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What is your favorite edition of D&D and why?
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<blockquote data-quote="thedungeondelver" data-source="post: 4897523" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><strong>AD&D</strong>. I prefer the aesthetics (<strong>AD&D</strong> has art that with little exception has yet to be matched by later editions (although there are some bad pieces)), Gary's writing style gives the game a life of its own, and the rules mechanics are "just right".</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Combat:</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I like how surprise works (even the off hand weird scenarios, such as a bugbear versus a high-dex and high-dex ranger both wearing leather armor only).</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Group initiative. Spell casting times, charging, preparing to receive charges, etc. create a granular enough combat round that individual initiative isn't really required.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Simple melee resolution - I do not use 'THAC0' (and I wish one of my players would stop, he is generally one number off, and I have to talk him down every time by saying "The to-hit matrix is correct, and THAC0 did not originate as a player tool in 1e, it was there for quick and dirty <em>monster hit die/level use only</em>"). The combat matrices are quick and easy to use.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">In and amongst that, and as mentioned before: spell casting time. Gives even the most powerful magic-user pause. Is <em>disintegrate</em> really what I want here? Last couple of rounds, some "glowing arrows" came racing our way - what if I'm struck by one? etc.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">What is perceived as "imbalance" (compared to other editions) is actually a very fine balance unto its own: yes, yes, the 11th level magic-user is like unto a demi-god in his ability - for a few choice encounters. Then he's a useful magic-user again. For a few more encounters. Then...? Then the fighting-men shine. Sometimes, the thief is what the party's fate hinges on. Does he get that critical backstab in? Will he be able to open the lock here in the room rapidly filling with water/poison gas/alligators?</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Gary realized to a greater or lesser extent that there were times when you might only have a 1 on 1 campaign or session, or 1 on 2 or whatever, and gave a different set of tools to use to accomplish the same ends with weapon specialization in <strong>UNEARTHED ARCANA</strong> but earlier with multi- and dual-classing.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">The way different classes level (differently) is most appealing to me. How should a magic-user learn from a massive brawl where he wasn't really involved beyond hanging back with bandages? Likewise, with fighters fending off summoned monsters, protecting the aforementioned spell-caster, how do <em>they</em> benefit from a largely thaumaturigcal battle? A cleric gains different knowledge and insight (differently) during the epic battle against the H.A.R.D. (Huge Ancient Red Dragon) than do the fighting-men or the thieves, and he applies it differently.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I like the uncertainty of things - the world at large is a dangerous place! Is that a <em>cloak of protection</em> or a <em>poison cloak</em>? Pity the magic-user who must find out! How many charges are on that <em>wand of enemy detection</em>? You can only be sure within a range.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">The humanocentric viewpoint of the game, although I do like the raising of the level caps somewhat in <strong>UNEARTHED ARCANA</strong>. Gary did mention once that in "his" 2e, he would have made a different class for each race as their "unlimited". I'd have liked to have seen that.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Overall, the sense of danger of it all. The no-guarantee of success. Meeting the DM eye to eye not as a fellow story-teller, but as the force of the implacable universe, set against you. The uncertainty, the mystery, the danger - who hasn't fought until they had but a mere hit-point standing between themselves and oblivion, knowing that the cleric was out of healing spells, that the magic-user was reduced to staff and darts, and that the other fighters in the party were just as bad off as you were and felt a <em>rush</em> as they faced the last few orcs? No do-overs, no power ups, and the epic heroism coming from thinking on one's feet, relying on your own wits and gameplay!</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">That's the feel I get from <strong>AD&D</strong>. That's why I prefer it to all others. I don't get that feel from them at all.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 4897523, member: 34865"] [font=century gothic] [b]AD&D[/b]. I prefer the aesthetics ([b]AD&D[/b] has art that with little exception has yet to be matched by later editions (although there are some bad pieces)), Gary's writing style gives the game a life of its own, and the rules mechanics are "just right". Combat: I like how surprise works (even the off hand weird scenarios, such as a bugbear versus a high-dex and high-dex ranger both wearing leather armor only). Group initiative. Spell casting times, charging, preparing to receive charges, etc. create a granular enough combat round that individual initiative isn't really required. Simple melee resolution - I do not use 'THAC0' (and I wish one of my players would stop, he is generally one number off, and I have to talk him down every time by saying "The to-hit matrix is correct, and THAC0 did not originate as a player tool in 1e, it was there for quick and dirty [i]monster hit die/level use only[/i]"). The combat matrices are quick and easy to use. In and amongst that, and as mentioned before: spell casting time. Gives even the most powerful magic-user pause. Is [i]disintegrate[/i] really what I want here? Last couple of rounds, some "glowing arrows" came racing our way - what if I'm struck by one? etc. What is perceived as "imbalance" (compared to other editions) is actually a very fine balance unto its own: yes, yes, the 11th level magic-user is like unto a demi-god in his ability - for a few choice encounters. Then he's a useful magic-user again. For a few more encounters. Then...? Then the fighting-men shine. Sometimes, the thief is what the party's fate hinges on. Does he get that critical backstab in? Will he be able to open the lock here in the room rapidly filling with water/poison gas/alligators? Gary realized to a greater or lesser extent that there were times when you might only have a 1 on 1 campaign or session, or 1 on 2 or whatever, and gave a different set of tools to use to accomplish the same ends with weapon specialization in [b]UNEARTHED ARCANA[/b] but earlier with multi- and dual-classing. The way different classes level (differently) is most appealing to me. How should a magic-user learn from a massive brawl where he wasn't really involved beyond hanging back with bandages? Likewise, with fighters fending off summoned monsters, protecting the aforementioned spell-caster, how do [i]they[/i] benefit from a largely thaumaturigcal battle? A cleric gains different knowledge and insight (differently) during the epic battle against the H.A.R.D. (Huge Ancient Red Dragon) than do the fighting-men or the thieves, and he applies it differently. I like the uncertainty of things - the world at large is a dangerous place! Is that a [i]cloak of protection[/i] or a [i]poison cloak[/i]? Pity the magic-user who must find out! How many charges are on that [i]wand of enemy detection[/i]? You can only be sure within a range. The humanocentric viewpoint of the game, although I do like the raising of the level caps somewhat in [b]UNEARTHED ARCANA[/b]. Gary did mention once that in "his" 2e, he would have made a different class for each race as their "unlimited". I'd have liked to have seen that. Overall, the sense of danger of it all. The no-guarantee of success. Meeting the DM eye to eye not as a fellow story-teller, but as the force of the implacable universe, set against you. The uncertainty, the mystery, the danger - who hasn't fought until they had but a mere hit-point standing between themselves and oblivion, knowing that the cleric was out of healing spells, that the magic-user was reduced to staff and darts, and that the other fighters in the party were just as bad off as you were and felt a [i]rush[/i] as they faced the last few orcs? No do-overs, no power ups, and the epic heroism coming from thinking on one's feet, relying on your own wits and gameplay! That's the feel I get from [b]AD&D[/b]. That's why I prefer it to all others. I don't get that feel from them at all. [/font] [/QUOTE]
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