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<blockquote data-quote="cavalier973" data-source="post: 8219993" data-attributes="member: 91595"><p><strong>B/X and BECMI</strong>:</p><p>I like "race as class". Makes things simple for playing the game. Instead of fiddling with multiclassing, play an elf. A dwarf can find structural traps like a thief, and the dwarf and halfling saving throws means those characters should be the ones opening the possibly trapped treasure chest or sipping the possibly poisoned potion that was in the box.</p><p></p><p>"XP for treasure". The DM has the ability to speed up or slow the characters' level progression without throwing them into battle or inventing story reasons. Also, it means that players can get can gain levels without having to clear the dungeon.</p><p></p><p>In Moldvay, the "these are suggestions, not hard and fast rules" section gives "permission" for implementing houserules</p><p></p><p>In the DM section (B/X) and DM Book (BECMI), there are concrete steps given for making adventures and for running them. </p><p></p><p>Using the Caller and Mapper rules trains players to be DMs. </p><p></p><p>Having morale rules for monsters and NPCs means not every encounter is a fight to the death.</p><p></p><p>The lethality of the game being balanced by the ease with which new characters can be made.</p><p></p><p><strong>4th Edition:</strong></p><p>The "Points of Light" setting assumptions, but, at the same time, "it's your world", with suggested alternative assumptions.</p><p></p><p>The ease of encounter creation, for combat and noncombat situations. The ability of the DM to throw a lot of stuff at the players without it seeming unfair.</p><p></p><p>The monster variety--a fight with five goblins, but each goblin does a different thing.</p><p></p><p>Hit point damage being described as the character's ability to continue fighting, implying that hit points represent the character's frame of mind as well as physical wounds. The "bloodied" condition implies the point at which the character suffers actual physical injury.</p><p></p><p>The Warlord. Not "shouting your arm back on", but telling you to shake it off, and where to position yourself to keep from getting hit again, or where to strike next.</p><p></p><p>The Paragon Tier "prestige classes", which opens up new options. Every class has a choice of at least three.</p><p></p><p>Descriptions of powers. "Bad Idea, Friend"; "the Hunger of Hadar".</p><p></p><p>The Four Defenses. Very elegant way to handle "saving throws", and allows differentiation of attack powers. Cant hit the villain's AC? Try attacking a different defense.</p><p></p><p>Roles. A character of a given class has a particular job to do, which is important to the success of the team. Each class has a main role, and a secondary role, in case some role isn't covered by a different character.</p></blockquote><p></p>
[QUOTE="cavalier973, post: 8219993, member: 91595"] [B]B/X and BECMI[/B]: I like "race as class". Makes things simple for playing the game. Instead of fiddling with multiclassing, play an elf. A dwarf can find structural traps like a thief, and the dwarf and halfling saving throws means those characters should be the ones opening the possibly trapped treasure chest or sipping the possibly poisoned potion that was in the box. "XP for treasure". The DM has the ability to speed up or slow the characters' level progression without throwing them into battle or inventing story reasons. Also, it means that players can get can gain levels without having to clear the dungeon. In Moldvay, the "these are suggestions, not hard and fast rules" section gives "permission" for implementing houserules In the DM section (B/X) and DM Book (BECMI), there are concrete steps given for making adventures and for running them. Using the Caller and Mapper rules trains players to be DMs. Having morale rules for monsters and NPCs means not every encounter is a fight to the death. The lethality of the game being balanced by the ease with which new characters can be made. [B]4th Edition:[/B] The "Points of Light" setting assumptions, but, at the same time, "it's your world", with suggested alternative assumptions. The ease of encounter creation, for combat and noncombat situations. The ability of the DM to throw a lot of stuff at the players without it seeming unfair. The monster variety--a fight with five goblins, but each goblin does a different thing. Hit point damage being described as the character's ability to continue fighting, implying that hit points represent the character's frame of mind as well as physical wounds. The "bloodied" condition implies the point at which the character suffers actual physical injury. The Warlord. Not "shouting your arm back on", but telling you to shake it off, and where to position yourself to keep from getting hit again, or where to strike next. The Paragon Tier "prestige classes", which opens up new options. Every class has a choice of at least three. Descriptions of powers. "Bad Idea, Friend"; "the Hunger of Hadar". The Four Defenses. Very elegant way to handle "saving throws", and allows differentiation of attack powers. Cant hit the villain's AC? Try attacking a different defense. Roles. A character of a given class has a particular job to do, which is important to the success of the team. Each class has a main role, and a secondary role, in case some role isn't covered by a different character. [/QUOTE]
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