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<blockquote data-quote="seskis281" data-source="post: 3739465" data-attributes="member: 41593"><p>A little bit of a response to another thread, I'm interested in what people have liked from different editions of D&D as well as other game systems. Could be a mechanic, a style point or flavor, or a product or presentation of product.</p><p></p><p>Not looking for what was <em>disliked</em> , that gets covered all too often. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p>I am listing only from game systems I've actually played to enough extent to comment:</p><p></p><p>Basic/Expert D&D - The simplicity and flavor. This was the game that got me into RPGing. The mods - specifically B2 Keep on the Borderlands, B4 The Lost City and X1 The Isle of Dread. Ease for new players - you could introduce this game in, like, 10 minutes and get going (still can!)</p><p></p><p>AD&D (1e) - The DMG for enormous ideas and resources. The "feel" of the gameplay; the setting of Greyhawk; modules - from The Drow series to I1 Forbidden City; Variable XP rates and uneven progression.</p><p></p><p>2e - Some good ideas on "missile" fire that I found helpful and adaptable; The box set of City of Greyhawk; Fate of Istus for numerous ideas; the concept of "kits."</p><p></p><p>3.0 - Ascending AC; Basic save structure; The "faux-notebook" layout of the core books; initial 3.0 modules like Sunless Citadel and Forge of Fury; the clarity of the rules - even those I disagreed with were easy to comprehend and master.</p><p></p><p>C&C - Recaptures "feel" of AD&D (if you liked it); returned variable XP and uneven character progression; the Siege engine mechanic as a basis; good modules and support (A series, especially Assault on Blacktooth).</p><p></p><p>Lejendary Adventure - Point-based magic system and flexibility of skill-based rather than class-based archetypal characters (really like as a player sometimes).</p><p></p><p>So that's a few - I didn't cross into sci-fi or other genre games, but feel free to do so. Again, just looking to see what people like from differing experiences with different games. Plenty out there I haven't played, so please comment on those too, and feel free to be much more specific on certain rules or mechanics. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="seskis281, post: 3739465, member: 41593"] A little bit of a response to another thread, I'm interested in what people have liked from different editions of D&D as well as other game systems. Could be a mechanic, a style point or flavor, or a product or presentation of product. Not looking for what was [I]disliked[/I] , that gets covered all too often. :eek: I am listing only from game systems I've actually played to enough extent to comment: Basic/Expert D&D - The simplicity and flavor. This was the game that got me into RPGing. The mods - specifically B2 Keep on the Borderlands, B4 The Lost City and X1 The Isle of Dread. Ease for new players - you could introduce this game in, like, 10 minutes and get going (still can!) AD&D (1e) - The DMG for enormous ideas and resources. The "feel" of the gameplay; the setting of Greyhawk; modules - from The Drow series to I1 Forbidden City; Variable XP rates and uneven progression. 2e - Some good ideas on "missile" fire that I found helpful and adaptable; The box set of City of Greyhawk; Fate of Istus for numerous ideas; the concept of "kits." 3.0 - Ascending AC; Basic save structure; The "faux-notebook" layout of the core books; initial 3.0 modules like Sunless Citadel and Forge of Fury; the clarity of the rules - even those I disagreed with were easy to comprehend and master. C&C - Recaptures "feel" of AD&D (if you liked it); returned variable XP and uneven character progression; the Siege engine mechanic as a basis; good modules and support (A series, especially Assault on Blacktooth). Lejendary Adventure - Point-based magic system and flexibility of skill-based rather than class-based archetypal characters (really like as a player sometimes). So that's a few - I didn't cross into sci-fi or other genre games, but feel free to do so. Again, just looking to see what people like from differing experiences with different games. Plenty out there I haven't played, so please comment on those too, and feel free to be much more specific on certain rules or mechanics. :D [/QUOTE]
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