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3e... good for players, more difficult for DMs
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<blockquote data-quote="jasper" data-source="post: 725253" data-attributes="member: 277"><p>1. More rules. True but all can be in the two core books. No more checking the Unearthed arcana. Dungeon Survival guide, Rules rarely conflict with each other. And the illusion rules are better. Plus new game system new learning curve. I had less of challenge learn third than unlearning first for second where minor rules were changed. An ex. Where fighters get an attack per level for under 1 hit dice monsters.</p><p></p><p>2. I had say no more in second with all the splat books, which appeared not to be optional. Now all the splat books are officially optional!</p><p></p><p>3. No problem here. Fifth level fighter in plate with sword and board need a 15 to ac zero. In third +5 bab. Add any extra stats as need in both. Or if I just want to do the paper work.</p><p></p><p>4. Pass on this because I remember the modules coming out so infrequently that the dragon magazine had modules in them. And some of those were not Greyhawk etc. I bought modules including Judges Guild and made adjustments to fit my world. I still do.</p><p></p><p>5. Same problem with second. And with first since I was hopping states and the great pond, the house rules were difficult. Even when you said by the rules players would automatically think you knew the house rules.</p><p></p><p>6. Same problem with all editions. But now more modules equal more trash and more gems. Everyone says they love the Slavers series in first. I hated and didn’t even buy all the modules for me to dm.</p><p></p><p>7. Mostly true. However before I switch over. My second edition group when from first to ninth level in nine game months. Just using modules and homebrew. And currently my third edition group has also tied that advancement.</p></blockquote><p></p>
[QUOTE="jasper, post: 725253, member: 277"] 1. More rules. True but all can be in the two core books. No more checking the Unearthed arcana. Dungeon Survival guide, Rules rarely conflict with each other. And the illusion rules are better. Plus new game system new learning curve. I had less of challenge learn third than unlearning first for second where minor rules were changed. An ex. Where fighters get an attack per level for under 1 hit dice monsters. 2. I had say no more in second with all the splat books, which appeared not to be optional. Now all the splat books are officially optional! 3. No problem here. Fifth level fighter in plate with sword and board need a 15 to ac zero. In third +5 bab. Add any extra stats as need in both. Or if I just want to do the paper work. 4. Pass on this because I remember the modules coming out so infrequently that the dragon magazine had modules in them. And some of those were not Greyhawk etc. I bought modules including Judges Guild and made adjustments to fit my world. I still do. 5. Same problem with second. And with first since I was hopping states and the great pond, the house rules were difficult. Even when you said by the rules players would automatically think you knew the house rules. 6. Same problem with all editions. But now more modules equal more trash and more gems. Everyone says they love the Slavers series in first. I hated and didn’t even buy all the modules for me to dm. 7. Mostly true. However before I switch over. My second edition group when from first to ninth level in nine game months. Just using modules and homebrew. And currently my third edition group has also tied that advancement. [/QUOTE]
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