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<blockquote data-quote="ART!" data-source="post: 8220049" data-attributes="member: 79926"><p>1E: I probably spent more hours per month playing 1E than any other edition. This was the edition I started on, discovering this weird, b&w-illustrated world of cheaply-printed possibilities. Then AD&D was all hardcovers and expanded this and that, and I played SO much of that i can't even tell you. </p><p></p><p>2E: It had skills? Those are good? And...kits? I played very little of this. I remember the layout and design of the books better than than the mechanics, if that tells you anything. </p><p></p><p>3E: It gave us Mutants & Masterminds other amazing OGL stuff, so although I played very little of D&D 3E, I'm very fond of this edition's existence. </p><p></p><p>4E: I was kind of thrilled when the DM told me that playing a spellcaster was not much more complicated that playing a non-spellcaster in this edition. I had mostly avoided spellcasters in previous D&D games, because I didn't like messing with all the options, i.e. spells. So, I played a cleric! That was pretty cool.</p><p></p><p>5E: Did some early playtests, a very short campaign after the release in 2015, and then almost exclusively and weekly since January 2017 - including a fair amount of DMing. More than 2E-4E, playing 5E reminds me of AD&D, and that's a good thing for me. </p><p></p><p>My sense of enjoyment has rarely been <em>about</em> the mechanics, but more the feel of the edition - which granted is in part created <em>by</em> the mechanics. AD&D was a more fully-realized version of the D&D I had been playing, and felt huge and epic and mythological as a result. As I noted, I can't comment on the contents of 2E and 3E much. 4E's intense tactical focus eventually burned me out. 5E has been absolutely great for our group, and I think the simplified/streamlined tactical stuff has been a big part of that.</p></blockquote><p></p>
[QUOTE="ART!, post: 8220049, member: 79926"] 1E: I probably spent more hours per month playing 1E than any other edition. This was the edition I started on, discovering this weird, b&w-illustrated world of cheaply-printed possibilities. Then AD&D was all hardcovers and expanded this and that, and I played SO much of that i can't even tell you. 2E: It had skills? Those are good? And...kits? I played very little of this. I remember the layout and design of the books better than than the mechanics, if that tells you anything. 3E: It gave us Mutants & Masterminds other amazing OGL stuff, so although I played very little of D&D 3E, I'm very fond of this edition's existence. 4E: I was kind of thrilled when the DM told me that playing a spellcaster was not much more complicated that playing a non-spellcaster in this edition. I had mostly avoided spellcasters in previous D&D games, because I didn't like messing with all the options, i.e. spells. So, I played a cleric! That was pretty cool. 5E: Did some early playtests, a very short campaign after the release in 2015, and then almost exclusively and weekly since January 2017 - including a fair amount of DMing. More than 2E-4E, playing 5E reminds me of AD&D, and that's a good thing for me. My sense of enjoyment has rarely been [I]about[/I] the mechanics, but more the feel of the edition - which granted is in part created [I]by[/I] the mechanics. AD&D was a more fully-realized version of the D&D I had been playing, and felt huge and epic and mythological as a result. As I noted, I can't comment on the contents of 2E and 3E much. 4E's intense tactical focus eventually burned me out. 5E has been absolutely great for our group, and I think the simplified/streamlined tactical stuff has been a big part of that. [/QUOTE]
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