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<blockquote data-quote="Hatmatter" data-source="post: 8216997" data-attributes="member: 75077"><p><strong>Basic:</strong> I was 6 or 7 years old and most ideas were simple enough that they could be taught to me.</p><p><strong>AD&D 1st edition:</strong> The mystery of what the game and the game books unfolded. I love Gygax's writing and the way a mere two pages on planes in the back of the PHB suggested a multiverse of adventure and seemed to contain the myths of the Greek gods, the Norse gods, Marvel comics, Robert E. Howard stories, Tolkien, and just about anything else. The separation of class and race was exciting, even if I couldn't play a halfling paladin, and the DMG's list of magic items and artifacts and relics suggested endless possibility.</p><p><strong>AD&D 2nd edition:</strong> Non-weapon proficiencies were an excellent addition and started to expand the items on the character sheet to beyond combat. The systematization of spells was helpful. Kits introduced a new way of customizing character builds that embraced even more archetypes from literature and mythology, even if they were usually a little underwhelming. Spelljammer was an awesome way to introduce a cosmic swashbuckling element and it was a new way to connect the worlds. I loved it. The Domains of Dread and Dark Sun were evocative additions that expanded what could be done with the game. I especially liked the hardback Dark Sun book that gave rules for going from 21st to 30th level and included 10th level spells. Loved all that stuff.</p><p><strong>D&D 3rd and 3.5: </strong>I didn't play it or purchase any of the books...but I think the basic d20 concepts it introduced are landmark improvements to the game.</p><p><strong>D&D 4th edition:</strong> It gave the fighter as many options as a wizard in combat. I <em>loved</em> the notion of grouping classes by their power source: martial, arcane, psionic, elemental, shadow, primal, and so forth. Also, the inclusion and description of the Shadowfell and Feywild were wonderful additions to the cosmology. They both resonate so much with legend and mythology...it's like the ideas were there simply waiting to be implemented in the D&D cosmology.</p><p><strong>D&D 5th edition:</strong> It hits the sweet spot for me in every way except I am still waiting for large-scale army rules, over 20th level expansion rules, and a psionicist. Other than that, it is (to me) staggering how elegant and beautiful it is. I love how the classes embrace exception-based design and each stands out as its own approach to the world of adventure. The notion of advantage or disadvantage is a watershed change that makes the game quicker and less intimidating with modifiers for everything. I love how the designers embrace the legacy of the game and bring in elements from the entire fifty-year history of the game. And, not least, the books are absolutely beautifully designed with (I think) the best artwork. When I think "D&D" now, I think of this edition and it is my hope that this is where the game stays...just keep building on this foundation, I say.</p></blockquote><p></p>
[QUOTE="Hatmatter, post: 8216997, member: 75077"] [B]Basic:[/B] I was 6 or 7 years old and most ideas were simple enough that they could be taught to me. [B]AD&D 1st edition:[/B] The mystery of what the game and the game books unfolded. I love Gygax's writing and the way a mere two pages on planes in the back of the PHB suggested a multiverse of adventure and seemed to contain the myths of the Greek gods, the Norse gods, Marvel comics, Robert E. Howard stories, Tolkien, and just about anything else. The separation of class and race was exciting, even if I couldn't play a halfling paladin, and the DMG's list of magic items and artifacts and relics suggested endless possibility. [B]AD&D 2nd edition:[/B] Non-weapon proficiencies were an excellent addition and started to expand the items on the character sheet to beyond combat. The systematization of spells was helpful. Kits introduced a new way of customizing character builds that embraced even more archetypes from literature and mythology, even if they were usually a little underwhelming. Spelljammer was an awesome way to introduce a cosmic swashbuckling element and it was a new way to connect the worlds. I loved it. The Domains of Dread and Dark Sun were evocative additions that expanded what could be done with the game. I especially liked the hardback Dark Sun book that gave rules for going from 21st to 30th level and included 10th level spells. Loved all that stuff. [B]D&D 3rd and 3.5: [/B]I didn't play it or purchase any of the books...but I think the basic d20 concepts it introduced are landmark improvements to the game. [B]D&D 4th edition:[/B] It gave the fighter as many options as a wizard in combat. I [I]loved[/I] the notion of grouping classes by their power source: martial, arcane, psionic, elemental, shadow, primal, and so forth. Also, the inclusion and description of the Shadowfell and Feywild were wonderful additions to the cosmology. They both resonate so much with legend and mythology...it's like the ideas were there simply waiting to be implemented in the D&D cosmology. [B]D&D 5th edition:[/B] It hits the sweet spot for me in every way except I am still waiting for large-scale army rules, over 20th level expansion rules, and a psionicist. Other than that, it is (to me) staggering how elegant and beautiful it is. I love how the classes embrace exception-based design and each stands out as its own approach to the world of adventure. The notion of advantage or disadvantage is a watershed change that makes the game quicker and less intimidating with modifiers for everything. I love how the designers embrace the legacy of the game and bring in elements from the entire fifty-year history of the game. And, not least, the books are absolutely beautifully designed with (I think) the best artwork. When I think "D&D" now, I think of this edition and it is my hope that this is where the game stays...just keep building on this foundation, I say. [/QUOTE]
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