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What are the Differences between the various D&D editions?
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<blockquote data-quote="Geron Raveneye" data-source="post: 1912083" data-attributes="member: 2268"><p>The mindset of the players, at least to me. 3E is all about streamline rules and options, to offer the biggest choice ever...it's a toolbox approach to building a character. If you're in the mood, you can pick three or four different classes for your character during his career, plus a template. It offers a <strong>geat</strong> amount of customization.</p><p>The earlier editions weren't that modular, even though they tried to get it into 2E in the later days, with class kits. There simply wasn't as much room for cutomization. Basic D&D had only a few "advanced" classes, kinda, like the paladin/anti-palading, druid and mystic you could get into after 9th level. The Gazeteers offered variant classes, like the Elven Mage in GAZ5, or the Dwarven Cleric in GAZ6. AD&D had multiclassing rules for demihumans as a way to equalize their level caps, and dual-classing for humans...which meant giving up one career and starting a new class at 1st level.</p><p>The mindset simply has changed. Back then, you built your class concept at the start and from then on simply played the character with little changes. A fighter usually stayed a fighter, wizards were wizards and rarely did try to get into the cleric's robes, etc. Made things easier, but for a lot of people, boring (not for me, though). Now, players can go and customize their characters with multiple classes, prestige classes and templates, changing everything about them within 5 levels. It sure makes for more interesting character builds...but sometimes I get the impression that customization has taken the spotlight from characterization. But that's just my impression, mind you. <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></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 1912083, member: 2268"] The mindset of the players, at least to me. 3E is all about streamline rules and options, to offer the biggest choice ever...it's a toolbox approach to building a character. If you're in the mood, you can pick three or four different classes for your character during his career, plus a template. It offers a [b]geat[/b] amount of customization. The earlier editions weren't that modular, even though they tried to get it into 2E in the later days, with class kits. There simply wasn't as much room for cutomization. Basic D&D had only a few "advanced" classes, kinda, like the paladin/anti-palading, druid and mystic you could get into after 9th level. The Gazeteers offered variant classes, like the Elven Mage in GAZ5, or the Dwarven Cleric in GAZ6. AD&D had multiclassing rules for demihumans as a way to equalize their level caps, and dual-classing for humans...which meant giving up one career and starting a new class at 1st level. The mindset simply has changed. Back then, you built your class concept at the start and from then on simply played the character with little changes. A fighter usually stayed a fighter, wizards were wizards and rarely did try to get into the cleric's robes, etc. Made things easier, but for a lot of people, boring (not for me, though). Now, players can go and customize their characters with multiple classes, prestige classes and templates, changing everything about them within 5 levels. It sure makes for more interesting character builds...but sometimes I get the impression that customization has taken the spotlight from characterization. But that's just my impression, mind you. :) [/QUOTE]
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