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2E vs 3E: 8 Years Later. A new perspective?
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<blockquote data-quote="AllisterH" data-source="post: 3996347" data-attributes="member: 51325"><p>Hmm? Isn't this a point in FAVOUR of the 3E method?</p><p></p><p>I mean, if you're a DM, at what level does a Balor become a good challenge for your party? In 1E/2E, you had to eyeball it based on what level of gear your party currently had and their level and you wouldn't know unless you actually ran a mock combat. In 3E, at least given what the designers think would be appropriate challenge based on gear & level, you know what needs to be tweaked if your party has more or less magical items for their level.</p><p></p><p>What level does the hammer of thunderbolts become a "neat but balanced weapon" instead of "oh geez, one shot combat".</p><p></p><p>Even in 1E/2E, magical items, especially for the melee classes was very important and was tied to level. Hit any level 7+ party in 2E with Mord's Disjunction and the higher the inital level they were, the more levels they fell in capability.</p><p></p><p>As an aside, I always suspected that the reason why the 2E xp for outer planar inhabitants were lower than the 1E xp was because Gygax et al were working on a different assumption as to what the gear people were carrying.</p><p></p><p>re: Tome of Magic</p><p>Tome of Magic was the stealth 4th core book in 2E. Tome of Magic introduced new spheres (numbers, time and thought among others) and new CLERIC/DRUID spells that beefed up the spell selection for the priest classes. It was this which allowed Faith & Avatars along with Spells & Magic to come up with the specialty priests. Seriously, the Complete Priest's handbook which first came out with the specialty priests nobody uses because of how horribly weak the sample SP were.</p></blockquote><p></p>
[QUOTE="AllisterH, post: 3996347, member: 51325"] Hmm? Isn't this a point in FAVOUR of the 3E method? I mean, if you're a DM, at what level does a Balor become a good challenge for your party? In 1E/2E, you had to eyeball it based on what level of gear your party currently had and their level and you wouldn't know unless you actually ran a mock combat. In 3E, at least given what the designers think would be appropriate challenge based on gear & level, you know what needs to be tweaked if your party has more or less magical items for their level. What level does the hammer of thunderbolts become a "neat but balanced weapon" instead of "oh geez, one shot combat". Even in 1E/2E, magical items, especially for the melee classes was very important and was tied to level. Hit any level 7+ party in 2E with Mord's Disjunction and the higher the inital level they were, the more levels they fell in capability. As an aside, I always suspected that the reason why the 2E xp for outer planar inhabitants were lower than the 1E xp was because Gygax et al were working on a different assumption as to what the gear people were carrying. re: Tome of Magic Tome of Magic was the stealth 4th core book in 2E. Tome of Magic introduced new spheres (numbers, time and thought among others) and new CLERIC/DRUID spells that beefed up the spell selection for the priest classes. It was this which allowed Faith & Avatars along with Spells & Magic to come up with the specialty priests. Seriously, the Complete Priest's handbook which first came out with the specialty priests nobody uses because of how horribly weak the sample SP were. [/QUOTE]
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