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<blockquote data-quote="pawsplay" data-source="post: 4552505" data-attributes="member: 15538"><p>AD&D - Clunky, a lot of arbitrary restrictions on how a game "should" be run, massive death rate</p><p></p><p>Basic D&D - Actually an astoundingly elegant game. Unfortunately, it was designed to completely hem in play to a certain style, where PCs were kept under control in terms of power, and the world was strangely designed to facillitate D&D style play, in the sense of "primitive cave crawling and occasional forays into building keeps with arbitrary GP costs." A precursor to 4e in terms of exceptionally artificial rules.</p><p></p><p>AD&D 2e - A certain blandness crept in, along with a collectability and power creep thing. Too much dumbing down of moral subjects like demons, the mercenary lifestyle, and the existence of half-orcs. Coloring book interior art, especially late in the run. </p><p></p><p>D&D 3e - Some people complain about the 15 minute workday; it was never a problem with my group. No, it was the 15 minute preparation for combat process, involving improvised spell cards, buffs, calculations, recalculations, etc. There were, basically, too many options to buff, so most of the time, people try to use them all. A more sensible "game world" also made random deadly encounters and pointless lairs of monsters less likely, which meant PCs had every reason to throw everything they had at actual threats, especially at higher levels when they became highly mobile. </p><p></p><p>D&D 4e - A return to Basic D&D in terms of options and realism. The first edition to significantly break with classic Greyhawk/Blackmoor/FR conventions. Combat turned into a minis game, to the point of removing creative options. Too many modifiers changing all the time. Really dumb compound words.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4552505, member: 15538"] AD&D - Clunky, a lot of arbitrary restrictions on how a game "should" be run, massive death rate Basic D&D - Actually an astoundingly elegant game. Unfortunately, it was designed to completely hem in play to a certain style, where PCs were kept under control in terms of power, and the world was strangely designed to facillitate D&D style play, in the sense of "primitive cave crawling and occasional forays into building keeps with arbitrary GP costs." A precursor to 4e in terms of exceptionally artificial rules. AD&D 2e - A certain blandness crept in, along with a collectability and power creep thing. Too much dumbing down of moral subjects like demons, the mercenary lifestyle, and the existence of half-orcs. Coloring book interior art, especially late in the run. D&D 3e - Some people complain about the 15 minute workday; it was never a problem with my group. No, it was the 15 minute preparation for combat process, involving improvised spell cards, buffs, calculations, recalculations, etc. There were, basically, too many options to buff, so most of the time, people try to use them all. A more sensible "game world" also made random deadly encounters and pointless lairs of monsters less likely, which meant PCs had every reason to throw everything they had at actual threats, especially at higher levels when they became highly mobile. D&D 4e - A return to Basic D&D in terms of options and realism. The first edition to significantly break with classic Greyhawk/Blackmoor/FR conventions. Combat turned into a minis game, to the point of removing creative options. Too many modifiers changing all the time. Really dumb compound words. [/QUOTE]
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