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General Tabletop Discussion
*Pathfinder & Starfinder
When did mixing editions become unusual?
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<blockquote data-quote="Henry" data-source="post: 7531601" data-attributes="member: 158"><p>Side note: I can think of very few nerdier things that arguing over the attack matrices from a game published in 1979. Perhaps only exceeded by arguing over proper nested loop control in the ALGOL 60 programming language, or something... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I have to agree with others that "rules gumbo" seemed to disappear inthe early 2000s, replaced with today's "carefully crafted supplementary subsystems" where people argue about tight math and game balance. I'm not saying it was for the worse, though, because due to the internet "world sizes" are larger, the pool of gamers we interact with over our lifetimes is larger than back in the pre-internet era, and homogeneity between tables is something people actively look for more than years past, when the only people really interested in that were from organized play.</p><p></p><p>I know thirty years ago, we'd use 2e Ranger class structures with 1e Ranger perks like the giant-class bonus, because we didn't like what 2e did there, or we used the 1e magic-user spell progressions for our 2e specialist wizards, because stopping at 20th level sucked. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> 3e really stressed tight integration and modular class/level benefits, which meant that mixing weird class feature A with crazy class feature B spelled trouble for a sane campaign, whereas it was rare in 1e and 2e to mix homebrew class feature A with homebrew class feature B; now, it will happen the minute someone dreams it up, and DMs feel they have to be wary of players "gumbo"-ing their way into something game-breaking.</p></blockquote><p></p>
[QUOTE="Henry, post: 7531601, member: 158"] Side note: I can think of very few nerdier things that arguing over the attack matrices from a game published in 1979. Perhaps only exceeded by arguing over proper nested loop control in the ALGOL 60 programming language, or something... :) I have to agree with others that "rules gumbo" seemed to disappear inthe early 2000s, replaced with today's "carefully crafted supplementary subsystems" where people argue about tight math and game balance. I'm not saying it was for the worse, though, because due to the internet "world sizes" are larger, the pool of gamers we interact with over our lifetimes is larger than back in the pre-internet era, and homogeneity between tables is something people actively look for more than years past, when the only people really interested in that were from organized play. I know thirty years ago, we'd use 2e Ranger class structures with 1e Ranger perks like the giant-class bonus, because we didn't like what 2e did there, or we used the 1e magic-user spell progressions for our 2e specialist wizards, because stopping at 20th level sucked. :) 3e really stressed tight integration and modular class/level benefits, which meant that mixing weird class feature A with crazy class feature B spelled trouble for a sane campaign, whereas it was rare in 1e and 2e to mix homebrew class feature A with homebrew class feature B; now, it will happen the minute someone dreams it up, and DMs feel they have to be wary of players "gumbo"-ing their way into something game-breaking. [/QUOTE]
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