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2E vs 3E: 8 Years Later. A new perspective?
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<blockquote data-quote="green slime" data-source="post: 3995794" data-attributes="member: 1325"><p>The best thing for me with the upgrade to 3e was the greater character flexibility afforded through feats, & skills, and the sensible save categories (so much more simple!). And, I'll grudingly admit, a d20 roll-high-is-always-good. (but the last one hurts to admit!)</p><p></p><p>The worst thing for me about 3e; that magical spells, items and effects added numerical bonuses everywhere. Cool in the beginning, it quickly got out of hand as the levels piled on, complicating DM load and player memory during combat. Combined with the fact that actual skill knowledge becomes virtually pointless at mid to high level, due to spells and magical items. </p><p></p><p>To be fair this problem with skills was existant even in earlier editions of the game, it was just far less apparent, as the DM had greater control over magical items. The players were far less likely to assemble their own "perfect suite", and the skill improving items went to those who needed them, rather than those who could afford them (a very important distinction).</p></blockquote><p></p>
[QUOTE="green slime, post: 3995794, member: 1325"] The best thing for me with the upgrade to 3e was the greater character flexibility afforded through feats, & skills, and the sensible save categories (so much more simple!). And, I'll grudingly admit, a d20 roll-high-is-always-good. (but the last one hurts to admit!) The worst thing for me about 3e; that magical spells, items and effects added numerical bonuses everywhere. Cool in the beginning, it quickly got out of hand as the levels piled on, complicating DM load and player memory during combat. Combined with the fact that actual skill knowledge becomes virtually pointless at mid to high level, due to spells and magical items. To be fair this problem with skills was existant even in earlier editions of the game, it was just far less apparent, as the DM had greater control over magical items. The players were far less likely to assemble their own "perfect suite", and the skill improving items went to those who needed them, rather than those who could afford them (a very important distinction). [/QUOTE]
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