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<blockquote data-quote="Ralif Redhammer" data-source="post: 8219440" data-attributes="member: 30438"><p>Nice posi thread, [USER=6685541]@BookTenTiger[/USER]! This has been a nice stroll down memory lane, reminding me of when every edition was exciting.</p><p></p><p>For my part:</p><p></p><p>BECMI: Race-as-class. I love the simplicity of the system as a whole. This is where I began, and it's hard to separate my feelings about it from the brand-newness of it to me.</p><p></p><p>1e: The arcane weirdness of it all. It's the most KVLT of all D&D editions. There's something dark and fearsome about it. Just look at the Fiend Folio, for examples of both. The Death Knight and Necrophidius rub shoulders with the Tirapheg and Grell.</p><p></p><p>2e: The settings, as others have mentioned, but also the kits. I've cooled on them since, but at the time they were an explosion of variety. I adore the focus on lore that really took off here, too. You can come across a Dragon magazine article by Ed Greenwood that's still being referenced in the game today.</p><p></p><p>3e: The breaking of so many of D&D's sacred cows. Any race as any class opened so many character ideas up. I loved the magic item design system, especially for magic weapons. And the OGL remains a game-changer for the RPG industry to this day.</p><p></p><p>4e: Minions were a lot of fun for creating massive epic battles. The skill challenges made for much more dramatic events than just an immediate pass/fail.</p><p></p><p>5e: The inclusivity of the new edition really makes it feel like a game for everyone. And the deep dives they do on lore are pretty awesome. The streamlined skill system is easily my favorite iteration of a skill system in D&D.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8219440, member: 30438"] Nice posi thread, [USER=6685541]@BookTenTiger[/USER]! This has been a nice stroll down memory lane, reminding me of when every edition was exciting. For my part: BECMI: Race-as-class. I love the simplicity of the system as a whole. This is where I began, and it's hard to separate my feelings about it from the brand-newness of it to me. 1e: The arcane weirdness of it all. It's the most KVLT of all D&D editions. There's something dark and fearsome about it. Just look at the Fiend Folio, for examples of both. The Death Knight and Necrophidius rub shoulders with the Tirapheg and Grell. 2e: The settings, as others have mentioned, but also the kits. I've cooled on them since, but at the time they were an explosion of variety. I adore the focus on lore that really took off here, too. You can come across a Dragon magazine article by Ed Greenwood that's still being referenced in the game today. 3e: The breaking of so many of D&D's sacred cows. Any race as any class opened so many character ideas up. I loved the magic item design system, especially for magic weapons. And the OGL remains a game-changer for the RPG industry to this day. 4e: Minions were a lot of fun for creating massive epic battles. The skill challenges made for much more dramatic events than just an immediate pass/fail. 5e: The inclusivity of the new edition really makes it feel like a game for everyone. And the deep dives they do on lore are pretty awesome. The streamlined skill system is easily my favorite iteration of a skill system in D&D. [/QUOTE]
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