I do not play 3rd, and I don't even play 2nd, rather a mix of 1st and 2nd. But I do buy a few 3rd Ed books, and in general I admire the rules design. But it's not a game I like to play (at last as a DM), for questions of taste and type of gameplay.
- I don't think PCs are meant to be super-hero, cinematic video game inspired heroes. I rather prefer the concept of obscure PCs slowly rising to fame and success. When a 3rd Ed PC reaches 20th level I am sure he gets less of a kick than a 1st edition PC reaching 10th level.
- I go so far as to question the need of an explicit skill system, as well as the need of a single mechanic in the game with all parts of the game (combat, magic, skills, etc) fitted into it. If that's what I wanted, I would have moved to GURPS way back then. There is nothing wrong with no skill system, we managed for years with AD&D1, the game had more than enough rules "subsystems" using different types of die rolls, etc to cater for anything. A Strength based skill? Use the Door Breaking roll, or perhaps the Bend Bars %, or if you need something that is more level dependent use the Paralyzation save, etc.... After all these years, I recognize that all these systems gave the (good) DM the tools to handle anything while retaining more of the organic (ie. non-contrived) feel and flavor of a pseudo-medieval game.
- I do not enjoy non-archetypical PCs. I find that the over-abundance of Feats and customization detracts from this, with weirdo Fighters that are all different from each other without really having a good story to cater for it. Plus, it makes the DMs work Hell.
- the combat rules presently can actually do away with the DM, they are so exacting and precise. This displeases me, and I much prefer to also be able to manage a fight without miniatures. I prefer to retain some control over what's happening in the field. The current rules encourage, nay, demand rules-lawyering and min/maxing of characters.
But mostly, I miss:
"Igor the Brute, 5th level fighter, 37 HP, Str 16, Dmg +1, Long Sword and 10GP in pouch".
I think I wouldn't have the time to design any kind of adventure using the current rules.
Having said this, I recognize 3rd Ed has a brilliantly designed edition. I love some of the books. I loved some ideas and rules from 2Vd edition, back then. For instance, cleric customization. Categorizing creatures and weapons into Size categories. Better monster descriptions. Etc.
Similarly, I like some of the stuff in 3rd. Even better monster descriptions. Better spell descriptions and categorizations. Some combat rules. Etc. I find that I frequently refer to 3rd if I need to adjudicate some difficult ruling, or if I need to clarify some issue before rolling.
But I wish to point out that attacks of opportunity actually appeared in 1st edition: characters fleeing opponents by turning their backs give their opponents a free attack. 2nd edition expanded this in Combat & Tactics book, without going overboard like 3rd (
).