Dragonblade
Adventurer
I like playing 3.5 from about level 5 to 15, if my house rules are being used, otherwise, I won't play at all. I want to enjoy high level play, but it can be so frustrating. I have played in too many games where I rolled a low initiative, got attacked by a spell, failed a save, and was basically out for the rest of the combat. Which in 3.x combat, often meant hours and thus out for the rest of the night.
I don't spend hours making a character and and then driving all the way to my friends house so I can play for about a minute and then spend the rest of the night watching my friends play. EFF that! That right there is the single biggest thing I despise about 3.x. And don't even get me started on crappy design like level drain, rust monsters, disjunction, etc. And yes, I'm aware that some of this crappy design goes back to 1e. That doesn't excuse it.
Monte Cook once jokingly referred to the 3rd edition design team as a bunch of hacks. I'm increasingly convinced that statement is truer than he intended. Especially considering that some feats were intentionally designed to suck so players could avoid them and attain "system mastery". A ridiculously stupid design tenet, IMO.
I did play a 40th level game once, and that was a blast, but I attribute that solely to my awesome DM and his house rules (Hi SHARK!).
I like DMing 3.5 from about level 1-5. Anything beyond that and its just too much work. Even published adventures are no better. I still have to spend a couple hours before each session looking up monster stat blocks and then having to look up their abilities to refamiliarize myself with them. Ugh, I just want to run the monster right out of the book with ZERO prep before doing so.
I should never need anything more than a monster's stat block to run it. And published modules should always print the stat block in the adventure, not refer me back to the stupid Monster Manual. I consider that lazy design, especially in OGL products. (I'm looking at you, Paizo!)
4th edition looks to fix all of this. I personally could have been on the 4e design team and I don't think the game would have turned out any more brilliantly.
I don't spend hours making a character and and then driving all the way to my friends house so I can play for about a minute and then spend the rest of the night watching my friends play. EFF that! That right there is the single biggest thing I despise about 3.x. And don't even get me started on crappy design like level drain, rust monsters, disjunction, etc. And yes, I'm aware that some of this crappy design goes back to 1e. That doesn't excuse it.
Monte Cook once jokingly referred to the 3rd edition design team as a bunch of hacks. I'm increasingly convinced that statement is truer than he intended. Especially considering that some feats were intentionally designed to suck so players could avoid them and attain "system mastery". A ridiculously stupid design tenet, IMO.
I did play a 40th level game once, and that was a blast, but I attribute that solely to my awesome DM and his house rules (Hi SHARK!).
I like DMing 3.5 from about level 1-5. Anything beyond that and its just too much work. Even published adventures are no better. I still have to spend a couple hours before each session looking up monster stat blocks and then having to look up their abilities to refamiliarize myself with them. Ugh, I just want to run the monster right out of the book with ZERO prep before doing so.
I should never need anything more than a monster's stat block to run it. And published modules should always print the stat block in the adventure, not refer me back to the stupid Monster Manual. I consider that lazy design, especially in OGL products. (I'm looking at you, Paizo!)
4th edition looks to fix all of this. I personally could have been on the 4e design team and I don't think the game would have turned out any more brilliantly.
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