OK, "no mainline balance" and "no value" are NOT synonyms. You're completely discounting the possibility that one of the appeals of AD&D2 was not attempting to enforce balance mechanically.jasamcarl said:I just have to note how dumb an argument this is. The reason that 3e is so tightly integrated is because it actually has a balance point. You can alter the rules just as easily as in earlier editions, but the problem many seem to have is that they miss the balance when they do so. Earlier editions, on the other hand, did not have a mainline balance and so making houserules did not come at a cost. But that was because the rules as written had no value to begin with.
My experience is that, for all the improvements made at the mechanical level in D&D3E, the actual game play is no better, and in some ways worse. Thus, i conclude that mechanically-enforced balance is not a virtue--it may even be a vice, though it is more likely just irrelevant.
Many who wish to houserule 3e just don't like to be faced with the fact that their rules lack value, often adding needless complexity or butchering the options presented by the game as written, so they crow about 'tight integration' and unified mechanics. Some people just like to turn the virtue of a transparent design intent into a vice, because they can't do better....
Oh, i can do better--i just don't know if i can do better on a high-complexity system. That said, i can point to empirical evidence that it can be done better: Spycraft, M&MM, Everquest D20, Traveller D20, Arcana Unearthed--all do "the same thing" better than D&D3(.5)E, and within basically the same mechanical framework.
Also, "transparent design intent" does not necessarily equal "transparent design": Over the Edge--hell, Archmage is more transparent than D&D3E. I get a kick out of anyone referring to "needless complexity" as though contrasting with the existing D&D3E combat rules.
That said, it seems to me not at all unreasonable to claim that, if the AD&D2 rules were balanced for your group, it was possible to make a change to one element that would, for the most part, not propagate to others. While, if the D&D3E rules are balanced for your group, any change is likely to have meaningful propagations to other subsystems.