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Which D&D edition do you *really* prefer?
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<blockquote data-quote="Desdichado" data-source="post: 5980710" data-attributes="member: 2205"><p>I really don't have anything whatsoever to do with 4e, but I really like that. That was the best innovation to 4e, IMO. I didn't care for the rules direction at all.</p><p></p><p>Considering that I never actually answered the question, and yet here I am chatting in the thread... I should probably log my official response.</p><p></p><p>Houseruled 3.5, or better yet, d20 Modern + d20 Past. Level caps a la E6, or at least greatly slowed advancement with no expectation of getting out of the mid-levels, houserules to greatly limit magic and introduce a more "supernatural horror" vibe instead of high fantasy feel. I'd ignore vast swaths of the rules as completely irrelevent to my game, handwave DCs, ACs and other stats as needed to generate opponents on the fly without actually having statblocks, and otherwise play fairly fast and loose. This system really only works well with a group of fairly laid-back, roleplaying and swashbuckling oriented players; rules-lawyers or powergamers would no doubt break this paradigm wide open. But... since I don't really enjoy playing with rules-lawyers and powergamers anyway, that's not a loss I'm too concerned about.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 5980710, member: 2205"] I really don't have anything whatsoever to do with 4e, but I really like that. That was the best innovation to 4e, IMO. I didn't care for the rules direction at all. Considering that I never actually answered the question, and yet here I am chatting in the thread... I should probably log my official response. Houseruled 3.5, or better yet, d20 Modern + d20 Past. Level caps a la E6, or at least greatly slowed advancement with no expectation of getting out of the mid-levels, houserules to greatly limit magic and introduce a more "supernatural horror" vibe instead of high fantasy feel. I'd ignore vast swaths of the rules as completely irrelevent to my game, handwave DCs, ACs and other stats as needed to generate opponents on the fly without actually having statblocks, and otherwise play fairly fast and loose. This system really only works well with a group of fairly laid-back, roleplaying and swashbuckling oriented players; rules-lawyers or powergamers would no doubt break this paradigm wide open. But... since I don't really enjoy playing with rules-lawyers and powergamers anyway, that's not a loss I'm too concerned about. [/QUOTE]
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