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General Tabletop Discussion
D&D Older Editions
Retro-cloning D&D 3.0
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<blockquote data-quote="Sepulchrave II" data-source="post: 9165046" data-attributes="member: 4303"><p>[USER=6670763]@Yora[/USER]</p><p>Just a couple of quick thoughts, as you seem to be leaning toward a heavily house-ruled 3.0, and I'm wondering at what point does a retroclone become just a modified ruleset? The 3e era was awash with various attempts to find "balance" or to emphasise certain elements, and downplay or rewrite others, depending on playstyle preferences.</p><p></p><p>If I think about what made 3e authentically 3e, and distinguished it from previous (and subsequent) editions:</p><p></p><p>* CharOp. I mean, this was the first time people got <em>really</em> serious about min/maxing. To the extent that it was kind of core to the 3e experience. It seems that you would want to retain this possibility, when attempting to evoke an authentic 3e feel.</p><p></p><p>*Prestige classes. I would argue that these were central to the 3e feel and experience. Some limitations (i.e. only one) might be warranted</p><p></p><p>*Overpowered legacy spells. <em>Haste, Harm, Disintegrate, Teleport</em> etc. For an authentic 3e experience, surely you should roll with these, and let the consequences unfold as they will.</p><p></p><p>*Big stacking bonuses to Save DCs and multiple applications of the same metamagic. </p><p></p><p>*Cleric/Wizard supremacy. No change there. Druids weren't the monsters they later became with Natural Spell.</p><p></p><p>Skills you could probably trim without impacting the experience at all, and eliminate some of the wackiness. </p><p></p><p>Getting rid of the goofy double weapons is certainly a good idea. </p><p></p><p>Various conditions (dazed, stunned etc) could probably be condensed. </p><p></p><p>Overall, 3.0 has a lot of warts, but I’m rather fond of them.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 9165046, member: 4303"] [USER=6670763]@Yora[/USER] Just a couple of quick thoughts, as you seem to be leaning toward a heavily house-ruled 3.0, and I'm wondering at what point does a retroclone become just a modified ruleset? The 3e era was awash with various attempts to find "balance" or to emphasise certain elements, and downplay or rewrite others, depending on playstyle preferences. If I think about what made 3e authentically 3e, and distinguished it from previous (and subsequent) editions: * CharOp. I mean, this was the first time people got [I]really[/I] serious about min/maxing. To the extent that it was kind of core to the 3e experience. It seems that you would want to retain this possibility, when attempting to evoke an authentic 3e feel. *Prestige classes. I would argue that these were central to the 3e feel and experience. Some limitations (i.e. only one) might be warranted *Overpowered legacy spells. [I]Haste, Harm, Disintegrate, Teleport[/I] etc. For an authentic 3e experience, surely you should roll with these, and let the consequences unfold as they will. *Big stacking bonuses to Save DCs and multiple applications of the same metamagic. *Cleric/Wizard supremacy. No change there. Druids weren't the monsters they later became with Natural Spell. Skills you could probably trim without impacting the experience at all, and eliminate some of the wackiness. Getting rid of the goofy double weapons is certainly a good idea. Various conditions (dazed, stunned etc) could probably be condensed. Overall, 3.0 has a lot of warts, but I’m rather fond of them. [/QUOTE]
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