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What *feel* did OD&D/Basic D&D/1E/2E have compared to 3E?
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<blockquote data-quote="Troll Wizard" data-source="post: 1746636" data-attributes="member: 17513"><p>Very basic fun interesting, its new!</p><p></p><p></p><p>Mentzer box sets, enjoyed it for a while in high school, it was ok</p><p></p><p> Yes I remember this version with fondness; my first homebrew campaign was in this version. Low magic, heroes weren't stats bonus crème de la crème types; they were just normal people striving to right the wrongs of their world.</p><p>It was not pure joy though; I hated the fetish that the designers had with elves, hated level caps and racial level caps, the multi-class rules, the negative AC progression and thac0 BS. I hated that all PCs were dominated by elves, dwarves, and halflings. In college games too many parties where dominated by elves.</p><p> While my homebrew continued into this version the power creep in the class books and then the Player's Options books really killed it for me. I left D&D shortly after the PO books came out. Forgotten Realms, Dragonlance, Planescape, and several other TSR worlds were a really turn off, only Greyhawk and too a point Ravenloft did I enjoy reading and mining for ideas.</p><p></p><p>In the prior editions (OD&D, 1st, 2nd) that I played while in H.S., college, and at some bases while in the Marines. House rules were the norm, sometimes it was a “real challenge” adjusting under different DMs interpretation of the rules and their version of a "realistic" medieval world. This is one issue that I do not miss at all from the prior editions.</p><p></p><p></p><p>What comes to mind right of the bat for 3.0/3.5 is rules consistency; high rolls good, low rolls bad. Better balance between races and between classes, not perfect but at least the parties are not dominated by elven fighter/wizards. The rules flexibility and the skill rule set help the poor role-players immerse themselves in the campaign world.</p><p>This rule set does have the problem of easy to abuse rules and the factored in magical power requirements for the classes as you gain levels and face new and more powerful opponents.</p><p>In other aspects IMO I was and I am spoiled with the prior editions “novelty” and “uniqueness" of magical items and to a point magic spells. Its default status in the current edition robs "magic" of its rarity and potency, since everyone is expected to have magical items.</p><p>In another issue the fast pace of gaining levels reminds me too much of Diablo and other computer games. You don't get to enjoy playing at the lower levels and gaining levels is just an expected result and therefore it is not a milestone in your characters life as it was in the past.</p><p></p><p>Yet I still enjoy 3.5 and will address some of these issues by making some adjustments in my next campaign.</p></blockquote><p></p>
[QUOTE="Troll Wizard, post: 1746636, member: 17513"] Very basic fun interesting, its new! Mentzer box sets, enjoyed it for a while in high school, it was ok Yes I remember this version with fondness; my first homebrew campaign was in this version. Low magic, heroes weren't stats bonus crème de la crème types; they were just normal people striving to right the wrongs of their world. It was not pure joy though; I hated the fetish that the designers had with elves, hated level caps and racial level caps, the multi-class rules, the negative AC progression and thac0 BS. I hated that all PCs were dominated by elves, dwarves, and halflings. In college games too many parties where dominated by elves. While my homebrew continued into this version the power creep in the class books and then the Player's Options books really killed it for me. I left D&D shortly after the PO books came out. Forgotten Realms, Dragonlance, Planescape, and several other TSR worlds were a really turn off, only Greyhawk and too a point Ravenloft did I enjoy reading and mining for ideas. In the prior editions (OD&D, 1st, 2nd) that I played while in H.S., college, and at some bases while in the Marines. House rules were the norm, sometimes it was a “real challenge” adjusting under different DMs interpretation of the rules and their version of a "realistic" medieval world. This is one issue that I do not miss at all from the prior editions. What comes to mind right of the bat for 3.0/3.5 is rules consistency; high rolls good, low rolls bad. Better balance between races and between classes, not perfect but at least the parties are not dominated by elven fighter/wizards. The rules flexibility and the skill rule set help the poor role-players immerse themselves in the campaign world. This rule set does have the problem of easy to abuse rules and the factored in magical power requirements for the classes as you gain levels and face new and more powerful opponents. In other aspects IMO I was and I am spoiled with the prior editions “novelty” and “uniqueness" of magical items and to a point magic spells. Its default status in the current edition robs "magic" of its rarity and potency, since everyone is expected to have magical items. In another issue the fast pace of gaining levels reminds me too much of Diablo and other computer games. You don't get to enjoy playing at the lower levels and gaining levels is just an expected result and therefore it is not a milestone in your characters life as it was in the past. Yet I still enjoy 3.5 and will address some of these issues by making some adjustments in my next campaign. [/QUOTE]
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What *feel* did OD&D/Basic D&D/1E/2E have compared to 3E?
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