Sholari
First Post
There are a lot of things that are good about 3rd edition, but at least in my experience 3rd edition requires a lot more heavy lifting on the average DMs part. Here are my gripes...
1) More rules to remember. 3rd edition has a lot more rules to keep track of than 1st and 2nd edition. As a DM of many years experience its been more difficult for me to accurately keep track of them all and I can only imagine how it is for fledling DMs.
2) I have to be the bad guy more. I am constantly in the position of saying "no" to my players and waste a lot more time having to look through prestige classes instead of focusing on actual campaign development.
3) Creating NPCs is more of an administrative burden. Before I could drop a 5th level fighter into an adventure... now I have to worry about that fighters feats, skills, etc.
4) Game worlds with less support. None of the new game worlds are as nearly well supported as Forgotten Realms or Greyhawk. When you are a DM without a lot of time you look for a great deal more support from supplements.
5) Preference fragmentation. More options have created more fragmentation of the player base. Having moved states I have found it a lot harder to put together that initial cohesive group than I have during previous editions of D&D.
6) Less quality modules. Modules are either too generic or too world/class specific. I would guess it is harder for designers to create modules that can cover so much possible variation in characters. I have yet to see anything to match the quality of the Desert of Desolition modules, Saltmarsh series, or Slavelord series in actual design.
7) Rapid advancement. Rapid advancement means that I often can not use module series or mega-adventures. It also means that I have to spend a lot more of my focus on changes with characters to maintain game balance.
There is a lot that is good with 3rd edition. However, the point I am trying to make is the mantra... that more options = better for everyone is not always true. There are a lot of negative side effects that if taken to the extreme can mean real problems.
1) More rules to remember. 3rd edition has a lot more rules to keep track of than 1st and 2nd edition. As a DM of many years experience its been more difficult for me to accurately keep track of them all and I can only imagine how it is for fledling DMs.
2) I have to be the bad guy more. I am constantly in the position of saying "no" to my players and waste a lot more time having to look through prestige classes instead of focusing on actual campaign development.
3) Creating NPCs is more of an administrative burden. Before I could drop a 5th level fighter into an adventure... now I have to worry about that fighters feats, skills, etc.
4) Game worlds with less support. None of the new game worlds are as nearly well supported as Forgotten Realms or Greyhawk. When you are a DM without a lot of time you look for a great deal more support from supplements.
5) Preference fragmentation. More options have created more fragmentation of the player base. Having moved states I have found it a lot harder to put together that initial cohesive group than I have during previous editions of D&D.
6) Less quality modules. Modules are either too generic or too world/class specific. I would guess it is harder for designers to create modules that can cover so much possible variation in characters. I have yet to see anything to match the quality of the Desert of Desolition modules, Saltmarsh series, or Slavelord series in actual design.
7) Rapid advancement. Rapid advancement means that I often can not use module series or mega-adventures. It also means that I have to spend a lot more of my focus on changes with characters to maintain game balance.
There is a lot that is good with 3rd edition. However, the point I am trying to make is the mantra... that more options = better for everyone is not always true. There are a lot of negative side effects that if taken to the extreme can mean real problems.