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<blockquote data-quote="the Jester" data-source="post: 4860558" data-attributes="member: 1210"><p>My "real" campaign is presently 4e, but I am working on what I am referring to as "dnd jazz edition", taking bits of design philosophy from each edition with some explicit goals of my own (such as everyone starts at 1st level) and am gradually refining it. I've been running a few playtest games of it as I go- I'm ready to test the cleric, and may have the elf done before long!</p><p></p><p>What scratches the itch for me?</p><p></p><p>4e's monster design system. Oh god it's beautiful. Also, the way it does traps, hazards and (in theory, though not always in execution) skill challenges. 4e makes the game easy and fun to run again.</p><p></p><p>1e's flavor. It drips into my mind like gravy of the soul. Level titles, name level, followers, all the random dungeon dressing charts, the assumption that random encounters would actually be random encounters and not be tailored to the pcs but rather to the area the pcs were in- ahhh, it's a heady, heady thing, 1e flavor. </p><p></p><p>2e's priest system, if executed right. My old campaign world's religion- which had a huge, well-developed pantheon of gods with unique specialty priests, hundreds of god-unique spells, many 'champion of _________' classes, etc. was awesome and inspiring. Coolest, most interesting edition for clerics- as long as there were no generic clerics.</p><p></p><p>3's major innovations- feats, the standardization of the d20-higher-is-better mechanic, a truly integrated skill system, etc. Making fighters interesting (again, feats). Fortitude, Reflex and Will. Ascending AC. I could go on for a while here.</p><p></p><p>I didn't play much before that- a bit of B/X but already admixed with 1e. So I can't speak to earlier editions. But man, if I can capture what I love about each edition in the flavor of my "Jazz Edition" homebrewed DnD, I will be stoked. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 4860558, member: 1210"] My "real" campaign is presently 4e, but I am working on what I am referring to as "dnd jazz edition", taking bits of design philosophy from each edition with some explicit goals of my own (such as everyone starts at 1st level) and am gradually refining it. I've been running a few playtest games of it as I go- I'm ready to test the cleric, and may have the elf done before long! What scratches the itch for me? 4e's monster design system. Oh god it's beautiful. Also, the way it does traps, hazards and (in theory, though not always in execution) skill challenges. 4e makes the game easy and fun to run again. 1e's flavor. It drips into my mind like gravy of the soul. Level titles, name level, followers, all the random dungeon dressing charts, the assumption that random encounters would actually be random encounters and not be tailored to the pcs but rather to the area the pcs were in- ahhh, it's a heady, heady thing, 1e flavor. 2e's priest system, if executed right. My old campaign world's religion- which had a huge, well-developed pantheon of gods with unique specialty priests, hundreds of god-unique spells, many 'champion of _________' classes, etc. was awesome and inspiring. Coolest, most interesting edition for clerics- as long as there were no generic clerics. 3's major innovations- feats, the standardization of the d20-higher-is-better mechanic, a truly integrated skill system, etc. Making fighters interesting (again, feats). Fortitude, Reflex and Will. Ascending AC. I could go on for a while here. I didn't play much before that- a bit of B/X but already admixed with 1e. So I can't speak to earlier editions. But man, if I can capture what I love about each edition in the flavor of my "Jazz Edition" homebrewed DnD, I will be stoked. :) [/QUOTE]
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