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General Tabletop Discussion
*Pathfinder & Starfinder
Why do people still play older editions of D&D? Are they superior to the current one?
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<blockquote data-quote="MechaPilot" data-source="post: 7572336" data-attributes="member: 82779"><p>Every edition of D&D has it's own quirks and features that changes the feel of the game; it's part of why people develop favorite editions.</p><p></p><p>For some people, being able to perform cantrips all day long makes magic feel less magical. For others, it makes sense to them if their wizard can always have something magical they can do, instead of resorting to a crossbow or running away and hiding when they run out of spell slots.</p><p></p><p>For some people, overnight healing makes combat feel like there aren't any repercussions. For others, it speeds up play so the party doesn't spend a week or four recovering from the first fight of the adventure.</p><p></p><p>Some people enjoy the more rule-heavy tactical part of the game that some editions offer, while others prefer a more rules-light combat experience with less moving parts to track.</p><p></p><p>I love the way AD&D 2e handled multiclassing (though I wasn't a fan of it being restricted solely to non-human races) in which you simultaneously advanced in levels of each class by dividing your XP among all your classes; and I despise the 3e and 5e versions of multiclassing, where you have a set number of total level slots in which to equip class levels, and you have to pick and choose at each level.</p><p></p><p>I also love the to hit paradigm of editions 3, 4 & 5, where you simply roll, add bonuses and compare to AC, and where high ACs are better. By contrast, AD&D 2e had a system where ACs ranged from 10 to -10 (with -10 being the best) and a Thac0 score (meaning To Hit Armor Class Zero) that determined what number you needed to roll to hit a creature with an armor class of zero. Thac0 and 10 to -10 AC aren't overly difficult to use, especially over time and with experience, but it is algebraic and counter-intuitive, and I find a lot of people have a more lengthy time struggling with it before it finally breaks through and they're fine with it.</p><p></p><p>I don't really care for the 5e method of each attribute having its own saving throw. The lion's share of saving throws in 5e are Dexterity, Constitution and Wisdom saves, which corresponds directly to the Reflex, Fortitude and Will saves (or defenses) of 3e (and 4e). The rest of the 5e saves feel kind of tacked on (at least to me).</p><p></p><p>And I'm sure that's just a sliver of opinions you'll find on the matter.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7572336, member: 82779"] Every edition of D&D has it's own quirks and features that changes the feel of the game; it's part of why people develop favorite editions. For some people, being able to perform cantrips all day long makes magic feel less magical. For others, it makes sense to them if their wizard can always have something magical they can do, instead of resorting to a crossbow or running away and hiding when they run out of spell slots. For some people, overnight healing makes combat feel like there aren't any repercussions. For others, it speeds up play so the party doesn't spend a week or four recovering from the first fight of the adventure. Some people enjoy the more rule-heavy tactical part of the game that some editions offer, while others prefer a more rules-light combat experience with less moving parts to track. I love the way AD&D 2e handled multiclassing (though I wasn't a fan of it being restricted solely to non-human races) in which you simultaneously advanced in levels of each class by dividing your XP among all your classes; and I despise the 3e and 5e versions of multiclassing, where you have a set number of total level slots in which to equip class levels, and you have to pick and choose at each level. I also love the to hit paradigm of editions 3, 4 & 5, where you simply roll, add bonuses and compare to AC, and where high ACs are better. By contrast, AD&D 2e had a system where ACs ranged from 10 to -10 (with -10 being the best) and a Thac0 score (meaning To Hit Armor Class Zero) that determined what number you needed to roll to hit a creature with an armor class of zero. Thac0 and 10 to -10 AC aren't overly difficult to use, especially over time and with experience, but it is algebraic and counter-intuitive, and I find a lot of people have a more lengthy time struggling with it before it finally breaks through and they're fine with it. I don't really care for the 5e method of each attribute having its own saving throw. The lion's share of saving throws in 5e are Dexterity, Constitution and Wisdom saves, which corresponds directly to the Reflex, Fortitude and Will saves (or defenses) of 3e (and 4e). The rest of the 5e saves feel kind of tacked on (at least to me). And I'm sure that's just a sliver of opinions you'll find on the matter. [/QUOTE]
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Why do people still play older editions of D&D? Are they superior to the current one?
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