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<blockquote data-quote="DammitVictor" data-source="post: 7971631" data-attributes="member: 6750908"><p><strong>Old/Classic D&D:</strong> Honestly, most of what I like best about Classic is just stuff that AD&D broke and WotC just kept grinding further into the dust. But if I wanted to get specific, I would point out <em>Race as Class</em> meant that playing a nonhuman character <em>meant something</em>. <em>Name Level Subclasses</em> mark 9th level as a substantial change in your character's role in the campaign world. <em>Divine Ascension</em> as the ultimate endgame.</p><p></p><p><strong>Advanced Dungeons & Dragons:</strong> <em>Multiclassing.</em> Monks. Assassins. <em>Oriental Adventures.</em> As little regard as I have for the original AD&D... I recognize that it also laid a lot of the groundwork for everything I loved about later editions.</p><p></p><p><strong>Advanced Dungeons & Dragons, Second Edition:</strong> If you include the <em>Player's Option</em> rules, this is my absolute favorite edition of D&D; if you don't include them, it drops to the bottom half. Everyone else has already said <em>the campaign settings</em>, but it really can't be said enough. <em>Kits.</em> The PHBR series in general, but especially <em>Humanoids, Priests, Paladins</em>, and <em>Bards</em>.</p><p></p><p><strong>Dungeons & Dragons Third Edition and 3.5 Revision:</strong> I really like <em>Feats</em> and <em>Skills</em>. I like that basic adventuring abilities are part of that skill system instead of exclusive class features. Spontaneous spellcasters. <em>Savage Species, Expanded Psionics Handbook, Book of Nine Swords,</em> and <em>Unearthed Arcana</em>. I can take or leave the setting as a whole, but <em>Races of Eberron</em> and <em>Magic of Eberron</em>.</p><p></p><p><strong>Pathfinder:</strong> The non-core classes in PF are <em>way better</em> than the non-core classes in 3.X and they actually (most of them) got full support going forward. Third-party materials for <em>Pathfinder</em> are head-and-shoulders better than what was available for 3.X. d20PFSRD.com. Class archetypes. Dreamscarred Press versions of psionics and martial. <em>Pathfinder Unchained.</em></p><p></p><p><strong>Dungeons & Dragons, Fourth Edition:</strong> Healing Surges. A/E/D powers. Primal and Shadow as independent power sources. Psionics mechanics. Paragon Paths and Epic Destinies as <em>additions</em> to your class instead of replacements for it, harkening back to BECMI's <em>name level subclasses</em>. The handling of races is better than it's been since before AD&D separated race and class. <strong>edit:</strong> Oh, hey, also <em>monster design</em>; monsters don't just have <em>attacks</em> and <em>spells</em>, they have unique, defining powers.</p><p></p><p><strong>Dungeons & Dragons, Fifth Edition:</strong> Advantage/Disadvantage. The new Feats are <em>amazing</em> compared to previous versions. Spell scaling using higher-level spell slots. Every class having mandatory subclasses that you can specialize in.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 7971631, member: 6750908"] [B]Old/Classic D&D:[/B] Honestly, most of what I like best about Classic is just stuff that AD&D broke and WotC just kept grinding further into the dust. But if I wanted to get specific, I would point out [I]Race as Class[/I] meant that playing a nonhuman character [I]meant something[/I]. [I]Name Level Subclasses[/I] mark 9th level as a substantial change in your character's role in the campaign world. [I]Divine Ascension[/I] as the ultimate endgame. [B]Advanced Dungeons & Dragons:[/B] [I]Multiclassing.[/I] Monks. Assassins. [I]Oriental Adventures.[/I] As little regard as I have for the original AD&D... I recognize that it also laid a lot of the groundwork for everything I loved about later editions. [B]Advanced Dungeons & Dragons, Second Edition:[/B] If you include the [I]Player's Option[/I] rules, this is my absolute favorite edition of D&D; if you don't include them, it drops to the bottom half. Everyone else has already said [I]the campaign settings[/I], but it really can't be said enough. [I]Kits.[/I] The PHBR series in general, but especially [I]Humanoids, Priests, Paladins[/I], and [I]Bards[/I]. [B]Dungeons & Dragons Third Edition and 3.5 Revision:[/B] I really like [I]Feats[/I] and [I]Skills[/I]. I like that basic adventuring abilities are part of that skill system instead of exclusive class features. Spontaneous spellcasters. [I]Savage Species, Expanded Psionics Handbook, Book of Nine Swords,[/I] and [I]Unearthed Arcana[/I]. I can take or leave the setting as a whole, but [I]Races of Eberron[/I] and [I]Magic of Eberron[/I]. [B]Pathfinder:[/B] The non-core classes in PF are [I]way better[/I] than the non-core classes in 3.X and they actually (most of them) got full support going forward. Third-party materials for [I]Pathfinder[/I] are head-and-shoulders better than what was available for 3.X. d20PFSRD.com. Class archetypes. Dreamscarred Press versions of psionics and martial. [I]Pathfinder Unchained.[/I] [B]Dungeons & Dragons, Fourth Edition:[/B] Healing Surges. A/E/D powers. Primal and Shadow as independent power sources. Psionics mechanics. Paragon Paths and Epic Destinies as [I]additions[/I] to your class instead of replacements for it, harkening back to BECMI's [I]name level subclasses[/I]. The handling of races is better than it's been since before AD&D separated race and class. [b]edit:[/b] Oh, hey, also [i]monster design[/i]; monsters don't just have [i]attacks[/i] and [i]spells[/i], they have unique, defining powers. [B]Dungeons & Dragons, Fifth Edition:[/B] Advantage/Disadvantage. The new Feats are [I]amazing[/I] compared to previous versions. Spell scaling using higher-level spell slots. Every class having mandatory subclasses that you can specialize in. [/QUOTE]
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