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3e... good for players, more difficult for DMs
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<blockquote data-quote="Petrosian" data-source="post: 725311" data-attributes="member: 1149"><p>[/B]</p></blockquote><p></p><p></p><p>IMX 20% of the rules are used 80% of the time. The majority of the other rules are in use rarely. The inherent consistencies make handling things rather simple for me. </p><p></p><p>i said "no" to PRCs right away and saved myself the headaches. next campaign i will list a number of PRCs that are available at the start of the campaign and that list will stay until campaign is over. IMO one of the biggest campaign decisions is how to handle "newly published material" and that is nowehere more evident than PRCs in the glut of PRC publishing in the last several years. </p><p></p><p>If its a grunt, you dont need to fully flesh it out with feats and skills and such. The person who decides how much detail an NPC needs is the Gm and that should be determined by the role he needs it to play. I love having the character richness built into 3e so that i CAN detailed the grunts abilities down to the skill and feat IF I DECIDE I NEED TO.</p><p></p><p>Greyhawk and Fr are the only official settings IIRC. Most of their old support info is still mostly relevent, isn't it? As for third party settings... the easy answer is "dont use third party crap."</p><p></p><p>I dont quite get this. Are you saying that by providing more options people dont all follow the same paths? I dont see this as a downside.</p><p></p><p>Since the only "modules" i have bought were the initial ones, i can say... the quality in terms of maps and details and precision seems high. They stories are rather uninspired but then i havent run modules in over a decade. i think wotc decided to use it module series to highlight the play for newbies, not to make them the core of a campaign. While its a decision i think good, i can see why it might not sit well with some. </p><p></p><p>There certainly has been from my perspective a shift from 1e "modules are for your campaign" to "modules are for showing off the game." I think this is a nod to the audience... which is considerably older and mor experienced than it was for 1e. </p><p></p><p>Advancement has been more formalized. I cannot say for my self that it is more rapid than before because i think everyone's notion of what it was "before" varies widely.</p><p></p><p>In my current game we have advanced about 5-6 levels per year of real time gaming, with about 3 sessions a month. In two years they have advanced from 2nd to 12th and i expect that when i close down the campaign at 3 years they will be around 18th.</p><p></p><p>That pace has seemed fairly good for our gang.</p><p></p><p></p><p>i would say that perhaps the answer for a Gm troubled with "too many options" is to make the decisions to limit the things available. If PRCs are an issue, dont allow any. They are not required.</p><p></p><p>While DND does have optional rules, it might have been good to also have rules identified as "basic" and "advanced" to assist a new Gm or even a more experienced one to more easily identify rules he does not want to use right away.</p><p>[/QUOTE]</p>
[QUOTE="Petrosian, post: 725311, member: 1149"] [/B][/QUOTE] IMX 20% of the rules are used 80% of the time. The majority of the other rules are in use rarely. The inherent consistencies make handling things rather simple for me. i said "no" to PRCs right away and saved myself the headaches. next campaign i will list a number of PRCs that are available at the start of the campaign and that list will stay until campaign is over. IMO one of the biggest campaign decisions is how to handle "newly published material" and that is nowehere more evident than PRCs in the glut of PRC publishing in the last several years. If its a grunt, you dont need to fully flesh it out with feats and skills and such. The person who decides how much detail an NPC needs is the Gm and that should be determined by the role he needs it to play. I love having the character richness built into 3e so that i CAN detailed the grunts abilities down to the skill and feat IF I DECIDE I NEED TO. Greyhawk and Fr are the only official settings IIRC. Most of their old support info is still mostly relevent, isn't it? As for third party settings... the easy answer is "dont use third party crap." I dont quite get this. Are you saying that by providing more options people dont all follow the same paths? I dont see this as a downside. Since the only "modules" i have bought were the initial ones, i can say... the quality in terms of maps and details and precision seems high. They stories are rather uninspired but then i havent run modules in over a decade. i think wotc decided to use it module series to highlight the play for newbies, not to make them the core of a campaign. While its a decision i think good, i can see why it might not sit well with some. There certainly has been from my perspective a shift from 1e "modules are for your campaign" to "modules are for showing off the game." I think this is a nod to the audience... which is considerably older and mor experienced than it was for 1e. Advancement has been more formalized. I cannot say for my self that it is more rapid than before because i think everyone's notion of what it was "before" varies widely. In my current game we have advanced about 5-6 levels per year of real time gaming, with about 3 sessions a month. In two years they have advanced from 2nd to 12th and i expect that when i close down the campaign at 3 years they will be around 18th. That pace has seemed fairly good for our gang. i would say that perhaps the answer for a Gm troubled with "too many options" is to make the decisions to limit the things available. If PRCs are an issue, dont allow any. They are not required. While DND does have optional rules, it might have been good to also have rules identified as "basic" and "advanced" to assist a new Gm or even a more experienced one to more easily identify rules he does not want to use right away. [/QUOTE]
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