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Your favorite things about editions that aren't your favorite.
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<blockquote data-quote="Marandahir" data-source="post: 7976115" data-attributes="member: 6803643"><p>OD&D - birth of the game. Lots of creativity when there's no precedent to build upon. Early adventures, especially, and what they did for fantasy roleplaying & storytelling.</p><p></p><p>1E - attempts to refine the game. Unearthed Arcana with its wild ideas that we've seen over and over again since.</p><p></p><p>2E - 1st edition I played, so it fills me with nostalgia. </p><p></p><p>3E - The utter enormity of the splat books and what that meant for character concept options. </p><p></p><p>4E - the lore of course (the World Axis and everything that came from it, especially), the solid attempt at balancing classes and making it all one cohesive game with few trap options. The idea that everything is core, so every option is made with the entire scope of the edition in mind, rather than just as alternative add-ons to the core rulebooks. For the most part, very little redundant overlap of character class expansions.</p></blockquote><p></p>
[QUOTE="Marandahir, post: 7976115, member: 6803643"] OD&D - birth of the game. Lots of creativity when there's no precedent to build upon. Early adventures, especially, and what they did for fantasy roleplaying & storytelling. 1E - attempts to refine the game. Unearthed Arcana with its wild ideas that we've seen over and over again since. 2E - 1st edition I played, so it fills me with nostalgia. 3E - The utter enormity of the splat books and what that meant for character concept options. 4E - the lore of course (the World Axis and everything that came from it, especially), the solid attempt at balancing classes and making it all one cohesive game with few trap options. The idea that everything is core, so every option is made with the entire scope of the edition in mind, rather than just as alternative add-ons to the core rulebooks. For the most part, very little redundant overlap of character class expansions. [/QUOTE]
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