While there are some elements of 4e that I find superior to 3e and, in my opinion, 4e is slowly improving in some areas as more supplements are released, my preference is 3e as a player and DM.
1. Core
- the rules are viewed as a toolbox
- design by exception is not the default
- some acknowledgment of world sim and verisimiilitude. This is important for the game to be fun for myself and my friends.
- Skill points allow me to develop/improve skills organically based on my characters adventures rather than automatic bonuses via level increase
- unconsolidated skills (I don't mind a few skills being consolidated, but for my tastes 4e went to far)
- craft, profession, and perform
- PrCs are considered optional rules
2. Unearthed Arcana (WOTC)
3. OGL Third party support allows me to customize the game as I see fit and has many products that I find just more inspirational than the WOTC format and playstyle. Some of the books that I really like include:
- Artificer's Handbook (Mystic Eye Games)
- Advanced Bestiary (Green Ronin)
- Alchemy and Herbalists (Bastion Press)
- Behind the Spells (Tricky Owlbear)
- Book of Iron Might (Malhavoc)
- Book of Fiends (Green Ronin)
- Book of the Righteous (Green Ronin)
- Book of Roguish Luck (Malhavoc)
- Book of Templates (Silverthorne/Goodman Games)
- Cavalier's Handbook (Green Ronin)
- Crime and Punishment (Atlas Games)
- Dynasties and Demogogues (Atlas Games)
- Element's of Magic: Revised (EN Publishing)
- Elements of Magic: Lyceian Arcana (EN Publishing)
- Experts 3.5 (Skirmisher)
- From Stone to Steel (Monkey God Enterprises/ Highmoon Media)
- Hot Pursuit (Adamant)
- Hot Pursuit: On Foot (Adamant)
- Ink and Quill (Bastion Press/Dragonwing)
- Love and War (Atlas Games)
- Magic Medieval Society: Western Europe (Expeditious Retreat)
- Noble Steeds (Avalanche Press)
- Poisoncraft (Blue Devil)
- Psychic's Handbook (Green Ronin)
- Redhurst Academy (Human Head)
- Shaman's Handbook (Green Ronin)
- Torn Asunder (Bastion Press)
- Trailblazer (Bad Axe Games)
- Witch's Handbook (Green Ronin)
1. Core
- the rules are viewed as a toolbox
- design by exception is not the default
- some acknowledgment of world sim and verisimiilitude. This is important for the game to be fun for myself and my friends.
- Skill points allow me to develop/improve skills organically based on my characters adventures rather than automatic bonuses via level increase
- unconsolidated skills (I don't mind a few skills being consolidated, but for my tastes 4e went to far)
- craft, profession, and perform
- PrCs are considered optional rules
2. Unearthed Arcana (WOTC)
3. OGL Third party support allows me to customize the game as I see fit and has many products that I find just more inspirational than the WOTC format and playstyle. Some of the books that I really like include:
- Artificer's Handbook (Mystic Eye Games)
- Advanced Bestiary (Green Ronin)
- Alchemy and Herbalists (Bastion Press)
- Behind the Spells (Tricky Owlbear)
- Book of Iron Might (Malhavoc)
- Book of Fiends (Green Ronin)
- Book of the Righteous (Green Ronin)
- Book of Roguish Luck (Malhavoc)
- Book of Templates (Silverthorne/Goodman Games)
- Cavalier's Handbook (Green Ronin)
- Crime and Punishment (Atlas Games)
- Dynasties and Demogogues (Atlas Games)
- Element's of Magic: Revised (EN Publishing)
- Elements of Magic: Lyceian Arcana (EN Publishing)
- Experts 3.5 (Skirmisher)
- From Stone to Steel (Monkey God Enterprises/ Highmoon Media)
- Hot Pursuit (Adamant)
- Hot Pursuit: On Foot (Adamant)
- Ink and Quill (Bastion Press/Dragonwing)
- Love and War (Atlas Games)
- Magic Medieval Society: Western Europe (Expeditious Retreat)
- Noble Steeds (Avalanche Press)
- Poisoncraft (Blue Devil)
- Psychic's Handbook (Green Ronin)
- Redhurst Academy (Human Head)
- Shaman's Handbook (Green Ronin)
- Torn Asunder (Bastion Press)
- Trailblazer (Bad Axe Games)
- Witch's Handbook (Green Ronin)
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