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<blockquote data-quote="Orius" data-source="post: 4554571" data-attributes="member: 8863"><p>OD&D I think suffered from the fact that it was meant as an add-on to wargaming campaigns, and not a seperate game in its own right. Though to be fair, I don't really think Gary expected it to happen like it did. And it only took a few years for the game to be fleshed out as a game rather than a suppliment.</p><p></p><p>1e: I'm not really familiar with 1e, so can't comment much. I will say things like level restrictions made little sense when games generally only went up to name level and stopped. Some of what I know seems a bit arbitrary and piecemeal too.</p><p></p><p>BECMI/etc: Can't really comment on this, since I only have a small amount of experience with the system. I don't really like the simplified alignments and races as classes, but I'm not sure if they're a weakness per se.</p><p></p><p>2e: Biggest weakness was a lack of consistancy. TSR's designers were largely working on the campaign settings, so the basic splats and stuff like that were done by freelancers. So there was no consistancy in flavor, rules, or balance. So there'd be times when you'd have several different spells or NWPs that would do the same thing, multiple kits that were pretty much the same, and the massive inbalances between say, the Priest's Handbook and Faiths and Avatars. This is less a problem with core than it is with additions to the system.</p><p></p><p>And BTW, I never thought THAC0 was all that bad. It was a bit tricky to use with the subtraction and all, but I never hated it.</p><p></p><p>3e: It could be a couple of different things. Certainly the Christmas tree of magic items, the 15 minute workday, and rules like CR that were good ideas in theory but didn't pan out are up there. My campaigns never really got far enough to hit the magic item problems, but the 15 minute workday certainly popped up in my games, and I did my damndest as a DM to stamp it out without over stomping the players in the process.</p><p></p><p>4e: Never played. Maybe it's good, but I haven't found anything I read on it to be all that encouraging. It just sounds like it's a totally different game now, which is a shame, because there are a few good ideas in it.</p></blockquote><p></p>
[QUOTE="Orius, post: 4554571, member: 8863"] OD&D I think suffered from the fact that it was meant as an add-on to wargaming campaigns, and not a seperate game in its own right. Though to be fair, I don't really think Gary expected it to happen like it did. And it only took a few years for the game to be fleshed out as a game rather than a suppliment. 1e: I'm not really familiar with 1e, so can't comment much. I will say things like level restrictions made little sense when games generally only went up to name level and stopped. Some of what I know seems a bit arbitrary and piecemeal too. BECMI/etc: Can't really comment on this, since I only have a small amount of experience with the system. I don't really like the simplified alignments and races as classes, but I'm not sure if they're a weakness per se. 2e: Biggest weakness was a lack of consistancy. TSR's designers were largely working on the campaign settings, so the basic splats and stuff like that were done by freelancers. So there was no consistancy in flavor, rules, or balance. So there'd be times when you'd have several different spells or NWPs that would do the same thing, multiple kits that were pretty much the same, and the massive inbalances between say, the Priest's Handbook and Faiths and Avatars. This is less a problem with core than it is with additions to the system. And BTW, I never thought THAC0 was all that bad. It was a bit tricky to use with the subtraction and all, but I never hated it. 3e: It could be a couple of different things. Certainly the Christmas tree of magic items, the 15 minute workday, and rules like CR that were good ideas in theory but didn't pan out are up there. My campaigns never really got far enough to hit the magic item problems, but the 15 minute workday certainly popped up in my games, and I did my damndest as a DM to stamp it out without over stomping the players in the process. 4e: Never played. Maybe it's good, but I haven't found anything I read on it to be all that encouraging. It just sounds like it's a totally different game now, which is a shame, because there are a few good ideas in it. [/QUOTE]
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