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What is each edition BEST at?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8712787" data-attributes="member: 6790260"><p>OD&D: High Gygaxian dungeon-heisting</p><p>Basic (and its children/cousins): As you say, changing play. The tone naturally shifts from one set to another.</p><p>AD&D1: My experience is likewise limited, but humanocentric hexcrawl seems accurate</p><p>AD&D2: Wildly creative settings and extensive lore (though some dislike the bowdlerizing it got as an attempt to dodge the Satanic Panic.) Also, being such a fertile ground for inspiring such great video games as <em>Baldur's Gate</em> and <em>Planescape: Torment</em>.</p><p>3e (and its direct children): Options! <em>You</em> get options, and <em>you</em> get options, and <em>you</em> get options, and EVERYONE gets options! Also, actually systematizing the system, and giving us the OGL.</p><p>4e (and its indirect children): Balance, tactical combat designed to be enjoyable as its own gameplay experience, high-mythic concepts/lore, and extensible framework rules that work well and then get the hell out of the way. Oh, and DM advice/support/tools.</p><p>5e: Compromise, outreach, inclusion. No edition has put as much work into these as 5e has (except maybe the outreach part, but only in terms of DMs.) My first post in the fandom toxicity thread noted this.</p><p></p><p>My experience with 2e is very limited and anything before that is mostly by word of mouth (though I have played a few sessions of Labyrinth Lord), so naturally my commentary is more extensive for WotC editions.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8712787, member: 6790260"] OD&D: High Gygaxian dungeon-heisting Basic (and its children/cousins): As you say, changing play. The tone naturally shifts from one set to another. AD&D1: My experience is likewise limited, but humanocentric hexcrawl seems accurate AD&D2: Wildly creative settings and extensive lore (though some dislike the bowdlerizing it got as an attempt to dodge the Satanic Panic.) Also, being such a fertile ground for inspiring such great video games as [I]Baldur's Gate[/I] and [I]Planescape: Torment[/I]. 3e (and its direct children): Options! [I]You[/I] get options, and [I]you[/I] get options, and [I]you[/I] get options, and EVERYONE gets options! Also, actually systematizing the system, and giving us the OGL. 4e (and its indirect children): Balance, tactical combat designed to be enjoyable as its own gameplay experience, high-mythic concepts/lore, and extensible framework rules that work well and then get the hell out of the way. Oh, and DM advice/support/tools. 5e: Compromise, outreach, inclusion. No edition has put as much work into these as 5e has (except maybe the outreach part, but only in terms of DMs.) My first post in the fandom toxicity thread noted this. My experience with 2e is very limited and anything before that is mostly by word of mouth (though I have played a few sessions of Labyrinth Lord), so naturally my commentary is more extensive for WotC editions. [/QUOTE]
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