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<blockquote data-quote="WayneLigon" data-source="post: 4677117" data-attributes="member: 3649"><p>I'll do both sides <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>What I Like</strong></p><p></p><p>1. No more weird reverse armor class.</p><p>2. No racial limitations.</p><p>3. Multiclassing.</p><p>4. The bonus distribution means you no longer got an extra heaping reward for being already vastly better off than everyone else to start with.</p><p>5. The sorcerer. We did spontaneous casting for clerics in 2E and the idea worked very well. I was glad to see a core class witsuch a thing.</p><p>6. Finally, a real skill system. It only took you 20 years.</p><p>7. Streamlined saving throws.</p><p>8. Minimized save or die/suck abilities.</p><p>9. The art. Not your father's D&D.</p><p>10. Faster leveling means that you got to actually play at higher levels without spending 10 years to do it.</p><p></p><p><strong>What I Didn't Like So Much</strong></p><p></p><p>1. We still have Vancian casting. Bleh. Almost every other game has some kind of point/fatigue system to limit magic.</p><p>2. Some aspects of high level play </p><p>3. The prep time after about 9th level, before I learned to just chunk 90% of what I was doing</p><p>4. Class features that don't have some degree of equivilancy or degree of choice. 'Immunity to disease' is a good example. Dude, I've played D&D for 30 years and never had a GM that bothered to give me so much as a head cold. </p><p>5. Feats still too rare.</p><p>6. Still not a really good 'everyone else' stat/skill/ability system</p><p>7. Problematic spells, such as 'Zone of Truth' that </p><p>8. A few too many sacred cows retained. They could have done a little better in that regard.</p><p>9. Multiclassing a caster = terrible mistake you pay for later on</p><p>10. Still with the 'three big-ass hardbacks' approach for core rules.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 4677117, member: 3649"] I'll do both sides :) [B]What I Like[/B] 1. No more weird reverse armor class. 2. No racial limitations. 3. Multiclassing. 4. The bonus distribution means you no longer got an extra heaping reward for being already vastly better off than everyone else to start with. 5. The sorcerer. We did spontaneous casting for clerics in 2E and the idea worked very well. I was glad to see a core class witsuch a thing. 6. Finally, a real skill system. It only took you 20 years. 7. Streamlined saving throws. 8. Minimized save or die/suck abilities. 9. The art. Not your father's D&D. 10. Faster leveling means that you got to actually play at higher levels without spending 10 years to do it. [B]What I Didn't Like So Much[/B] 1. We still have Vancian casting. Bleh. Almost every other game has some kind of point/fatigue system to limit magic. 2. Some aspects of high level play 3. The prep time after about 9th level, before I learned to just chunk 90% of what I was doing 4. Class features that don't have some degree of equivilancy or degree of choice. 'Immunity to disease' is a good example. Dude, I've played D&D for 30 years and never had a GM that bothered to give me so much as a head cold. 5. Feats still too rare. 6. Still not a really good 'everyone else' stat/skill/ability system 7. Problematic spells, such as 'Zone of Truth' that 8. A few too many sacred cows retained. They could have done a little better in that regard. 9. Multiclassing a caster = terrible mistake you pay for later on 10. Still with the 'three big-ass hardbacks' approach for core rules. [/QUOTE]
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