Aha!
Now I understand why many old-school grognards hate "story-telling" adventures.
It's because the CaW strategies work best on a static or reactionary force. Such as a dungeon, or an approaching army. A situation where the PCs are the ones determining when an engagement occurs.
In a story-focused adventure, where you have actions occuring on a villain's timetable, the encounters tend more towards the "fight me now or lose the game" type (not to mention the famous "the module assumes you do this" type) and don't allow for strategies such as regrouping, or coming back with better weapons and more exp.
CaW players benefit from dungeons, not event sequences. (I was going to say time pressure, and then thought that they probably think of time pressure as a challenge, not a frustration.) CaS players are OK with DM-driven plots, and even railroads, because they don't risk a single encounter overwhelming them.
I favor the CaW end of things and this makes no sense to me.
Did you consciously prevent it? Or did your CaW seize-every-advantage elite strike team of players just miss an obvious way of conserving the Cleric's spells and starting every combat at full hps?
Did you also ban the 5th level Craft Wands feat??
5-8 is 'high' level? I used to get told off for calling it 'mid' ("This game has twenty levels, Tony, 'mid' is 11th..."). But, yeah, if you run 3e more or less exclusively at single-digit levels, there aren't so many cracks aparent in the system.
'To you,' OK. So, I list factual differences that set exploits and spells apart, and your counter is an unsupported personal opinion? Fine. You've made up your mind on that point, and are not open to alternatives.
Meaning you don't understand my point, or you disagree with it?
An important asside about 'simulation.' Simulation, realism, and verisimilitude get thrown around a lot. 3.5 wasn't, I think, exactly any of those things, but it had qualities of them. What it really seemed like to me was a game in a simulationist mode that wasn't trying to simulate anything, it just had the internal consistency of a simulationist system, but rather than trying to simulate a world, it implied a world. There was never a world/system diconnect, because the world /was/ the system. For instance, in 3.5, craft let you make an item at 1/3rd cost, and you could sell items for half cost - so it was 'realistically' possible to live as a crafter. The existance of the expert class and the craft skill - not the need of a world to have people who make stuff as a backdrop for the heroes' story - fills the world with crafters. It's a subtle but profound characteristic of some games.
. . .
3e vaguely described a world, and let the mechanics of the system imply the rich detail of that world as a consequence of how they worked.
Now I understand why many old-school grognards hate "story-telling" adventures.
In a story-focused adventure, where you have actions occuring on a villain's timetable, the encounters tend more towards the "fight me now or lose the game" type (not to mention the famous "the module assumes you do this" type) and don't allow for strategies such as regrouping, or coming back with better weapons and more exp.
Little more than the covers changed, BECMI was effectively one ed that went through 1992.
You could arguably toss 3.0 onto that pot, too, since it was completely replaced by 3.5 and its supplements taken out of print due to a lack of compatibility.
And, if we're counting half-eds, 4e went barely 2 years, thanks to Essentials.
The flexibility of character creation is a matter of viable choices.
We-ell, my game is pretty much CaW; and going back to town to regroup (and recruit, to replace their losses) and train etc. and then try the adventure again is very much in play.In a story-focused adventure, where you have actions occuring on a villain's timetable, the encounters tend more towards the "fight me now or lose the game" type (not to mention the famous "the module assumes you do this" type) and don't allow for strategies such as regrouping, or coming back with better weapons and more exp.