3E shortcomings

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I tried to give you a thoughtful reply, Harold, but the board hiccupped and my post was lost in the aether of cyberspace. It figures that happens when I don't type it up on Notepad first. Anyway, I guess I'm something of a contemporary of yours, because I've played since 1979. The new game is very enjoyable, and gave me a feeling I hadn't had since I first started gaming. I tried to address each of your points in detail (actually, I didn't just try; I did, and it all got lost), but the main gist of it all is - the game can accomodate all styles of play. It may effectively encourage min/maxing, but only because that style necessitates more nuts & bolts advice - the more organic style of play that you prefer grows out of the interaction of the individual DM and his group, and thus needs less attention in the rulebooks. Personally, I'd also like to have had more discussion of it in the rulebooks, so in that respect I agree with you to some extent.
 

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Harold Mayo said:
Ah, well...anyone else have the same complaints? If so, how have you dealt with the perceived problems?

Nope; what few complaints I have for 3E don't match any of those, and I don't perceive them as problems.

Higher level play is certainly possible now; I've been in several long-term 2e campaigns (meaning, 2-3 years of weekly play with maybe 3-4 missed sessions a year, not 'we play every three months in the same world') - not so many now, since I'm in only one game a week now, instead of the 2-3 a week I was in until about four years ago.

During those games, we'd be lucky to hit 10th or 11th. The highest level character I ever built up from 1-2 level was 13th level. This meant that a huge chunk of the PH might as well not have existed for me (since I tended to play spellcasters at that time), since I'd never be able to cast anything above 5th-6th level spells.

Now at least it's possible to get in some high level play at times.
 

Harold Mayo said:

The OGL has solved that problem in a glorious fashion but 3E still needs some tweaking to give the "feel" of AD&D.
And exactly what is the "feel" of AD&D? Gary Gygax's dungeon crawling version?
 

I actually agree with a few of his points. 3e does encourage min/maxing, but most systems do. The problem is that if you give a player two choices on how to play a character, you can make sure they're roughly balanced. In 2e, you didn't have many choices.

If you give them two hundred choices, it's a lot harder to balance, and some choices are going to "rise to the top." 3e has a lot more character customization.
 

Harold, I understand your points 1-5, and agree with them to a degree. The min/maxing that can be done in 3E far outshines the level of min/maxing possible in 1E and 2E (with the possible exception of Player's Option- ugh). 3E characters seem to be more super-heroic than heroic, which isn't to my tastes either. I think I mentioned to you in another thread that I also dislike the amount of pre-planning and presteige class munchkinism that often goes on- and my solution was not to use ANY presteige classes from the splatbooks- if I need a prestiege class, I'll make it up- but I don't think players should have the right to flip through all the available presteige classes and decide on a path if their character would not know about those classes. And yes, 3E does seem to promote a more video-game aspect of play than previous editions. I think a lot of the new changes I don't like have to do with many players now wanting immediate gratification and uber-powerful characters, and since its written in the books that way, they think it is their right.

That said...

There are some things I really do like about 3E, and that would prevent me from going back to 2E (although Hackmaster is pretty dang cool). I like how the system is streamlined now such that you roll a d20 and add a modifier to the roll, tring to beat a DC. I like that all classes advance at the same rate, the races and classes are better balanced towards each other, and that the rules are overall more clear than before. 3E can also be modified more easily IMO than previous incarnations of D&D, and I have worked out a set of simple, good low-magic, gritty rules that work well for my group. If you're interested, let me know, and I'd be happy to discuss some ideas with you.
 

You asked for point by pioint discussion so here i go!!!

Harold Mayo said:
1) I really dislike that it is really promotes min-maxing. Even the "official" stuff feeds off of it (note the little "Power Play" asides in DRAGON magazine). Optimizing a character is fine, but it goes too far to actively promote this, IMO.

the power play stuff in dragon was pretty bad, but it hasn't been in there for a year or so. i'm not sure of other examples, esp. in the rule books that actively encourage min/maxing... could you give more examples of what you're talking about?

