Would love to see a series on the shadowrun editions at some point! After making a character for sr5e, i will never complain about 3.5/pathfinder's skill list ever agan...
Looking to run a Solo campaign using the Dragon of Icespire Peak adventure and the DM Yourself third party supplement and record my sessions for RU-vid! This was a lot of help! :)
A lot of the class features used to be feats in 3rd edition. Second Wind was a feat introduced in Eberron that did what it does for fighter, same with action surge. I joke that Eberron had much more influence on DnD going forward with all the feats and systems it added
1e = A good idea but way to many rough edges and a lot of archaic lingo makes it unsavory to approach for modern audiences that one would only run it purely for the historical factor and I dont get mad at it to much because its what started this whole thing. But I will admit it has a lot of the grit that later D&Ds just don't possess so I can see someone running a system inspired and more polished on its idea for that alone. 2e = A genuine improvement to 1e by a good amount but it still has quite a bit of that archaic lingo from from the first game making it hard for a modern player to dabble into that being said id argue this is when D&D got serious with what it was doing and while I do find 2e to be personally a solid game D&D wise. The modern renditions are far easier to work with and have more content. They also had to trim back the grit and certain things to be more generally accepted market wize, and on top of that a certain group of "individuals" got a little to scared at anything demonic and as such this edition bears some scars in the form of content loss thanks to that time... 3e/3.5e = This one is my favorite it basically modernized everything archaic with 2e to bring it up to the more understandable standards we still use to this day and imo is THE most elaborate version of D&D while that is a downside to people who are new for people as it makes it hard for new fans to jump in but if your in for the long haul you'll find rather surprisingly this game still keeps on giving even in the modern day thanks to its limitless supply of expanded content, and imo is the only edition that actually explains everything it presents in almost every condition and avoids the TTRPG pitfalls of Inferred Knowledge/Wild Goose Page Chases in most situations which cant be said of other renditions of this game and such things around it in the TTRPG space... This version is what the original Pathfinder is based on. Both 5e D&D and Pathfinder 2e carry a lot of inspiration from this edition also highlighting how much of an important part 3e plays in D&D if not TTRPG history and even my family runs this edition to this day because its just that good in are eyes. 4e = Ugh, fall from grace... The problem with 4e is it was made to bring in the modern gamer to the TTRPG crowd at the height of the 7th generation of video gaming and they churned alot to press that as such that's why a lot of the abilities and actions feel very video gamey, and why the game feels a little rough around the edges... Despite some of its cool, and good decisions it lost to much of what made D&D good to its core audience and at this time your either one of the few who ran 4e if your into the video gamey nature of it. Or your like me and you stuck to 3/3.5e during 4e's life cause of its lack of core audience TTRPG appeal that fans of D&D often times preferred. 5e = I have played it a lot and imo of 5e D&D its the best version in terms of well roundedness while I like 3/3.5e more for its verbosity and much heavier elaboration and complexity I also know not everyone is into that so they took the alot of the good ideas from 4e and made a streamlined and polished up version of 3e this is concise, and more to the point as such its a much better game in terms of accessibility and understanding when running which allowed it to get a larger appeal much easier. So to a new player and even returning players can find enjoyment as its a much smoother and less turbulent experience then many of the other editions of D&D because of its refined, and streamlined approach that actually keeps all the core things that made the Past two editions great. But if your coming from 3/3.5e your gonna notice a large chunk of elaboration behind the scenes has been cut out in favor of streamlining to polish accessibility and ease of understanding. So while I understand it, and I do enjoy it, I still personally prefer 3/3.5e more in many aspects for its elaboration's that it gets into with the little things, that other editions just seem to lack. But I do sometimes turn to 5e as its a genuinely solid and fun edition in other aspects.
Having eladrin as a default player race always felt weird to me because it previous editions, they were celestials, so seeing them as a default playable race was about as weird as I imagine having a yugoloth as a default player race would be. Have you considered Mutants & Masterminds?
