Yes, and thanks!Whoa! New avatar, huh Dannyalcatraz? Nice!
Johnathan
Yes, and thanks!Whoa! New avatar, huh Dannyalcatraz? Nice!
Johnathan
Exactly. I now have a table rule of the DM’s ruling is final at the table and then after we can discuss the actual rules and adjust for later unless it means a character would die. You can bring up something and if it sounds reasonable I’ll go with it but I want to limit reaching for the rules as necessary.There is one thing causes me to have a different outlook on 3x then most currently spouse. The way we games AD&D and the first year or so of 3x was completely different. Most of us old school players and DMs where quite use to ignoring any rule or not allowing any thing that we did not want. With all of the broken or contradicting rules and supplements we had to. I never used the weapon speed and/or armor to hit modifier tables form 1st edition. 3x might not have created the "Rule Lawyers" but the empowered them to a degree not seen before.
I really, truly don't think this was special to 3e. I think what actually was the culprit was, as noted, the fact that so many things changed. DMs couldn't necessarily trust their gut, knowing that things had changed. What do DMs do when they don't know the right answer? Stick to the rules as written, avoid creative interpretation, etc. The only real difference is that this attitude stuck around, rather than fading.There is one thing causes me to have a different outlook on 3x then most currently spouse. The way we games AD&D and the first year or so of 3x was completely different. Most of us old school players and DMs where quite use to ignoring any rule or not allowing any thing that we did not want. With all of the broken or contradicting rules and supplements we had to. I never used the weapon speed and/or armor to hit modifier tables form 1st edition. 3x might not have created the "Rule Lawyers" but the empowered them to a degree not seen before.
I agree with you on the amount of change. When added to the far larger number of rules and options, a very large amount of uncertainty was created for everyone. This was made worst by the pure number of options. The numerous books, (official and 3rd party) made game balance very difficult to maintain at the table. All this together caused the damage done by/to 3.x.I really, truly don't think this was special to 3e. I think what actually was the culprit was, as noted, the fact that so many things changed. DMs couldn't necessarily trust their gut, knowing that things had changed. What do DMs do when they don't know the right answer? Stick to the rules as written, avoid creative interpretation, etc. The only real difference is that this attitude stuck around, rather than fading.I agree with you on the amount of change. When added to the far larger number of rules, a very large amount of uncertainty was created for everyone. This was made worst by the pure number of options. The numerous books, (official and 3rd party) made game balance very difficult to maintain at the table. All this togather caused the damage done by/to 3.x.
I dunno, if you looked at the multiplicity of supplements for AD&D 2nd Edition, you could draw from a large number of them to create a truly broken character.I agree with you on the amount of change. When added to the far larger number of rules and options, a very large amount of uncertainty was created for everyone. This was made worst by the pure number of options. The numerous books, (official and 3rd party) made game balance very difficult to maintain at the table. All this together caused the damage done by/to 3.x.
True, I meant that all of it as a whole was what caused the inbalance and rule layering to be as bad as it got in 3.x. It was not one or the other, but the cumulative affect.I dunno, if you looked at the multiplicity of supplements for AD&D 2nd Edition, you could draw from a large number of them to create a truly broken character.
Nailed it.It's easy to forget how parlous a state D&D was in when 3e came along.
TSR had gone broke and been bought out, it was years and years since 2e and the company had been shambling along creating vast amounts of content - some of which was undeniably excellent - but making losses on a bunch of it. Complete book of Gnomes? The novel line had propped up the corpse for a while but the sheer volume of books by people not called Salvatore had saturated the market and then they were losing money too. And then there were the wild ideas they threw money into to turn it all around. Dragon Dice. Spellfire. Players Option.
White Wolf had taken the RPG baton and was running with it, and TSR was being left way behind. You couldn't even find anyone to play in a D&D game at my university club in 1997. It was Werewolf, or Delta Green, or Ars Magica, or WFRP.
When WotC bought out D&D, the wailing and gnashing of teeth was awesome to behold. They'd turn it into a trading card game like Magic, the story was. You'd need to buy booster packs for magic items, or to play a ranger.
And then 3e came along. And it was [drumroll] a RPG. And it chucked out some serious sacred cows, like THAC0 and negative armour class, and death magic saving throws, so it's not like the designers were being overcautious. All of a sudden, feats were a thing. And skills were suddenly a thing. and dwarves could be wizards, and there were no racial level limits any more, and anyone could multiclass, and half-orcs were back, and metamagic was a thing. And the OGL - sure, it's not exactly a part of the system, but it came with the package and that was daring beyond belief and it changed the industry forever - and it was motivated by the genuine fact that D&D had damn near died with TSR and this was the 3e devs doing their damndest to make sure that never, ever happened again.
It's hard to overestimate how revolutionary 3e was - not from a game design point of view in general, though it DID clarify, systematise, and streamline a whole lot or messy legacy AD&Disms while actually giving players more choices in how to design characters. But in terms of actually keeping D&D a real functional live hobby, and even keeping fantasy gaming as a whole going when WoD and the whole modern paranormal thing was increasingly making the running. And it proved so popular it was still selling in truckloads when 4e came along, and its variant continued doing to after 4e came along.
It had problems, sure. It got bloated with supplements, sure, and the buff-stacking metagame and poor high-level maths really should have been caught in playtesting, but any system where player options proliferate to the VAST degree they did in 3/3.5, and which offers players so many character design choice points, is going to have scope for players to start up optimisation games. It's not like 3e invented min-maxing, though the sheer options it provided allowed the result of that to be more noticable, especially alongside the rise of the internet and forums like this or the old WotC boards, which allowed anyone with a 56.6k modem to dump all sorts of net optimisation builds on their poor unsuspecting GMs.
But i don't think it's even a slight exaggeration to say that 3e saved D&D as a hobby from the fate of, say, Avalon Hill wargames. And there's a hell of a lot of 3e in the DNA of 5e.
So a little bit of respect for the dear departed is in order i reckon. I played an awful lot of 3e, and had a great time, though i wouldn't go back to it if 5e was still an option. But in the context of the history of D&D, it was one of the greatest monumental successes, and deserves to be remembered as such.
It was nowhere near as bad as 3.XE, as that link serves to illustrate. The sheer number of assumptions and optional rules and stuff the DM would have had to specifically authorize is huge - for example he's taking classes from two hard-incompatible settings, Dark Sun and the Forgotten Realms. He later takes other stuff from other incompatible settings like Lankhmar. That's not genuine charop, that's just lazy cheating. Genuine charop sticks within what is actually doable. Whereas with 3.XE you could break it with a relatively small amount of stuff, virtually all of which was treated as "default" stuff. Optional things just elevated the level of broken you could reach. Indeed it broke itself due to LFQW if your players were roughly equally competent to each other, by somewhere in the 9 to 12 range.I dunno, if you looked at the multiplicity of supplements for AD&D 2nd Edition, you could draw from a large number of them to create a truly broken character.