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<blockquote data-quote="cbwjm" data-source="post: 8220532" data-attributes="member: 6788732"><p><strong>Becmi</strong>. This was the first time I played DnD having bought the rules cyclopedia. It was mostly just my cousin and I playing but it was a lot of fun. Later I got a group of friends at highschool playing. Race as class is something that I still like, though it got a little diluted with the gazetteers.</p><p></p><p><strong>2e</strong>. Next after becmi came 2e, this edition is still probably right up there as my favourite. I loved the kits that could change a class, the settings, many of which had their own unique classes or add-ons like planescape factions which were something which could be layered over any class/kit. I probably place 2e as one of the high points of DnD in general.</p><p></p><p><strong>3e</strong>. I loved this edition, though I missed some aspects of 2e. Prestige classes were a great idea until they became an expected part of builds. I liked the way they took the old bonus spells for high wisdom priests had and made it a part of spellcasters in general. Feats provided a lot of customisation for each class so that two fighters or two wizards would look different from each other. </p><p></p><p>I tend to combine 3e and 3.5, so not much else to add here.</p><p></p><p><strong>4e</strong>. I liked the tougher level characters, healing surges, rituals. The world axis was pretty cool and the dawn war resonated with me as it was similar to real world mythology, just replace gods and primordials with gods and giants or gods and titans.</p><p></p><p><strong>5e</strong>. Loving the simplification of the system, its fun and simple to play. Advantage/disadvantage, while sometimes a little strange is so much better than keeping track of multiple small bonuses. Spell preparation for casters, no more locking in a single spell into a single spell slot. Bounded accuracy means that you no longer need an excessive number of skill points in a skill and keeps smaller enemies still dangerous if they gang up on you (though they probably still need to worry about a fireball wiping them out and removing that danger).</p><p></p><p>I will probably think of more for each edition but these are what jump out at me at the moment.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8220532, member: 6788732"] [B]Becmi[/B]. This was the first time I played DnD having bought the rules cyclopedia. It was mostly just my cousin and I playing but it was a lot of fun. Later I got a group of friends at highschool playing. Race as class is something that I still like, though it got a little diluted with the gazetteers. [B]2e[/B]. Next after becmi came 2e, this edition is still probably right up there as my favourite. I loved the kits that could change a class, the settings, many of which had their own unique classes or add-ons like planescape factions which were something which could be layered over any class/kit. I probably place 2e as one of the high points of DnD in general. [B]3e[/B]. I loved this edition, though I missed some aspects of 2e. Prestige classes were a great idea until they became an expected part of builds. I liked the way they took the old bonus spells for high wisdom priests had and made it a part of spellcasters in general. Feats provided a lot of customisation for each class so that two fighters or two wizards would look different from each other. I tend to combine 3e and 3.5, so not much else to add here. [B]4e[/B]. I liked the tougher level characters, healing surges, rituals. The world axis was pretty cool and the dawn war resonated with me as it was similar to real world mythology, just replace gods and primordials with gods and giants or gods and titans. [B]5e[/B]. Loving the simplification of the system, its fun and simple to play. Advantage/disadvantage, while sometimes a little strange is so much better than keeping track of multiple small bonuses. Spell preparation for casters, no more locking in a single spell into a single spell slot. Bounded accuracy means that you no longer need an excessive number of skill points in a skill and keeps smaller enemies still dangerous if they gang up on you (though they probably still need to worry about a fireball wiping them out and removing that danger). I will probably think of more for each edition but these are what jump out at me at the moment. [/QUOTE]
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