2:00, A little confused what exactly was removed here? I have the most recent 5e pdf and it still says elvish, and prior editions also called it elvish too didn't they? Could someone enlighten me as to what I'm missing
I'd also be interested in seeing you tackle a generic system like cypher, fate, or genesys at some point. I feel like generic systems don't get enough love sometimes.
@@zigmenthotep I'm feeling evil, so i'll also suggest making a video on GURPS character creation. Mostly out of morbid curiosity of how long the video would be.
@Verdant GURPS character complexity depends on what kind of setting GM wants and what kind of material GM uses. If GM only uses Lite version of the rules and helps by providing templates/list of allowed skills and traits, and you play mundane beat cops then it's fast. However, if the GM uses 6 splatbooks and you play superheroes and have to make your own powers, then it will take a LONG time. Making your own powers is notoriously non-easy in GURPS, and it requires a lot of boilerplate.
1st Edition was only playable 8 years, not 12. The PHB did not come out until 1980. And they quickly modified it with Unearthed Arcana in 1982. Similar to how 3e was modified 3 years later to be 3.5e because RPGA DMs couldn't deal with it as is. Second edition changed in 1997 after WOTC became the owners, and the Players/DMs Options rules became standard that year. So 2e only lasted 9 years. 2.5e lasted only three years before 3e came out. 4e was a mess. One of the authors is a friend of mine, and he said the AC and HP system for monsters was mathematically flawed, and they knew it but kept trying to "patch" it. Essentials had the mathematical fixes and was a better product - but they packaged it in cheap paperbacks and boxed sets, which didn't sell as a result - people thought it was more product saturation instead of the new edition it was. And organized play had failed with the dissolution of RPGA and the company didn't support it. So no incentives for Organized Play to switch to the new Essentials system. By that time Pathfinder was the gold standard - with a well oiled Pathfinder Society organized play - the WOTC D&D team was "re-assigned" and a new team started - resulting in 5e and bounded accuracy.
Very late reply, but could be useful info to others who come across this. The maximum of 2 that you are thinking of it for medium armor. Light armor has no maximum
What games should you do next to generate a character? I suggest the Basic RolePlaying system from Chaosium which talks about percentile skills instead of character levels, and exists today in the form of (the latest editions of) Call of Cthulhu and Runequest. It offered an alternative to the D&D rules in the 70s and 80s: armor had a number that reduced the damage AFTER you were it, it did not change your chance of getting hit. Or you could look at one of the games in the Powered by the Apocalypse system. It uses 2d6 dice-rolls and the levels of success always fall in the same range (2-6 fail and the opposition "advances" in some way: 7-9 a Success at a cost; and 10+ an outright success). You choose a "class" for your character and can opt for some customization, but players then immediately get information to interpret dice-roll results by classifying their action into a set of Basic Moves (all on their character sheet) or Special Moves (in a two- or four-page Playbook for each character type). Rolls get plusses from skill levels, gear or other advantages determined after customizing the character. The GM never rolls the dice themselves, so characters attacking means players roll, monsters attacking means players must make a Defend roll. The GM is freed up to interpret the outcomes, give out foreshadowings, present hard choices to characters if their rolls are less than ideal, and advance the fortunes and actions of the opposition behind the scenes. It's an important system giving a framework for playing faster, and you might want to cover character generation in the original game APOCALPYSE WORLD, DUNGEON WORLD (fantasy) or THE SPRAWL (cyberpunk). Not to be missed are UNCHARTED WORLDS (SF) and FARFLUNG (whimsical far-future SF inspired by The Hitchhiker's Guide to the Galaxy, Barbarella and other things).
0:51 When you said "...human, halfling..." you switched the illustrations of each race so they did not match the audio, lol. In your video description you also miswrote: "The "mainstream" edition for people who didn't like it before it a cool." I guess you mean before it WAS cool.