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What is your favorite edition of D&D and why?
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<blockquote data-quote="Gothmog" data-source="post: 4897510" data-attributes="member: 317"><p>No contest. After having played it for over a year, both as a DM and player, 4E is by far my favorite edition of D&D, and holds together the best during play for my groups.</p><p></p><p>As a DM, I love 4e for:</p><p>* Ease of preparation (and the DDI is a thing of beauty)</p><p>* Simplicity of NPC and monster stat blocks, but still with tons of interesting options during a fight</p><p>* Skill challenges (yes, I use them, and they work well especially if the DM uses some judgement)</p><p>* Focus on actually playing and running the game, rather than prepping for it</p><p>* MUCH harder for a player to munchkin powergame. It means my job as a DM is a ton easier not having to worry about appropriate encounters and challenges trashing some PCs while other PCs don't break a sweat</p><p>* The system is so robust and scales well through all levels of play</p><p>* XP budgeting system for encounter design</p><p>* New cosmology- it strongly mirrors the cosmology of my homebrew world, and I find the new cosmology far more evocative than the old one</p><p></p><p>As a player, I love 4e for:</p><p>* Easier organic character development (meaning I don't need to pre-select feats, skills, classes, etc out to level X to be able to qualify for something later), and retraining</p><p>* Focus on play mastery rather than system mastery</p><p>* Focus on working as a team, rather than lone-wolf tactics</p><p>* MUCH harder to munchkin powergame, and fewer one-trick pony PCs</p><p>* I can play ANY class and know I won't be a gimp or useless at any point during the character's progression</p><p>* The new multiclassing rules </p><p>* Powers are just a stupid amount of fun in play</p><p>* Caster class power is reigned in, but a smart caster with some prep time for rituals and careful power use can do some really incredible stuff</p><p>* Much less reliance on magic items for character progression and power</p><p></p><p>I've still got a soft spot for AD&D 1e/2e- 1e had such a great feel to it during play (which we have recaptured with 4e with a few minor tweaks), and 2e was where I spent most of my gaming years, and the settings were a lot of fun. We still play 1e or 2e a couple times a year as one-off games, and they are fun, but 4e has revolutionized and improved D&D so much, I don't think I could go back. Alas, I never really got to play much OD&D, but what I did play was fun. I won't mention the "edition that shall not be named" as my gaming group calls it, since this isn't an edition wars thread and nobody wants it to go there. A buddy of mine is going to run a Pathfinder game and wants me to play in it. I'm cautiously optomistic about it, but more for his DMing skills than any inherent strength of the system. We shall see.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4897510, member: 317"] No contest. After having played it for over a year, both as a DM and player, 4E is by far my favorite edition of D&D, and holds together the best during play for my groups. As a DM, I love 4e for: * Ease of preparation (and the DDI is a thing of beauty) * Simplicity of NPC and monster stat blocks, but still with tons of interesting options during a fight * Skill challenges (yes, I use them, and they work well especially if the DM uses some judgement) * Focus on actually playing and running the game, rather than prepping for it * MUCH harder for a player to munchkin powergame. It means my job as a DM is a ton easier not having to worry about appropriate encounters and challenges trashing some PCs while other PCs don't break a sweat * The system is so robust and scales well through all levels of play * XP budgeting system for encounter design * New cosmology- it strongly mirrors the cosmology of my homebrew world, and I find the new cosmology far more evocative than the old one As a player, I love 4e for: * Easier organic character development (meaning I don't need to pre-select feats, skills, classes, etc out to level X to be able to qualify for something later), and retraining * Focus on play mastery rather than system mastery * Focus on working as a team, rather than lone-wolf tactics * MUCH harder to munchkin powergame, and fewer one-trick pony PCs * I can play ANY class and know I won't be a gimp or useless at any point during the character's progression * The new multiclassing rules * Powers are just a stupid amount of fun in play * Caster class power is reigned in, but a smart caster with some prep time for rituals and careful power use can do some really incredible stuff * Much less reliance on magic items for character progression and power I've still got a soft spot for AD&D 1e/2e- 1e had such a great feel to it during play (which we have recaptured with 4e with a few minor tweaks), and 2e was where I spent most of my gaming years, and the settings were a lot of fun. We still play 1e or 2e a couple times a year as one-off games, and they are fun, but 4e has revolutionized and improved D&D so much, I don't think I could go back. Alas, I never really got to play much OD&D, but what I did play was fun. I won't mention the "edition that shall not be named" as my gaming group calls it, since this isn't an edition wars thread and nobody wants it to go there. A buddy of mine is going to run a Pathfinder game and wants me to play in it. I'm cautiously optomistic about it, but more for his DMing skills than any inherent strength of the system. We shall see. [/QUOTE]
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