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3.5 high level woes and Paizo's hand in it.
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<blockquote data-quote="ProfessorPain" data-source="post: 4707458" data-attributes="member: 82012"><p>Here are the key things to my enjoyment of 3E:</p><p> </p><p>1) Flexible Mutliclassing System- For me, this is what 3E was all about. Being able to take a level of fighter here, a level of rogue there, etc; without too much difficulty. </p><p> </p><p>2) Skill Ranks and plenty of Skills- I like to play rogues, and I couldn't stand the changes to the skill system that first appeared in Star Wars Saga. I like being able to take ranks in skills, and having a large number of skills to choose from. </p><p> </p><p>3) Impressive magic- Sometimes it became unbalanced, but I much prefer impressive magic over nurfed but balanced magic. But I was always one of those players who felt starting out weak, and slowly becoming powerful was a tradeoff that made the class balanced. </p><p> </p><p>Things I don't like about 3E</p><p> </p><p>1) Stacking rules. These got pretty ridiculous by 3.5, and really became a headache for everyone. Plus there were just too many parenthetical types of everything </p><p> </p><p>2) Broken feats and prestige class abilities. I wouldn't mind if 3pp publishers released feats and prestige classes that broke the game, but the majority of them came from Wizards. This made it hard as a GM to dissallow classes, feats or spells that were clearly broken when combined with existing classes, feats or spells. This doesn't mean I want everyone to be the same exact power level. Its okay to have some builds that are better than others. That was one of the things that made character design so exciting. But if a build exists that can dish out 120 points of damage by 3rd level in a single round, something is wrong. </p><p> </p><p>3) Not enough modules or DM support. There just weren't enough modules being released by Wizards for 3E. Back in the 80s with AD&D, my favorite thing to do at the book store was browse the modules and campaign settings for something cool to purchase. As a DM this really fired up my imagination. Also books like the guide to Villains and Campaign Cartographer were great. And who didn't love reading the Van Richten Guides. Stuff like that was missing, until the final year or so of 3E. I know there are more players than DMs in any group, so it makes sense to put out more material for players to buy. But if you help the DM make a kick ass campaign world or a superb adventure, you keep people in the game. Sure put out some splat stuff; but I really think things like the Van Richten guides are better models for what both DMs and Players would buy. You could have a whole line of monster hunting books (Guide to Dragons, Guide to Greenskins, Guide to Demons), that give players character ideas and hunting strategies and give DMs material to use in an adventure and interesting twists.</p></blockquote><p></p>
[QUOTE="ProfessorPain, post: 4707458, member: 82012"] Here are the key things to my enjoyment of 3E: 1) Flexible Mutliclassing System- For me, this is what 3E was all about. Being able to take a level of fighter here, a level of rogue there, etc; without too much difficulty. 2) Skill Ranks and plenty of Skills- I like to play rogues, and I couldn't stand the changes to the skill system that first appeared in Star Wars Saga. I like being able to take ranks in skills, and having a large number of skills to choose from. 3) Impressive magic- Sometimes it became unbalanced, but I much prefer impressive magic over nurfed but balanced magic. But I was always one of those players who felt starting out weak, and slowly becoming powerful was a tradeoff that made the class balanced. Things I don't like about 3E 1) Stacking rules. These got pretty ridiculous by 3.5, and really became a headache for everyone. Plus there were just too many parenthetical types of everything 2) Broken feats and prestige class abilities. I wouldn't mind if 3pp publishers released feats and prestige classes that broke the game, but the majority of them came from Wizards. This made it hard as a GM to dissallow classes, feats or spells that were clearly broken when combined with existing classes, feats or spells. This doesn't mean I want everyone to be the same exact power level. Its okay to have some builds that are better than others. That was one of the things that made character design so exciting. But if a build exists that can dish out 120 points of damage by 3rd level in a single round, something is wrong. 3) Not enough modules or DM support. There just weren't enough modules being released by Wizards for 3E. Back in the 80s with AD&D, my favorite thing to do at the book store was browse the modules and campaign settings for something cool to purchase. As a DM this really fired up my imagination. Also books like the guide to Villains and Campaign Cartographer were great. And who didn't love reading the Van Richten Guides. Stuff like that was missing, until the final year or so of 3E. I know there are more players than DMs in any group, so it makes sense to put out more material for players to buy. But if you help the DM make a kick ass campaign world or a superb adventure, you keep people in the game. Sure put out some splat stuff; but I really think things like the Van Richten guides are better models for what both DMs and Players would buy. You could have a whole line of monster hunting books (Guide to Dragons, Guide to Greenskins, Guide to Demons), that give players character ideas and hunting strategies and give DMs material to use in an adventure and interesting twists. [/QUOTE]
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