Mustrum_Ridcully
Legend
One thing to consider IMO is that 3E might have been the first edition to really fall so heavily under "digital scrutiny". It's not that powergaming, rules-lawyering and character optimization didn't happen before, or don't happen in other games. But it was maybe the first edition of D&D, and thus the first edition of a really, really big and succesful RPG franchise, to build an internet forum culture. It might be that the charOp development was mostly due to the game, but it could also be that charOp was just something that would always happen once players across the world could connect.View attachment 341693
Yeah, everyone who has read more than three 3rd edition books knows that this is not at all how the D&D product catalog evolved after the release of the Core Rulebooks. I'm going entirely by memory here, but the old 3rd edition website had index lists of all feats, PrCs, and spells that appeared in the official WotC 3rd edition rulebooks and supplements, and I am pretty sure the total list of PrCs was over 700. (Also over 1,000 feats.)
WotC was always in the money business, and money is made by selling books. And character options sell books. So as long as players were paying for it, they spewed out an endless stream of races, classes, prestige classes, items, and spells. As I remember it, PrCs were the main selling points of the dozen or so book specifically addressed to players. And of course 90% of them were complete shovelware junk that nobody remembers. But the remaining ones really fed the leviathan that was Character Optimization. In my perception, CharOps became the dominant aspect of the 3rd edition online culture and discourse. I agree that it was a very fun hobby where you can sink hundreds of hours into discovering new unintended combinations of abilities and items that were probably written by two people who had no awareness of each others' works. And it's something that you can argue about and defend in discussions much more so than the vague generalizations of how you prepare adventures. But that was playing with the rules of the game. It was not playing the game.
That said... It seems to me that D&D 3E was also a very "crunchy" game compared to D&D 5, so maybe that played a role. Monte Cook (one of the designers of 3E) once suggested that rewarding "system mastery" was a goal during the design - a feat like Toughness wasn't bad because they didn't know better, they put it in so people that figured out the system would know not to pick it and pick some of the stronger feats instead, making their character more powerful than that of someone that didn't know and just put it because they wanted more hit points and that was the only feat that did it. But still, this didn't seem so unique to D&D 3. I also played Shadowrun 3E, and while it was never as popular and big on the net (in my estimation), I know it had a lot of charOp potential, too.
What I definitely felt comparing 3E and 4E was that 3E was played a lot at home, when you were tinkering your multiclass, feat and prestige class options, spells, wild shape options, magic items and what not to make an optimized build that might use a pre-established routine of buff spells in the morning and at the start of combat to beat whatever would be thrown at them, while 4E felt that more decision-amking happened at the game table, when to decide who to stun, daze, weaken, push, slide, which group to blast, which power to sustain, which target to mark, which creature to put a target on for the rest of the team, who to lend an action to and whatever else your options were. But it still retained a fair amount of charOp mechanics, too.