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What's your favorite edition of D&D (so far)?
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<blockquote data-quote="Celebrim" data-source="post: 5798906" data-attributes="member: 4937"><p>I voted that I protest your characterizations, because I consider 3.0 and 3.5 to be very different animals (and especially early 3.0 prior to the publication of non-core player supplements). There is about as much different between 3.0 and 3.5 as are different between Basic and 2e AD&D.</p><p></p><p>I think every edition has something going for it. I miss the terseness of 1e modules where you could have a good adventure in 8 pages of text and a minicampaign in 32, and I miss some of the then little used tactical complications like casting time, weapon vs. AC modifiers, and simultaneous declaration/resolution. Second edition is underrated for its clean simplicity and in practice most people played 1e according to rules that were closer to 2e than 1e thereby implementing 'rules light' in practice if not in the text, and BECMI was even more compact and efficient. OD&D had a strong focus on player over character that has been lost a bit and which by now the rules have gone too far away from. And 4e had good intentions...</p><p></p><p>But for how I run my table balancing the various demands on and needs of a system, 3.0 is closest to what I need. Granted, the version of 3.0 I'm playing is probably more different from 3.0 than 3.5 is, but its core philosophy of "1e in an updated engine" is something I can readily embrace and work from. Three point five took the idea of player mechanical empowerment just too far, championing ideas from 3.0 like PrC's that I found to be flaws and hammering as core to the system them until the system just broke. In addition, it took the relatively few OP aspects of 3.0 (haste, hold person, harm, etc.) and instead of just tweaking what need to be fixed, it introduced a slew of new subtle balance issues to the spell lists that made pure spellcasters even more broken than they were before. And it set up a race between player power and monster power that led to out of control power creep. Virtually none of the content introduced for 3.5 was well thought out. By the end, it started to resemble 2e's onslaught of overpriced poorly written products. </p><p></p><p>Pathfinder does some good things, and I might eventually adopt some of its reforms in terminology and system, but on the whole I don't think it addresses enough of the problems with the 3e system to make me give up my homebrew variant for it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5798906, member: 4937"] I voted that I protest your characterizations, because I consider 3.0 and 3.5 to be very different animals (and especially early 3.0 prior to the publication of non-core player supplements). There is about as much different between 3.0 and 3.5 as are different between Basic and 2e AD&D. I think every edition has something going for it. I miss the terseness of 1e modules where you could have a good adventure in 8 pages of text and a minicampaign in 32, and I miss some of the then little used tactical complications like casting time, weapon vs. AC modifiers, and simultaneous declaration/resolution. Second edition is underrated for its clean simplicity and in practice most people played 1e according to rules that were closer to 2e than 1e thereby implementing 'rules light' in practice if not in the text, and BECMI was even more compact and efficient. OD&D had a strong focus on player over character that has been lost a bit and which by now the rules have gone too far away from. And 4e had good intentions... But for how I run my table balancing the various demands on and needs of a system, 3.0 is closest to what I need. Granted, the version of 3.0 I'm playing is probably more different from 3.0 than 3.5 is, but its core philosophy of "1e in an updated engine" is something I can readily embrace and work from. Three point five took the idea of player mechanical empowerment just too far, championing ideas from 3.0 like PrC's that I found to be flaws and hammering as core to the system them until the system just broke. In addition, it took the relatively few OP aspects of 3.0 (haste, hold person, harm, etc.) and instead of just tweaking what need to be fixed, it introduced a slew of new subtle balance issues to the spell lists that made pure spellcasters even more broken than they were before. And it set up a race between player power and monster power that led to out of control power creep. Virtually none of the content introduced for 3.5 was well thought out. By the end, it started to resemble 2e's onslaught of overpriced poorly written products. Pathfinder does some good things, and I might eventually adopt some of its reforms in terminology and system, but on the whole I don't think it addresses enough of the problems with the 3e system to make me give up my homebrew variant for it. [/QUOTE]
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