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<blockquote data-quote="babomb" data-source="post: 4474177" data-attributes="member: 1316"><p>I like this thread.</p><p></p><p>I started playing with 2e, so I wouldn't know what to take from editions before that.</p><p></p><p>2e -</p><ul> <li data-xf-list-type="ul">The fluff. 3e books seem to be about the rules ("more of a ruleplaying game" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />). A lot of 2e books seemed to take the stance "This what a medieval fantasy world is like, and by the way, here are the rules for it." That flavor is a big part of what made D&D so interesting to me.</li> <li data-xf-list-type="ul">Specialty priests. I like that they felt different from each other.</li> <li data-xf-list-type="ul">Specialist wizards. Again, they had a totally different feel from each other, and they were presented front and center. 3e had them as practically a footnote, and they weren't differentiated enough. And 4e gets rid of the schools completely! I would likely make them prestige classes.</li> <li data-xf-list-type="ul">I like the idea of combining NWPs with skills from upthread, so I'll take that too.</li> <li data-xf-list-type="ul">Making characters was a lot faster than 3e.</li> <li data-xf-list-type="ul">The monster manual with all kinds of neat info like ecology, and monsters starting on the top of a page. Also, the great picture of the invisible stalker. Apart from stat conversions, my only major change would be calling the demons demons.</li> <li data-xf-list-type="ul">Some of the old spells, especially the quirky ones. 3e spells seem a little more systemized than I'd like.</li> </ul><p></p><p>3e -</p><ul> <li data-xf-list-type="ul">The base system, but try to find a fix for multi-class casters.</li> </ul><p></p><p>4e</p><ul> <li data-xf-list-type="ul">Simplified skill system. We almost never did anything but pick x skills and max them out anyway.</li> <li data-xf-list-type="ul">Reduced number spread between different classes. The math got a little wonky at high levels in 3e.</li> <li data-xf-list-type="ul">Similarly, simpler bonus type stacking, etc.</li> <li data-xf-list-type="ul">I like that there are more interesting decisions for a fighter to make than simply picking whom to swing his sword at. Probably I'd convert some of the powers to feats or something. I have no problem with a fighter being less complicated than a wizard, however.</li> </ul></blockquote><p></p>
[QUOTE="babomb, post: 4474177, member: 1316"] I like this thread. I started playing with 2e, so I wouldn't know what to take from editions before that. 2e - [LIST] [*]The fluff. 3e books seem to be about the rules ("more of a ruleplaying game" :P). A lot of 2e books seemed to take the stance "This what a medieval fantasy world is like, and by the way, here are the rules for it." That flavor is a big part of what made D&D so interesting to me. [*]Specialty priests. I like that they felt different from each other. [*]Specialist wizards. Again, they had a totally different feel from each other, and they were presented front and center. 3e had them as practically a footnote, and they weren't differentiated enough. And 4e gets rid of the schools completely! I would likely make them prestige classes. [*]I like the idea of combining NWPs with skills from upthread, so I'll take that too. [*]Making characters was a lot faster than 3e. [*]The monster manual with all kinds of neat info like ecology, and monsters starting on the top of a page. Also, the great picture of the invisible stalker. Apart from stat conversions, my only major change would be calling the demons demons. [*]Some of the old spells, especially the quirky ones. 3e spells seem a little more systemized than I'd like. [/LIST] 3e - [LIST] [*]The base system, but try to find a fix for multi-class casters. [/LIST] 4e [LIST] [*]Simplified skill system. We almost never did anything but pick x skills and max them out anyway. [*]Reduced number spread between different classes. The math got a little wonky at high levels in 3e. [*]Similarly, simpler bonus type stacking, etc. [*]I like that there are more interesting decisions for a fighter to make than simply picking whom to swing his sword at. Probably I'd convert some of the powers to feats or something. I have no problem with a fighter being less complicated than a wizard, however. [/LIST] [/QUOTE]
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