rules" half as much as 4e does. [I][COLOR=rgb(65, 168, 95)]For the best player options and customization, go with[/COLOR][/I] Pathfinder, especially if the DM is willing to approve 3.5e content on a case-by-case basis. There's almost nothing you can't do with a "3.PF" game. [I][COLOR=rgb(65, 168, 95)]Want to convert to a modern or sci-fi setting? Use[/COLOR][/I] 4e. I was a player in an [I]excellent[/I] science-fantasy setting which had almost no significant tweaks to 4e's rules (two extra skills, IIRC.) [I][COLOR=rgb(65, 168, 95)]If you want a ton of setting/lore material out there, use[/COLOR][/I] 4e, but cross-reference lore from 2e as necessary to fill in any gaps. [I][COLOR=rgb(65, 168, 95)]The best art and aesthetic is[/COLOR][/I] generally 4e, even though it has a few stinkers, but 5e actually has some really good art too. Avoid 2e--great lore, terrible art IME. A few other example things I think would be good: [I][COLOR=rgb(65, 168, 95)]If you're hankering for high-flying pulp action, go with[/COLOR][/I] 4e, specifically Eberron, but refer back to 3e lore as needed. I am given to understand that, despite designing Eberron with 3e game rules in mind, Rich Baker felt it was an even better fit for 4e's rules. [I][COLOR=rgb(65, 168, 95)]For post-apocalyptic shenanigans, whether serious or comedic, use[/COLOR][/I] GW7e, as noted. [I][COLOR=rgb(65, 168, 95)]For a beer-and-pretzels game, play[/COLOR][/I] BECMI or B/X, at least by reputation. I haven't played either, though I have played Labyrinth Lord, which is apparently based on B/X. [I][COLOR=rgb(65, 168, 95)]The best option for long-running, high-level play is[/COLOR][/I] 4e, accept no substitutes. Yes, things can take longer to work through at high level, but no edition has given as much thematic and mechanical support to high-level play as 4e did. [I][COLOR=rgb(65, 168, 95)]If you want a long-run game but don't want high level, use[/COLOR][/I] 13th Age--if PF is acceptable, this should be too. 13A has by far the best rules for spooling out player advancement, such that even though it has only 10 levels, you could easily stretch that time out to 3-4 years and players would be unlikely to complain, due to the Incremental Advancement rules. It's also just incredibly well-designed. [/QUOTE]
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