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<blockquote data-quote="aco175" data-source="post: 5833775" data-attributes="member: 27385"><p>I guess if comes down to figuring out what was right with each edition and building on that. I should caveat things with the fact that years ago I played a different way than I do now. For example, I would like to see magic items be better in a new edition. I love 2e items with all power and game changing, or 1e with random item roll. When I was 12 that was great, now I would want more ballance being older. The other thing I noticed is that each edition seems to be fine, in playing the game. whether it was better than the last is opinion.</p><p></p><p>Some cool things I like from each edition include;</p><p></p><p>2e magic items- Not sure how to add things that chop heads off or let you teleport at will and still have things be about ballanced</p><p></p><p>3e multi classing- I like that I can make a character any way I like, or can change partway through the campaign with another class. Do not really like 4e with paths that do not allow you to be an 11th level fighter- you have to be a 11th level something.</p><p></p><p>4e hit points and surges- Don't remember 1e, but 2e we houseruled dying at 0 and went with the -10. It does make fights last longer though, since monsters have more as well.</p><p></p><p>I like using minis and tiles/grids- I think it free the dm to focus on other things and players can see how far they can move and not relay on the dm to judge. It worked when you would ask if you could sneak around and backstab. The dm would say something like you can sneak, but cannot backstab. I find the minis means less arguing.</p><p></p><p>I'm not sure on magic spells- I like each class having certain powers you can use each encounter like in 4e and not having to remember things like how many encounters you could use Bull Strength before it wore off. Part of me wants to see more options like with cleric's Channel Divinity, wher you could cast This, That, or The Other Thing- but only one this fight. We never really use rituals and a lot of those could be useful as old school spells.</p><p></p><p>4e monsters- I like the way Orcs can be easy to fight ie. minions, or they can be 'standard' level3 brutes- or whatever, and they can have a number of other class types, but not have to spend the time making them with adding class levels to them as the Dm. It seems to spread out the useful life of each monster before you get to bigger ones. </p><p></p><p>Modules- I always liked 1e feel. Maybe because things were new and we were young, but they had a certain feeling to them. Before things like plot and character development got into modules. As the dm I can add these and could use more basic places and event encounters.</p><p></p><p>4e where you attack each defense- This lets players roll more even if they have a caster and lets them miss, but the dm could have just made a save instead. Although the saves feel weaker compared to 'save or die', or 'you turn into a newt'. That was another thread about fighter/wizard power at each level.</p><p></p><p>I guess there would be more like specific classes and abilities, but this is enough for now.</p></blockquote><p></p>
[QUOTE="aco175, post: 5833775, member: 27385"] I guess if comes down to figuring out what was right with each edition and building on that. I should caveat things with the fact that years ago I played a different way than I do now. For example, I would like to see magic items be better in a new edition. I love 2e items with all power and game changing, or 1e with random item roll. When I was 12 that was great, now I would want more ballance being older. The other thing I noticed is that each edition seems to be fine, in playing the game. whether it was better than the last is opinion. Some cool things I like from each edition include; 2e magic items- Not sure how to add things that chop heads off or let you teleport at will and still have things be about ballanced 3e multi classing- I like that I can make a character any way I like, or can change partway through the campaign with another class. Do not really like 4e with paths that do not allow you to be an 11th level fighter- you have to be a 11th level something. 4e hit points and surges- Don't remember 1e, but 2e we houseruled dying at 0 and went with the -10. It does make fights last longer though, since monsters have more as well. I like using minis and tiles/grids- I think it free the dm to focus on other things and players can see how far they can move and not relay on the dm to judge. It worked when you would ask if you could sneak around and backstab. The dm would say something like you can sneak, but cannot backstab. I find the minis means less arguing. I'm not sure on magic spells- I like each class having certain powers you can use each encounter like in 4e and not having to remember things like how many encounters you could use Bull Strength before it wore off. Part of me wants to see more options like with cleric's Channel Divinity, wher you could cast This, That, or The Other Thing- but only one this fight. We never really use rituals and a lot of those could be useful as old school spells. 4e monsters- I like the way Orcs can be easy to fight ie. minions, or they can be 'standard' level3 brutes- or whatever, and they can have a number of other class types, but not have to spend the time making them with adding class levels to them as the Dm. It seems to spread out the useful life of each monster before you get to bigger ones. Modules- I always liked 1e feel. Maybe because things were new and we were young, but they had a certain feeling to them. Before things like plot and character development got into modules. As the dm I can add these and could use more basic places and event encounters. 4e where you attack each defense- This lets players roll more even if they have a caster and lets them miss, but the dm could have just made a save instead. Although the saves feel weaker compared to 'save or die', or 'you turn into a newt'. That was another thread about fighter/wizard power at each level. I guess there would be more like specific classes and abilities, but this is enough for now. [/QUOTE]
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