Mannahnin
Scion of Murgen (He/Him)
Fair. I don't think we ever had an AD&D game last to 11th+ level. (Although we had a few one-shots or limited series games at high level).Don't forget 6th level heal.![]()
Fair. I don't think we ever had an AD&D game last to 11th+ level. (Although we had a few one-shots or limited series games at high level).Don't forget 6th level heal.![]()
except that ignores the above part about skipping HP...The erroneous nature of your assertion that pre-3e save or suck spells only came into play when fighters were good at saving against them can be addressed on its own merits.
except even low level pre3e SoS spells (like tasha laugh even before hold, or sleep) YOU GOT BETTER AT RESSITING THEM, and so did the monsters.My assertion that pre-3e low level saves were tough to make was not an attempt to disprove that high level pre-3e saves were easier to make than 3e high level saves.
Yes and 3e (and 5e after, and pathfinder) all took the physical toughness from the fighter... no more could they just shurg off effects...Pre-3e low level characters often missed on attack rolls, saving throws, and level based abilities like thief skills. They got significantly better at mid to high levels with high level pre-3e fighters in particular often hitting and making saving throws.
Close, but it was the other way around. Clerics could turn any prepared spell except their domain spells into cure spells. One of the later books may have had a feat or something that allowed for turning prepared spells into domain spells, but it wasn't part of the core cleric.3E introduced more Cures (at each level, as I recall), and introduced Domain spells so Clerics could always cast a Domain spell in place of a prepared spell of the same level, with the idea that you'd always have the option of a cure or something else with any given slot on any given day.
I distinctly remember there being articles on the D&D web site that had brief interviews with external playtesters, and I think the PHB had like a whole page of names written in really small type with playtesters. I don't know how tightly controlled those playtests were, though – there's a difference between "Here are some rules, go do your thing" and "Make characters according to these guidelines and play this particular scenario and see how aspect X of the rules work in these circumstances.".It wasn't the lack of playtest but the lack of outside playtest.
They only playtested how they'd play. They barely playtested how others would play.
Eh, that’s a matter of personal taste. Some folks (myself, for example) quite enjoy the long-term resource management game. And, that type of play has been part of D&D‘s DNA from the beginning.Another problem is that it's boring design. Three encounters out of four are basically only preparation for the major encounter, where the point is to wear you down to where the final encounter becomes exciting. That's the same kind of thinking that gets you the scoring in Britannia*, and that's no way to run a game.
I agree about CLW wands, but some of the optimized builds like CoDZilla were something most folks wouldn’t just come up with on their own. They were the products of multiple analytical people putting their heads together. Which doesn’t require the internet, but the internet sure makes it easier and allows those ideas to spread farther, faster.I think the value of 3e Cure Light Wound wands was pretty self evident from the books and approaching it from a critical/analytical/actual use perspective in thinking about the game and in actual play.
Anyone who played pre 3e D&D generally knew the use and importance of healing in D&D.
In 3e a new big not obscure thing was you could buy magic items commonly. AD&D had selling items for gp, but the 1e DMG stressed buying items was a big not common deal. 3e changed that at least for low powered items. A first level wand of a common spell was designed to be easy to get. 50 cure light wound spells on hand is awesome for a D&D adventurer so buying them when you see that is a relatively cheap and common option is an obvious, but fantastic idea.
Playing as you did in 2e naturally led to looking at 3e with the same ideas which meant those who looked at 2e mechanical options with anal analytical eyes looked at 3e's mechanical options the same.
No internet required.
Casual players who did not go deep into the mechanical options did not see them on their own in pre 3e games. I see the same today with casual 5e players. Most of the people I have played face to face D&D with have never been on a D&D forum. D&D forums have their own self-selecting community that is geared to those more into discussions of D&D stuff so there will be more discussion of and transmission of insights, but it is not necessary. Analytical people who play D&D exist outside of the forums.
Forums make it easier to see these ideas and discussions, but not necessary. All it takes is someone to look for mechanical options critically or to have someone in your group who does who wants to discuss them.
and without the super cheap 50d8+50 healing stick they would not have been anywhere near as effective.I agree about CLW wands, but some of the optimized builds like CoDZilla were something most folks wouldn’t just come up with on their own. They were the products of multiple analytical people putting their heads together. Which doesn’t require the internet, but the internet sure makes it easier and allows those ideas to spread farther, faster.
What opinions are these, exactly? Because to the best of my knowledge it was the designers who got several things wrong. Like the utility of in-combat healing (which simply drags combats out) or the wildly inconsistent value of a single feat.They also did not realize the extent to which the community would have unified opinions that were wrong from a statistical / numerical standpoint.
the lack of playtest shows

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.