2) It gives the tendency to create "super-characters" because of the abuse of the min-maxing potential. Instead of a nice fantasy combat like might be seen in (for example) the Fellowship of the Ring movie (where characters struggle), you end up with something more akin to a fight out of a cheesy martial arts movie. This is really, sort of, a continuation of (1) above but it's a separate gripe in my mind.

this IMHO, is more to do with players than the system itself. i've seen players make min/maxed PCs... i've seen players make PCs with skills they'll never use, or with huge social skills but terrible in combat or whatever. I think it's a strength of the system that it covers a lot of bases, allowing a wide range of styles of play.

3) It encourages mapping out the progress of a character from 1st level onward. This may not be a bad thing for some people, but I, as a player AND as a DM, would prefer to let my character's experiences in the game shape his development rather than KNOWING that I am going to take this or that prestige class at a certain level or that I am going to multiclass at level x so that I can gain special ability y.

i think that in real life people plan like this as well... for exapmle in their school careers they take subjects that will allow them to go to the university them want and to do the courses they're interested in. i've also seen players start towards X PrC, and then because of the flavour of the game change midstream. it is a sort of problem that you have to plan early to geta certain kind of PrC but i'm not sure that the problem wouldn't be worse than the solution.

4) Feats are a neat idea but they aren't really done "right". I REALLY like the feats that a lot of OGL companies are coming out with that are regional, cultural, or racial in nature. I REALLy like that because I never did like the sheer equality of older editions of AD&D. I was overjoyed when the Player's Option books came out and there were traits and disadvantages given as official rules. Feats are great but are, under the current rules, more for combatative purposes than for anything else. Since fighters gain more feats than anyone else, they can, potentially have more neat things from their "background" than any other character. The problem is that the feats were really designed more around enhancing the abilities of the character classes, especially fighters, than for adding "color" to the game and the system falls flat on its face when trying to use feats for this purpose.

i'm firmly of the opinion that strengths/weaknesses as game attributes are a really good way to encourage minmaxing. and also of the opinion that character background should be roleplayed, not taken as an stat attribute or whatever. i like the feat system myself, especially as presented in the core books.

5) 3E has the "feel" of a computer game. Simplistic and enabling you to gain a lot of power quickly. 3E has been out for three years? Is that right? Have to check on that, but it seems about right. I have heard more people talk about 20th level characters since the 3E rules came out than EVER in all of my 24 years of playing D&D put together. It "feels" like Baldur's Gate or Icewind Dale more than pen & paper role-playing. I heard a rumor that this was actually what the designers were shooting for since computer games have bitten into the pen & paper rpg market share so much that they felt that they needed something to lure them in. Don't know if it's true but, if it is, they sure succeeded.

i think that a different way to look at this, at elast the 'more 20th level characters tan ever before' part, is to see it as the game actually allowing players to continue past 12th level or so when the old rule sets break down, and to allow people to play a full level set (1-20) over the course of an average length campaign (1.5 years or so). i think thats a worthy aim myself, as it keeps the game vaired and fun, and stops it from being 2 years of orc bashing to get to 5th level. the 'power up' syndrome is a wierd one, but again i think that it's down to the DM to make sure it doesn't feel like 'i'm in a dungeon and i've just gained these amazing new powers!!!'. There's no rules reasons why it should happen like than.

thanks for reading.
 

Thank you for the post, olive.

THAT, for those of you who seem to have no clue, is the sort of answers that are given in a civilized forum.
 

Harold Mayo said:
Thank you for the post, olive.

THAT, for those of you who seem to have no clue, is the sort of answers that are given in a civilized forum.

That's ok Harold, glad you liked it.

But if you're concerned about people being rude, you might want to avoid phrases like 'no clue'. telling people off for being rude by being rude doesn't seem to work for me. :)
 


It's times like this that make me wish this place were Nutkinland.

Ah, well.

Enjoy your game, Harold. And I firmly stand in the 'it's a DM/player consideration, not a system one' camp.

And I do have a problem with something about 3e...mainly the reliance on magic items....but a bit of creative thinking takes care of much of those problems. :)
 

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