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*TTRPGs General
3e... good for players, more difficult for DMs
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<blockquote data-quote="Celebrim" data-source="post: 726152" data-attributes="member: 4937"><p>1) More rules to remember.</p><p></p><p>Err... did you play with any house rules in 1st edtion? </p><p></p><p>2) I have to be the bad guy more.</p><p></p><p>Clearly your first edition PC's did not have access to Dragon magazine.</p><p></p><p>3) Creating NPCs is more of an administrative burden.</p><p></p><p>It can be. It is nowhere near as difficult as it is in GURPS, and like GURPS you have to decide sometimes whether the NPC is important enough to deserve a full stat block or whether you can wing it with only a few notes on what is likely to come up.</p><p></p><p>4) Game worlds with less support. </p><p></p><p>Err.. no. Second Edition was all about the big support of the setting (Forgotten Realms mostly). No other game world has ever been so supported in publications, and unfortunately few have been so notably unclever. First edition support for game worlds was minimal. Third edition support for game worlds isn't quite the avalanche of published material (often of dubious quality) as for 2nd edtion game worlds, but it is significant and typically pretty good quality. </p><p></p><p>5) Preference fragmentation.</p><p></p><p>HA! Really, did you have _any_ house rules in 1st edition? Didn't you read Dragon magazine?</p><p></p><p>6) Less quality modules.</p><p></p><p>Agreed. We are in a module slump right now.</p><p></p><p>7) Rapid advancement. </p><p></p><p>Agreed, it can be a problem, but it can be fixed.</p><p></p><p>On your thesis: Well, as a guy who is writing PERL code right now, I can agree with you that more options is not always better, but YMMV.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 726152, member: 4937"] 1) More rules to remember. Err... did you play with any house rules in 1st edtion? 2) I have to be the bad guy more. Clearly your first edition PC's did not have access to Dragon magazine. 3) Creating NPCs is more of an administrative burden. It can be. It is nowhere near as difficult as it is in GURPS, and like GURPS you have to decide sometimes whether the NPC is important enough to deserve a full stat block or whether you can wing it with only a few notes on what is likely to come up. 4) Game worlds with less support. Err.. no. Second Edition was all about the big support of the setting (Forgotten Realms mostly). No other game world has ever been so supported in publications, and unfortunately few have been so notably unclever. First edition support for game worlds was minimal. Third edition support for game worlds isn't quite the avalanche of published material (often of dubious quality) as for 2nd edtion game worlds, but it is significant and typically pretty good quality. 5) Preference fragmentation. HA! Really, did you have _any_ house rules in 1st edition? Didn't you read Dragon magazine? 6) Less quality modules. Agreed. We are in a module slump right now. 7) Rapid advancement. Agreed, it can be a problem, but it can be fixed. On your thesis: Well, as a guy who is writing PERL code right now, I can agree with you that more options is not always better, but YMMV. [/QUOTE]
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3e... good for players, more difficult for DMs
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