Ridley's Cohort said:
I seen this claim that by virtue of being "too integrated" certain kinds of changes are more difficult in 3e of couple of dozen times. But when it comes to actual examples of an apples to apples comparison, the silence is always deafening.
Ok, I'll take a stab at this, since I wrestled with 3E for years in my low-magic campaign before giving up.
The low-magic game I wanted to run had reduced item availability, armor as DR, class-based defense bonuses, lower magic caps (no weapons over +3 total value), no spells over 6th level, and spellcasters had to make casting rolls to have their magic work, but got more spells per day.
First, with reduced item availability and lower magic caps, something needed to be done about boosting PC power some. However, I also wanted to keep the PCs in a somewhat "gritty" campaign, so over-the-top powers were out. What I ended up doing was changing the feat progression from one feat every three levels, to one feat every two levels. Sounds simple, right? Its not. Suddenly, characters are gaining access to more feats than before, and progressing up feat chains faster. In addition, I saw some REALLY munchkin twink builds with the extra feats, which ended up making the characters somewhat to significantly more powerful than core D&D characters.
Now, because the characters were more powerful, it took me a while to figure out how to challenge them. Normal opponents were mowed over with little or no consequence- humanoids, animals, giants- they were all easy pickings. The character's were tackling critters routinely with CRs 3 or 4 higher than their level would indicate- so already the balance went wonky. However, put them up against a creature that had DR or SR, and they got smashed by critters with a CR of 1 or 2 lower than their level. The exception to this was the power-attacking, weapon focused, combat twinked barbarian- it didn't matter if the critter had DR- he did so much damage with his feat combos, he didn't need any enchanted weapons.
Ok, so now if I want to challenge the party, I have to mess with the creatures and CR system, either throwing more critters at them, advancing the creatures, or adding on new powers and abilities to the creature. In addtion, any NPC rival I stat up has to use the same expanded feat availability as the PCs have, which made statting them up an even bigger nightmare.
With the armor as DR and class-based defense bonuses, this needed to be done, because in a low magic game BAB will quickly outstrip AC, and people will be auto-hitting on every attack. Plus, the reduction in healing capabilities means PCs need a way to soak some of the damage. I don't remember exactly the values we used for DR, but we added class based defense bonus equal to 2 + 1/2 base Reflex save. No big deal for the PCs- the calculation is done once, and we move on. But then the DM also has to recalculate the same defense bonuses for each monster and NPC, as well as assign armor DR values, based on the type of armor or natural defenses of each critter. Another bookkeeping nightmare.
Now restricting magic to 6th level or less wasn't that big of a deal. It did reduce the kinds of abilities and powers characters had, what was possible to do, and the kinds of items available. In addition, I made 5th and 6th level spells into rituals, which took anywhere from 10 to 100 times as long to complete as normal spells (barring some of the combat spells at those levels which took double the time). However, when I come to a creature with an innate spell ability that is 5th level or higher, do I treat it as innate and have the normal casting time? Or do I treat it as a ritual like a spellcaster would and have it take substantially longer? After some tinkering, I finally opted on normal casting time for innate abilities, but any spell-like powers gained from "casts spells as an X level sorcerer" entries found in the MM were treated as spellcasters.
Which brings me to the third complication- spellcasting rolls. I didn't want magic to be a sure fire thing every time, so I instituted casting rolls to make spells work. While spells could achieve "critical hits" (a 20, followed by making the DC of the spell- basically going off at 2 levels above the caster's and/or causing max damage at the caster's level), spell disasters were also possible (a 1 on the casting die, followed by failing to meet the spell's DC- odd results from annoying to deadly on a d100 table). After some playing, spell DCs were set at 10 + 2 per spell level. The caster made a caster level check (level + controlling stat bonus + 2 for each time the Practiced Caster feat was taken), and if he beat the DC of the spell it went off. Since spellcasting wasn't a sure thing, I gave spellcasters two extra slots of spell levels 1-2, 1 extra of levels 3-4, and no extra 5th or 6th level spells. We also added a feat, Arcane Channeler, that allowed the caster to add one extra spell per day to his 1st level spells the first time he took it, 1 extra 2nd level spell the 2nd time, and so on, up to 1 extra 4th level spell the 4th time he took the feat. This worked ok for PC spellcasters- predictably they ended up taking a bunch of feats that made spellcasting an almost virtual certainty, although spell disasters still occurred on average about once per game session.
