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This is actively maintained. Please PM me if you feel that it requires an update. The following is a list of the different editions of D&D, some key differences between them, pros, cons, etc. Keep in mind that every aspect of an edition is secondary to the set-up of your individual DM, set of homebrew rules, and just general style of your playgroup. Each edition offers very different bases for your group, and can shift the feel of the game. First Edition (1e) - This edition of the game introduced many of the staples of the game that have entered popular conscience.
If someone was playing D&D in an early 80's sitcom, they were likely playing this version. This edition introduced the race/class system, the alignment system, and the system of releasing supplemental books to expand the ruleset. I'm sorry, I just wanted to say that you made an error in your description of THAC0. On an attack roll, a higher number is actually better, the only thing you want a lower number for is your AC. THAC0 decreases with every level, making it easier to hit monsters.
You subtract the enemy's AC from your THACO (or add it if it has a negative AC) to get the number you need to hit. Rolling that number or higher on a d20 scores a hit. After scoring a hit, you'd roll for damage. This is the example from the 2e DMG: Here's a simple example: Rath has reached the 7th level as a fighter. His THAC0 is 14 (found on Table 38), meaning he needs to roll a 14 or better to hit a character or creature of Armor Class 0. In combat, Rath, attacking an orc wearing chainmail armor (AC 6), needs to roll an 8 (14-6=8) to hit the orc. An 8 or higher on 1d20 will hit the orc.
If Rath hits, he rolls the appropriate dice (see Table 14 in the Player's Handbook ) to determine how much damage he inflicts. I don't mean to nitpick or anything, I hope my correction is not seen as rude or anything. Great guide really, you're going to help a lot of people with this. This is really sad, but I'm hitting the 10,000 character limit on the post. I intentionally excluded a link to D&D next materials. The playtest is probably better left to experienced players who won't be frustrated by the incompleteness of the rules.
This guide, as with most of the resource guides, is primarily aimed at new players. How to connect wireless printer to mac. And yes; Pathfinder is my preferred edition. I attempted to be as impartial as possible, but Pathfinder fits my play style better than 3.5 or 4e, and I have not played 1e or 2e. You're missing Original D&D, Basic, and the various retro-clones, which are close enough to be grouped together. The whole notion of 'rulings, not rules' is a major driving force behind the design for D&D Next, and it's quite different from the complicated rule-encumbered D&D that got it's start with AD&D. There's a strong force in D&D today revive that style of play, and I think it merits mention. Download popular games for nokia 2730 classic specifications.
That being said, my typical preference is for 4e. I think your list of pros pretty much hits everything that is good about 4e. Free drawing programs for windows 7. However, I have some criticisms of the other parts of that section:| WoW-age Every part of 4e that critics allege as 'WoW-like' has a multiplicity of precedence in previous editions. Characters start off incredibly powerful, That's an exaggeration. And can often feel too powerful There is cognitive dissonance here between this and endorsing previous editions with godlike spell casters. It's true, 4e characters start out more durable and capable than previous editions, but they also don't end up like CoDzilla or Wizards that warp reality with a thought.
By consensus, a level 1 4e character feels like a level 4 character from previous editions. That is worth noting, but I don't really see that as a con. The healing system is difficult to learn, After hundreds of hours of play and playing with more than a dozen people using 4e for the first time, I have never seen this as a problem, with the possible exception of the following: and many feel that there is far too much healing available That's a misconception, not an actual con. In 3.x and derivatives, you have more than enough healing with a wand of cure light wounds. Healing is much more limited in 4e by healing surges, it's just that more people get access to that healing. Indeed, healing surges were introduced specifically to counteract the 'infinite healing with wands' problem. Depending on the situation, managing healing surges is a major concern for parties in 4e.
Also, I don't see why a discussion about what races are and aren't in the PHB is relevant. That argument was resolved when the PHB2 came out more than three years ago. Half-orcs weren't in the AD&D2 PHB, yet that doesn't merit a mention of any sort. I'm not saying that there aren't legitimate criticisms of 4e. There most certainly are.
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However, I feel your con list does a disservice to the strengths of 4e without really capturing what's wrong with it. I don't think this guide is very balanced. In general, I dispute the notion that there should be separate lists of pros and cons. One man's save-or-die con is another man's save-or-die pro. I think if you want something more equitable, you should have someone who actually plays the edition in question write each section. At the very least, consider this as an alternative to the con section: • 4e makes extensive use of dissociated mechanics. While all editions have this to some extent or another, 4e goes much farther.
Skill Challenges and Healing Surges have been called out specifically as mechanics that break verisimilitude. • Combat requires a grid. Combats tend to run longer in 4e than previous editions. If you're feeling vicious, these fit in as well: • There are no mechanics for mundane crafting or performance. • Most of the adventures published by WotC for 4e are terrible. You might also mention the availability of the excellent Adventure Paths as a pro for Pathfinder.
You make a lot of very excellent points. I've touched up the 4th edition portion somewhat according to your suggestions, and I hope that you will find it more fair than before. You're missing Original D&D. I haven't played anything prior to 3e, so my knowledge of the old systems wouldn't really give me a good perspective to write about them. Also, this guide is intended primarily for new players trying to pick their first experience with DnD. Most of them won't think to look for editions that old or for retro clones. I dispute the notion that there should be separate lists of pros and cons.
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One man's save-or-die con is another man's save-or-die pro In attempting to be impartial, I attempted to address the 'common denominator' concerns of each edition. While I'm sure many people enjoy save-or-suck effects, a very strong case can be made against save-or-die effects. It is fairly difficult to tell a new player 'you should be excited that one die roll decides whether or not your character lives, even if he's in perfect condition'.