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The worst of all editions? (humor)
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<blockquote data-quote="Dausuul" data-source="post: 5802049" data-attributes="member: 58197"><p>You generate your ability scores using point buy, but roll to see how many points you get. There is an obvious optimal arrangement of stats for each class.</p><p></p><p>Just as in 4E core, classes are all built on a single unified framework. That framework is the BD&D fighter. Your class abilities consist of "roll to hit" and "roll damage." However, to create a sense of variety, these abilities are given flavorful names such as "bard song," "charm person," and "cure light wounds."</p><p></p><p>Combat is as fast-paced as epic 4E (before MM3), is as tactically engaging as BD&D, and uses rules as lightweight and flexible as 3E's and as well-organized and coherent as 1E's. Every round consists of fifteen minutes of totting up bonuses and modifiers, after which you roll to hit, roll damage, and are done. Because the combatants have 4E hit points but deal BD&D damage, it takes roughly three hours of this before anything dies.</p><p></p><p>Attack rolls use THAC0 and iterative attacks. When you roll to confirm a critical, you consult a chart.</p><p></p><p>Races are classes. It doesn't much matter because every class is a BD&D fighter. However, you can reap enormous benefits in hit points and AC by multi-classing, 3E-style. The best class combo starts with dragonborn 1/kender 3/gnome 2 and goes on from there. This is explicitly given as an example, to emphasize that it is legal under the rules.</p><p></p><p>Half the book is taken up by feats. There is a chain of seven feats which give you big across-the-board bonuses and can be taken only in a specific order. All the other feats suck. The seven-feat chain is explained as being necessary to make the math work. Each feat in the chain has the "tax" keyword.</p><p></p><p>The edition has errata issued every month, but there is no DDI support. Instead, "errata cards" are sold in randomized booster packs.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5802049, member: 58197"] You generate your ability scores using point buy, but roll to see how many points you get. There is an obvious optimal arrangement of stats for each class. Just as in 4E core, classes are all built on a single unified framework. That framework is the BD&D fighter. Your class abilities consist of "roll to hit" and "roll damage." However, to create a sense of variety, these abilities are given flavorful names such as "bard song," "charm person," and "cure light wounds." Combat is as fast-paced as epic 4E (before MM3), is as tactically engaging as BD&D, and uses rules as lightweight and flexible as 3E's and as well-organized and coherent as 1E's. Every round consists of fifteen minutes of totting up bonuses and modifiers, after which you roll to hit, roll damage, and are done. Because the combatants have 4E hit points but deal BD&D damage, it takes roughly three hours of this before anything dies. Attack rolls use THAC0 and iterative attacks. When you roll to confirm a critical, you consult a chart. Races are classes. It doesn't much matter because every class is a BD&D fighter. However, you can reap enormous benefits in hit points and AC by multi-classing, 3E-style. The best class combo starts with dragonborn 1/kender 3/gnome 2 and goes on from there. This is explicitly given as an example, to emphasize that it is legal under the rules. Half the book is taken up by feats. There is a chain of seven feats which give you big across-the-board bonuses and can be taken only in a specific order. All the other feats suck. The seven-feat chain is explained as being necessary to make the math work. Each feat in the chain has the "tax" keyword. The edition has errata issued every month, but there is no DDI support. Instead, "errata cards" are sold in randomized booster packs. [/QUOTE]
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