D&D General Your favorite things about editions that aren't your favorite.

Basic: The archetypes/racial classes. Everything is so refreshingly unbalanced. I have to do a 5e clone of it one day, and I got my ideas on how to do this. Hardest part is probably getting my progressive players in showing interest in it.

1e: Hm. I recall intermixing it with 2e, never actually played it other than playing 2e using 1e material.
I did like some of the race/class restrictions in it though.

2e: The edition I got a hate/love for. Still it had the most epic adventures for D&D ever plus a big load of stuff you could view as bulk. Though many things back then were highly unlogic and nonlinear (Exceptional STR, THAC0, XP, Saving throw tables, weapon speed intitiative nonsense) most of the vancian casting was pretty good. An evil cleric? You can only use reverted healing (cause wounds spells) 4rth level and higher.
Magic in general: you could limit casting e.g. no spells above 5th level. No one would complain or babble some nonsense about imbalance. Monster mythology: one of the best sourcebooks ever.
Different campaign worlds having a total unique feel. Not much shoehorning.

3e: Best mechanic up to this point. Very logic system. 3 saving throws. Attribute bonus and malus per race.
I wish they had kept these two for 5e, but both of it would have collided with BA eventually. But 3e is still the perfect thing for D&D computergames imho.

4e: Never table top, only neverwinter MMORPG and once I planned playing in a 4e campaign but it never came that far. Love the simplicity of some stuff. Scalable till ultimo, WoW meets D&D somehow. I like the world axis as a different approach to the Multiverse and the simplified alignment system. Not that I do not like the wheel and 9 alignment system and normally use it, I just would like to try out that different concept.

5e my fav. edition for tabletop and not many things I dislike about it and these can be easily fixed. But the survey was about eds, not the favourite so nothing on 5e for me bec. I love it.
 

log in or register to remove this ad


OD&D: simplicity when you understand the rules, easy to make the game what you want without breaking the system.

OD&D plus supplements: a simpler advanced DND without all the side rules that seemed made up on the spot and contradictory.

AD&D 1e: lore master. The real foundation of D&D lore starts here. The system also is simple and easy to house rule as can be seen by contradictory rules that don’t break the system. Erol Otus.

AD&D 2e: more lore. 2e is where the lore became the point with Planescape and the Forgotten Realms leading point in crafting what was what in D&D fiction. The novels became a central focus and they greatly expanded D&D away from pale imitations of Tolkien or Leiber. Art. Oh the art. Easley, Elmore, Diterlizzi (my favorite at the time), Brom, Parkinson.

D&D3e: took the foundations of the previous editions and made it easy to explain and teach. I was not a fan of 2e Realms but 3e made me fall in love with the Realms. Ghostwalk. Orcus and the demon lords becoming prominent.

3.5: Warlock. Shadar Kai. The Book of Vile Darkness. Vecna as god. Return to the dungeon and embracing D&D as a genre instead of trying to force it into a generic fantasy tool kit.

4e: the lore was excellent. Essentials is a cool version. Ummm... yeah the Lore.

I’m a bit harsh on 3.x era artists here so I’m gonna jump out and say I love Wayne Reynolds, Sam Wood, and a handful of others. It was certainly a lot better than late 2e, post revision art. And Reynolds is just amazing in general While defining the dungeonpunk aesthetic. The primary issue was that going from 3e to 4e the artists seem to be trying to mimic a house style that Paizo pulled off a lot better With WAR as their foundation.

5e: making D&D as simple as 1 or 2e with the best elements of 3&4e. The adventure supplements are amazing. The Artwork returns to a more classic style of art, dropping some of the dungeonpunk/numetal aesthetics of 3&4e. A return to character over build though some still try to game The game.

Basic: easy pick up game.
 
Last edited:

My favorite edition is B/X followed by 5e.

OD&D: The fundamental assumptions of the game play environment are fascinating to me and form the back bone of all my campaigns. OD&D originated the Points of Light concept that 4E used.

BECMI: The Basic Red Box introductory adventures. The gold standard in providing an introduction to the game, I am shocked that WoTC has not attempted to recreate and revise this approach for 5e.

AD&D: spell acquisition spell book management. You needed to make a check to determine if you can learn a spell. Spell books had real limitations with regards to size and cost since some spells can run 100s of pages. You often had to maintain several spell books, usually you have a main spell book, a back up spell book and a traveling spell book.

2E: Never played it so no comment.

3E: Ascending armor class and to hit bonus was a pretty good idea.

4E: No more allocating skill points was a good move.
 

BECMI - probably some of the greatest adventures of all time
1E - XP was not primarily from killing stuff
2E - pushed for more plot development, rather than dungeon/hex crawl
3E - moved away from the convoluted mechanics of AD&D (sadly added their own)
4E - the concept of skill challenges (definitely not the implementation)
5E - favorite edition by far :love:
 

Favourite edition: 4E

OD&D: I admire the chutzpah, even if it was a mess. Inspired my favourite dungeon adventure of all time: Caverns of Thracia.

AD&D 1E: I admire the chutzpah, even if it was a mess. (There seems to be a theme here.) Some really good adventures.

BECMI: The RC is still an outstanding single book system. Brilliant.

AD&D 2E: It tried to fix Gygax's mess and that's admirable. The sheer creativity unleashed - settings, Dungeon magazine - was outstanding. Showed just how good Bruce Cordell could be as an adventure designer.

3.xE: Let's fix AD&D. Great attempt; didn't quite get there. Will always be grateful for the attempt to really apply some game design logic to D&D.

5E: It made D&D popular again.
 

I played a Bard in 3.5 and never did pick any spells because there were so many and how could you know which ones you wanted for the adventure today?

OTOH, today there are still so many spells that have not been converted from 3e to 5e that you can make a unique NPC by giving him a few.
Wouldn't any Bard love to pull out Pratzul-Tvash's Bone Fiddle and use your enemy's skeleton for a violin, doing Sonic damage (because it sounds that bad, out of tune off-key &c) and defeat him as a Bard should: with music?
 

....
Wouldn't any Bard love to pull out Pratzul-Tvash's Bone Fiddle and use your enemy's skeleton for a violin, doing Sonic damage (because it sounds that bad, out of tune off-key &c) and defeat him as a Bard should: with music?

I am just trying to visualize this right now, and the only thing I am sure of atm. is no matter how, but I will not get rid of those mental images easily.
 

My favourite edition is 2e, with B/X jostling for joint first. But I gotta choose one, so 2e.

B/X: The purest essence of D&D, distilled into very few pages. This is the platonic true form of the game for me, against which all others are measured. BECMI is a very nice expansion on its core concepts and the RC is a work of genius.

1e: So many amazing adventures and a badass feel to it that no other edition has. The 1e DMG is an endless font of inspiration.

3e: Fantastic customisation options, mechanics for whatever you can imagine, rules you can steal and hack and import into your edition of choice and some freaking amazing dragon art. Lockwood's dragon's are the best in the game's history, imho.

4e: I love what it did with monsters and making combats dynamic. The concept of bloodied and how it changes what the monster does in combat is a brilliant idea. They also made those two beautiful Dark Sun maps.

5e: It's accessible and easy to learn for newcomers and has kept the game alive. If it offered me things I don't already have with 2e, I'd probably switch to it. The fact that it's so close to 2e in play makes it my favourite WotC edition to play (but is also the reason I see no need to adopt it for my own games).
 


Remove ads

Top