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What are the Differences between the various D&D editions?
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<blockquote data-quote="johnsemlak" data-source="post: 1912056" data-attributes="member: 7233"><p>A few other traits common to most of hte pre-3e editions of D&D</p><p></p><ul> <li data-xf-list-type="ul">Experience was gained primarily by collecting treasure. The standard rule was 1 GP = 1 XP</li> <li data-xf-list-type="ul">CHaracter HD was capped, generally at around 9th level. PCs who advanced further would simply gain a flat 1, 2, or 3 HP depending on their class.</li> <li data-xf-list-type="ul">Experience required for each level increased by much larger amounts each level (e.g. for fighters it was roughly 2000, 4000, 8000, 16,000, 32,000, etc). This had large implications for multiclass characters or characters who fell behind other PCs in level.</li> <li data-xf-list-type="ul">Each class had its own character advancement chart, with rather different xp requirements for each level.</li> <li data-xf-list-type="ul">Demihumans (now an obsolete term) had level limits.</li> <li data-xf-list-type="ul">Saving throws were divided into 5 categories: Poison/Death, Wands/Staves/Rods, Spells, Breath Weapon, and Paralysis.</li> <li data-xf-list-type="ul">None of editions had a particularly integrated skill system. Rogue skills were simply class abilities, and in the standard rules other PCs didn't generally get skills, though several optional skills systems were created.</li> <li data-xf-list-type="ul">There were no feats, as such, though a few of hte 3e feats were class abilities. This fact most affected fighters, who had very limited abilities to improve. Really, the only way for a fighter to improve was by improving their attack rolls, gaining multiple attacks per round, and gaining weapon specialization (similar to the current version).</li> <li data-xf-list-type="ul">Only fighter types got multiple attacks</li> <li data-xf-list-type="ul">The rules for creating magic items were much less developed. </li> <li data-xf-list-type="ul">In combat, surprised was determined simply by a d6 roll. PCs or monsters were usually surprised on a roll of 1 IIRC. </li> <li data-xf-list-type="ul">Initiative was generally determined simply with a d6 roll, though in AD&D it was rather complex</li> <li data-xf-list-type="ul">AC started at 10 (9 in Basic D&D) and got lower. Generally, to determine whether you hit, you rolled d20, added your modifiers, and consulted a table to determine whether you hit or not.</li> </ul><p></p><p>All of this is based on memory and I could ahve forgotten a few things. 2e did make a few changes to the above, but not nearly as much as 3e.</p></blockquote><p></p>
[QUOTE="johnsemlak, post: 1912056, member: 7233"] A few other traits common to most of hte pre-3e editions of D&D [list] [*]Experience was gained primarily by collecting treasure. The standard rule was 1 GP = 1 XP [*]CHaracter HD was capped, generally at around 9th level. PCs who advanced further would simply gain a flat 1, 2, or 3 HP depending on their class. [*]Experience required for each level increased by much larger amounts each level (e.g. for fighters it was roughly 2000, 4000, 8000, 16,000, 32,000, etc). This had large implications for multiclass characters or characters who fell behind other PCs in level. [*]Each class had its own character advancement chart, with rather different xp requirements for each level. [*]Demihumans (now an obsolete term) had level limits. [*]Saving throws were divided into 5 categories: Poison/Death, Wands/Staves/Rods, Spells, Breath Weapon, and Paralysis. [*]None of editions had a particularly integrated skill system. Rogue skills were simply class abilities, and in the standard rules other PCs didn't generally get skills, though several optional skills systems were created. [*]There were no feats, as such, though a few of hte 3e feats were class abilities. This fact most affected fighters, who had very limited abilities to improve. Really, the only way for a fighter to improve was by improving their attack rolls, gaining multiple attacks per round, and gaining weapon specialization (similar to the current version). [*]Only fighter types got multiple attacks [*]The rules for creating magic items were much less developed. [*]In combat, surprised was determined simply by a d6 roll. PCs or monsters were usually surprised on a roll of 1 IIRC. [*]Initiative was generally determined simply with a d6 roll, though in AD&D it was rather complex [*]AC started at 10 (9 in Basic D&D) and got lower. Generally, to determine whether you hit, you rolled d20, added your modifiers, and consulted a table to determine whether you hit or not.[/list] All of this is based on memory and I could ahve forgotten a few things. 2e did make a few changes to the above, but not nearly as much as 3e. [/QUOTE]
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