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<blockquote data-quote="Glyfair" data-source="post: 4552557" data-attributes="member: 53"><p>OD&D - As stated before, built on the assumption that you had a wargaming background. Clearly a very rough system, but as the first it is forgivable (and for some, it's a feature).</p><p></p><p>AD&D - The rules often seem like a dozen groups house rules (which were often major systems grafted on) were thrown into the core. Similar rules often had totally different bases (compare combat with weapons with non-monk unarmed combat).</p><p></p><p>The biggest sin, IMO, though is the concept of balance. Classes were balanced assuming a campaign would run through many levels. Magic-Users were the classic example. There were often very boring to play at low levels (and had high mortality rates) that was "balanced" by the fact that they were dominating at higher levels. Races were balanced by giving them loads of advantages at low levels (racial abilities, the ability to multi-class) and having them <strong>completely stop</strong> at mid-levels. Did anyone play non-humans in high level campaigns without major house rules?</p><p></p><p>2E - In my book the biggest flaw was failing to fix 1Es biggest flaws. I had mostly drifted to other game systems and was looking forward to coming back to D&D after they fixed flaws like level limits for non-humans. They did nothing more than slightly increase the possible levels (and usually only if you had a very high ability).</p><p></p><p>3E - The wide ability to customize changed the focus too often to creating ta character who is self-sufficient and away from the specialization of individual party members.</p><p></p><p>4E - Too early to tell for me. Right now I will pin the weakness down as being a big enough break that it might take all of 4E's life span (assuming the approx. 8 year life span Scott Rouse has suggested they consider appropriate) to test all the elements so they can be very well included in a 5E.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 4552557, member: 53"] OD&D - As stated before, built on the assumption that you had a wargaming background. Clearly a very rough system, but as the first it is forgivable (and for some, it's a feature). AD&D - The rules often seem like a dozen groups house rules (which were often major systems grafted on) were thrown into the core. Similar rules often had totally different bases (compare combat with weapons with non-monk unarmed combat). The biggest sin, IMO, though is the concept of balance. Classes were balanced assuming a campaign would run through many levels. Magic-Users were the classic example. There were often very boring to play at low levels (and had high mortality rates) that was "balanced" by the fact that they were dominating at higher levels. Races were balanced by giving them loads of advantages at low levels (racial abilities, the ability to multi-class) and having them [B]completely stop[/B] at mid-levels. Did anyone play non-humans in high level campaigns without major house rules? 2E - In my book the biggest flaw was failing to fix 1Es biggest flaws. I had mostly drifted to other game systems and was looking forward to coming back to D&D after they fixed flaws like level limits for non-humans. They did nothing more than slightly increase the possible levels (and usually only if you had a very high ability). 3E - The wide ability to customize changed the focus too often to creating ta character who is self-sufficient and away from the specialization of individual party members. 4E - Too early to tell for me. Right now I will pin the weakness down as being a big enough break that it might take all of 4E's life span (assuming the approx. 8 year life span Scott Rouse has suggested they consider appropriate) to test all the elements so they can be very well included in a 5E. [/QUOTE]
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