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<blockquote data-quote="Steel_Wind" data-source="post: 5175792" data-attributes="member: 20741"><p>[snip]</p><p></p><p>Look, I don't disagree with the thrust of your post and many of these things may work for your home brewed campaign just fine.</p><p></p><p>If I had REALLY wanted to make a lot of the stuff work in my own home brewed campaign - I could have done so as well. No question about it. And for a time - I did.</p><p></p><p>But at the time the whole <em>Spell Compendium</em> and <em>Complete Class</em> & <em>Races of XXXX</em> Triple whammy came out, I was involved in running the <em>Age of Worms</em> Adventure Path. And without putting too fine a point on it, the <em>Spell Compendium</em> and the <em>Complete</em> series broke <em>Age of Worms</em> completely. <u>Smashed it into a bazillion smitherenes</u>. POOF. >>BROKEN<<</p><p></p><p>So that's the thing. Out of all the coolness in 3.5, I'd like to draw attention to what really was the greatest thing about that era that I honestly do not think will ever be repeated in any Dungeons and Dragons RPG of the future -- no matter the version, ever again.</p><p></p><p>In a phrase: <em>Dungeon Magazine</em>. </p><p></p><p>During the 3.xx period, the hobby was BLESSED with the work that Paizo publishing did with <em>Dungeon</em> magazine. Dungeon under Erik Mona was <em><strong>never, ever better</strong></em>. </p><p></p><p>That Golden Age of <em>Dungeon</em> is something I am always going to treasure as a fan of the game. I have every single one of the 3.xx issues and they are <u>all</u> good - most of them great - and some of them beyond GREAT.</p><p></p><p>To get the most out of that <em>Golden Age</em>, you need to have your players run classes and spells only from the PHB. Because once you depart from those fundamental assumptions, the balance of all those adventures just <strong>breaks all to hell. </strong></p><p></p><p>So <em>Shackled City</em>? <em>Age of Worms</em>? <em>Savage Tide</em>? And a whole host of dozens and dozens more of one off and two-part adventures in that Golden Age of <em>Dungeon</em> magazine await you and your players. They'll be there for years and years to enjoy. They are well WORTH playing, too. </p><p></p><p>So if those are things you want to use and play? Don't alter the fundamental rules and assumptions which renders the greatest DM resource of the entire 3.xx era and leaves it smashed to pieces lying on the ground. </p><p></p><p>It's not worth it. Not to me. Regrettably - I learned it the hard way. I would prefer to see a lot of other DMs and play groups avoid that pitfall and enjoy something which really was a tremendous contribution to our hobby.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5175792, member: 20741"] [snip] Look, I don't disagree with the thrust of your post and many of these things may work for your home brewed campaign just fine. If I had REALLY wanted to make a lot of the stuff work in my own home brewed campaign - I could have done so as well. No question about it. And for a time - I did. But at the time the whole [I]Spell Compendium[/I] and [I]Complete Class[/I] & [I]Races of XXXX[/I] Triple whammy came out, I was involved in running the [I]Age of Worms[/I] Adventure Path. And without putting too fine a point on it, the [I]Spell Compendium[/I] and the [I]Complete[/I] series broke [I]Age of Worms[/I] completely. [U]Smashed it into a bazillion smitherenes[/U]. POOF. >>BROKEN<< So that's the thing. Out of all the coolness in 3.5, I'd like to draw attention to what really was the greatest thing about that era that I honestly do not think will ever be repeated in any Dungeons and Dragons RPG of the future -- no matter the version, ever again. In a phrase: [I]Dungeon Magazine[/I]. During the 3.xx period, the hobby was BLESSED with the work that Paizo publishing did with [I]Dungeon[/I] magazine. Dungeon under Erik Mona was [I][B]never, ever better[/B][/I]. That Golden Age of [I]Dungeon[/I] is something I am always going to treasure as a fan of the game. I have every single one of the 3.xx issues and they are [U]all[/U] good - most of them great - and some of them beyond GREAT. To get the most out of that [I]Golden Age[/I], you need to have your players run classes and spells only from the PHB. Because once you depart from those fundamental assumptions, the balance of all those adventures just [B]breaks all to hell. [/B] So [I]Shackled City[/I]? [I]Age of Worms[/I]? [I]Savage Tide[/I]? And a whole host of dozens and dozens more of one off and two-part adventures in that Golden Age of [I]Dungeon[/I] magazine await you and your players. They'll be there for years and years to enjoy. They are well WORTH playing, too. So if those are things you want to use and play? Don't alter the fundamental rules and assumptions which renders the greatest DM resource of the entire 3.xx era and leaves it smashed to pieces lying on the ground. It's not worth it. Not to me. Regrettably - I learned it the hard way. I would prefer to see a lot of other DMs and play groups avoid that pitfall and enjoy something which really was a tremendous contribution to our hobby. [/QUOTE]
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