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2E vs 3E: 8 Years Later. A new perspective?
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<blockquote data-quote="billd91" data-source="post: 3994595" data-attributes="member: 3400"><p>The easy magic item creation rules for PCs has been accused of doing these things but I think Ridley's Cohort has it most right with his kernel of truth.</p><p></p><p>Before magic item creation, it was up to the DM to sprinkle magic items in the campaign (possibly even randomly rolled), which led to a lot of diversity that we don't see now. Now, if the party is into item creation, there are the big 6 you can count on most of them having. </p><p></p><p>In general, I don't agree that there are <em>more</em> magic items or that there's a heck of a lot more min-maxing. Published adventures had gobs and gobs of magic and treasure that offered PCs plenty of opportunities to min-max along some line. Nor do I agree that 3E is more based on needing magic items and equipment than 1e or 2e, since they were extremely important in those editions as well.</p><p></p><p>My beef is with the conformity. Those big 6 items are so well tuned toward PC survival and success that their deployment becomes a dominant strategy. With DMs being responsible for magic item distribution in earlier editions, there tended to be more diversity of tactics. The min-maxing ended up being based more on the specific items the PCs were finding rather than building it by intentional design. It led, I think, to more idiosyncratic design and more interesting magic flash in the game.</p><p>I think 3E does a lot to provide options in character building in general with feats, multiclassing, prestige classes and so on. But that's a different kind of flash. It's an action-movie flash, good in its own way, but different from 1e and 2e fantasy adventuring flash.</p></blockquote><p></p>
[QUOTE="billd91, post: 3994595, member: 3400"] The easy magic item creation rules for PCs has been accused of doing these things but I think Ridley's Cohort has it most right with his kernel of truth. Before magic item creation, it was up to the DM to sprinkle magic items in the campaign (possibly even randomly rolled), which led to a lot of diversity that we don't see now. Now, if the party is into item creation, there are the big 6 you can count on most of them having. In general, I don't agree that there are [i]more[/i] magic items or that there's a heck of a lot more min-maxing. Published adventures had gobs and gobs of magic and treasure that offered PCs plenty of opportunities to min-max along some line. Nor do I agree that 3E is more based on needing magic items and equipment than 1e or 2e, since they were extremely important in those editions as well. My beef is with the conformity. Those big 6 items are so well tuned toward PC survival and success that their deployment becomes a dominant strategy. With DMs being responsible for magic item distribution in earlier editions, there tended to be more diversity of tactics. The min-maxing ended up being based more on the specific items the PCs were finding rather than building it by intentional design. It led, I think, to more idiosyncratic design and more interesting magic flash in the game. I think 3E does a lot to provide options in character building in general with feats, multiclassing, prestige classes and so on. But that's a different kind of flash. It's an action-movie flash, good in its own way, but different from 1e and 2e fantasy adventuring flash. [/QUOTE]
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