Which edition will have the largest representation in the 5th rules?

foolish_mortals

First Post
flumphs,

If dnd 5th is going to be something entirely new but with pieces from each of the different editions/games in it, which do you edition do you think is going to dominate? I'm thinking it will be pieces of 2nd and 3rd that have the most in the 5th edition. They've lasted the longest. 2nd for the longest. 3rd for 7-8 years. 1rst for a good long time to. 4th might have a little. Then again it was only around for 1.798 years! :-S

what do you think, flumphs?
foolish_mortals
 

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The next edition will probably be its own thing at its core, with a whole new central rule system not based directly on any one edition. From there it will probably draw strong inspiration from 3e and 4e, with a few nods to older editions. It will definitely also have some wholly new ideas in it. The designers of the new edition apparently want to unify the disparate fans of D&D, and that means having stuff in the game that will appeal to fans on both sides of the 4E/Pathfinder divide.

Honestly, I think this is a bit of a silly question, though. The new edition will inevitably be its own, new thing. It won't be a simple retread of old editions' mechanics, but rather an attempt to create something new that is evocative of other editions that will draw back in lapsed fans while retaining current fans of D&D. Inevitably, it can only be measured on its own merits, something we don't know yet.
 

I started thinking about the basic conflict resolution mechanic of 1d20 + modifers vs. DC and immediately got bogged down.

What edition was the mechanic from? Attack rolls were using it probably from the beginning. However, 3e expanded it to other types of conflict resolution (skill achecks, ability checks, saving throws, etc.).

So, in a 4e game, are we using an OD&D rule whenever we make an attack roll and a 3e rule when we make a skill check?
 

I reckon BECMI and 4th ed (especially essentials). However, the feel of a lot of editions in between may be able to created by modularity around issues of cosmology, alignment, race, classes. However, I dont reckon their will be support for many subsystems like percentile thief skills or first edition psionics. But I guess we will see.








 



I think BECMI and 3.X.

4e will likely be represented as a series of combat and character options, and in a simplified adventure creation system, relative to 3.X.

The Auld Grump
 

I'm going to change my answer after reading that mearvle said the game will be good and simple. That tells me that 3rd and 4th won't be so heavily used and it will be stuff from the simpler 2nd and back era that will be showing up. That's ok.

foolish_mortals
 

I think BECMI and 3.X.

4e will likely be represented as a series of combat and character options, and in a simplified adventure creation system, relative to 3.X.

The Auld Grump

Sounds like it makes sense to me.

I think 4E did a lot as far as understanding organization that will be applied going forward.

Also I think I agree with 90% of the posts you make.
 

4e & 3.x. These two player bases are far, far larger than any other in the D&D playing community. If they don't focus on both of these, and both quite equally and frequently, then this game will be castigated by one of those two sides.

Old schoolers (like me) probably can hardly believe their game is going to be supported again. And, even if it is, it'll be a wild guess as to how many find 5e means coming home without giving up their current edition. Maybe that crowd will be the surprise sales figures of the launch? or maybe not.

New players, especially young players ages 10-14 are vitally important to the hobby as they virtually have NO stake in this claim. The current plan of a simple, yet elegant and everything-core-to-D&D new edition may be just what the doctor ordered. Art, toys, adventures, and characters geared to this age group (as well as late teens, 20's, and older adults) are vital to the hobby and Wizards. If they can tap that Middle School to early High School child consumerism again, then they could really have a hit on their hands.

To do this they really need to focus on why face-to-face RPGs are beneficial both as sources of fun and as sources of sociability, creativity, and mental exercise. Getting over social stigmas to the community and game are still hurdles, but I think it can be done.
 

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