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<blockquote data-quote="EzekielRaiden" data-source="post: 8837337" data-attributes="member: 6790260"><p>Excellent comparison. 3.5e was a <em>partial</em> new edition, in that it rewrote a couple of classes in constrained ways, and certain spells and such, but otherwise kept a lot of the game perfectly identical. Essentials was not at all a new edition, because it was just...more options. You could choose to use only the new options, or only the old options, or mix and match to your heart's content (within the already-existing "you can't multiclass with your own class" rules.) It didn't really make any difference on the whole.</p><p></p><p>One D&D is absolutely showing up as a rewrite of most classes in a pretty substantial way, which is intended to genuinely <em>replace</em> those old classes, even though you can still play them if you really want to. Hence, it <em>looks</em> like it will fall somewhere between a "half-edition" like 3.5e and a thin but meaningful full edition change, depending on whether it is relatively modest with its rewrites, or quite substantial.</p><p></p><p>IIRC, the playtest Rogue we've seen is a pretty hefty rewrite. If it's emblematic of the coming changes, I would absolutely say the One D&D stuff is explicitly showing that 5e-as-originally-published wasn't evergreen.</p><p></p><p>Edit: For example, the fact that the One D&D Ranger now gets Expertise and, I quote, "elements from other classes," is a pretty major change. So is the unification of spell lists into just three (arcane, divine, primal) that <em>all</em> classes of a particular type will share. The whole idea of class-specific spells is getting chucked out the window, unless they're specially-granted features. That's <em>huge</em>. In principle, that means <em>eldritch blast</em> is either gone, a special bonus Warlock feature, or something <em>any</em> Arcane spellcasting class can learn. Likewise for things like <em>find steed</em>, <em>find familiar</em>, etc. That's at least as big a change as the kinds of changes 3.5e made to the 3e spell list.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8837337, member: 6790260"] Excellent comparison. 3.5e was a [I]partial[/I] new edition, in that it rewrote a couple of classes in constrained ways, and certain spells and such, but otherwise kept a lot of the game perfectly identical. Essentials was not at all a new edition, because it was just...more options. You could choose to use only the new options, or only the old options, or mix and match to your heart's content (within the already-existing "you can't multiclass with your own class" rules.) It didn't really make any difference on the whole. One D&D is absolutely showing up as a rewrite of most classes in a pretty substantial way, which is intended to genuinely [I]replace[/I] those old classes, even though you can still play them if you really want to. Hence, it [I]looks[/I] like it will fall somewhere between a "half-edition" like 3.5e and a thin but meaningful full edition change, depending on whether it is relatively modest with its rewrites, or quite substantial. IIRC, the playtest Rogue we've seen is a pretty hefty rewrite. If it's emblematic of the coming changes, I would absolutely say the One D&D stuff is explicitly showing that 5e-as-originally-published wasn't evergreen. Edit: For example, the fact that the One D&D Ranger now gets Expertise and, I quote, "elements from other classes," is a pretty major change. So is the unification of spell lists into just three (arcane, divine, primal) that [I]all[/I] classes of a particular type will share. The whole idea of class-specific spells is getting chucked out the window, unless they're specially-granted features. That's [I]huge[/I]. In principle, that means [I]eldritch blast[/I] is either gone, a special bonus Warlock feature, or something [I]any[/I] Arcane spellcasting class can learn. Likewise for things like [I]find steed[/I], [I]find familiar[/I], etc. That's at least as big a change as the kinds of changes 3.5e made to the 3e spell list. [/QUOTE]
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