What became a big pain was trying to balance monster and NPC spellcasters against the PCs. Now I had to assign DCs to each spell they had, figure out the casting level check, and modify the number of spells per day from what the PHB gave on the standard table.
Because magic is required in a lot of D&D situations and the skill system is geared towards use with high levels of magic flying around, I also had to go and take that into account. The core rules assume stat buff items are pretty common, making skill totals on average for the important skills of a given class about +1 to +2 higher- another thing to take into consideration when assigning DCs as given in the PHB.
Because magic is rare, the wealth per level guidelines had to be tossed too, and I had to come up with other suitable rewards for the PCs. Not a difficult thing to do really, but deviating from the wealth per level guidelines made it much harder to guage how the PCs would do in a fight with supernatural opponents, or ones that needed certain types of weapons or spells to harm them.
The point I'm making is that everyhing in 3E was interconnected to an extreme degree. 3E was built with a very metagamist view- ensuring class, monster, and item balance in under narrowly defined criteria (mostly combat), and deviating from those assumptions meant having to rebuild parts of the system from the ground up. I have run low-magic games in 1E and 2E, and NEVER ran into these problems- in fact, the systmes of 1E and 2E accomodate low magic AND high magic much better than the assumptions of 3E. While the degree of interconnectedness means I can anticipate where problems might come up in 3E, it comes down to this: trying the play the game in 3E my group and I want to play is WAY more work than it is worth, because it causes a domino effect due to the built in assumptions of the system. My players liked the campaign ok, but agreed it didn't have the same charm or fun of the 2E campaign- and several of them told me directly it was 3E was such a "b*tchy" system to work with. Doing all that extra work also caused extreme DM burnout for me- simply put, 3E is not robust or flexible enough to handle the needs of my group.
Ridley's Cohort said:
3e is a game that allows the DM to drive with one hand on the steering and the other holding a brewski, windows down, music cranked up. Or at least you can get away with that lackadaisical attitude some of the time. 2e is game you need to keep both hands on the steering wheel and eyes on the road.
Some DMs drive 3e wildly and end up wrapping their campaign around a tree.
At this point you can try putting both hands firmly on the 3e steering wheel and stop pounding down those high proof supplements. Or you can go back to 2e, and put both hands on the steering wheel, and complain that 3e is hard to drive because doing so one-handed while drunk did not work out for you.
IMNSHO, there is a double-standard here. If you judge 3e by a higher standard, you are implicitly endorsing the idea that 3e has absolutely superior mechanics.
I have to disagree here- 3E was the system I had to keep both hands on the wheel with and always be thinking in terms of mechanics and system- leaving me less time for storytelling and roleplaying. Once you factor in changes to the system, 3E is much more termpermental and difficult to handle than 2E was. As a consequence, my enjoyment of the game was lessened, as was my players. We have tried 3E by the books, and the built in assumptions the game is built around don't appeal to us. I'm not judging 3E by a higher standard at all- I'm comparing 2E and 3E, the workload, and the enjoyment my group got out of both systems, and pointing to 2E as the clear winner for us. While I won't argue that 3E has more unified mechanics, for us they are clearly not superior. Superior mechanics to me mean I can play the game, not have to worry about referencing the rules or spending hours in statting NPCs, and have more time for the game.
Are there better games out there to fit the playstyle my group and I like? You betcha. Simpler to prep and run? ABSOLUTELY. Why did we try so long with 3E? We were all 1E and 2E AD&D fans, and I guess felt some sort of misguided loyalty to D&D. We eventually realized you can't pound a square peg into a round hole, no matter how much you want to. I know a lot of people love 3E and the implicit assumptions it presents- and for them its relatively simple to run and play as long as they like a rules-heavy and interconnected system- more power to you. For us, 3E is clearly a step away from the D&D we knew and loved, so we went back to 2E for our D&D needs.