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3rd Edition Revisited - Better play with the power of hindsight?
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<blockquote data-quote="kigmatzomat" data-source="post: 9264627" data-attributes="member: 9254"><p>I ran 3e from 1st-25th level with all the brown splatbooks with PsyHb, ELH, and ToB at the end. </p><p>I found it did well at all levels, but I cut my teeth in the 90s running 2e in a campaign of 9-13 players from 3rd-19th level so keeping track of sheer volumes of modifiers & stats was a long-mastered skill. I appreciated the types of bonuses. There probably didn't need to be as many as there were but it made rules management straight-forward. </p><p></p><p>Like most, I felt 3e casters were vastly more powerful than 3e fighters, but that was true of 1e and 2e. The PrCs did give options to change that, though I really wish ToB had been out for 3e rather than the very end of 3.5.</p><p></p><p>I thought the xp hit to casters for item creation was fine. Every so often they'd wind up a level behind the fighter or rogue, but they'd have a pile of scrolls or whatever and would earn more xp and mostly catch up.</p><p></p><p>The existence of a magic item economy drives some people nuts but the lack of one drives me nuts. Either people can make new items and there is an economy, or people can't make new items and there is still an economy but it's sky high, like the market for "can't make any more" Van Goghs.</p><p></p><p>All the PrCs had to match the campaign, usually involved some kind of society (secret or otherwise). I did veto several but after finding out what players were going for, directed them to campaign-friendly options.</p><p></p><p>I.e. the rogue who wanted to be the Loth-spider got to be a dragon disciple. And as the campaign was loosely based on krynn after magic got snafu'd, they got lots of free baggage. Like long lived enemies/relatives and, after he touched a Dragon Orb, Takhisis and Paladine yammering in his dreams. </p><p></p><p>The party found an unknown tower of High Sorcery and the mage was able to use it to for the "arcane order" PrC. In this "broken magic" world, The Order could use their special slots to cast higher level spells. Of course, it wasn't really a "tower of high sorcery" and there were other beings awakened once the tower was being charged. </p><p></p><p>Making the class flavor actually impact the world was key. The first time the mage was seen casting higher level spells, every Robed Wizard was hunting them down. </p><p></p><p>As they uncovered secrets about the age before "the gods from beyond", the monk learned there was more to chi and became "the" Fist of Zuoken ...who then had to go find where Zuoken had been imprisoned.</p><p></p><p>And when the monk used psionic "witch" powers, they were hunted down by every priest of the krynnish pantheon.</p><p></p><p>The fighter was adopted (or marked for lunch) by the elddest redcap and was taught the Fey fighting styles (ToB). Which wigged out every Celestial and Infernal they encountered.</p><p></p><p>PrCs belonged to other beings of exceptional power, like the fey using ToB. The Acolytes of the Skin could cast higher level spells as well. The PrC that got the undead limb was able to open the door to the Shadowfell, which was its own thing.</p><p></p><p>The rules were crunchy goodness but like chips, unfullfilling without the plot flavoring. It's the difference between a game and a campaign.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9264627, member: 9254"] I ran 3e from 1st-25th level with all the brown splatbooks with PsyHb, ELH, and ToB at the end. I found it did well at all levels, but I cut my teeth in the 90s running 2e in a campaign of 9-13 players from 3rd-19th level so keeping track of sheer volumes of modifiers & stats was a long-mastered skill. I appreciated the types of bonuses. There probably didn't need to be as many as there were but it made rules management straight-forward. Like most, I felt 3e casters were vastly more powerful than 3e fighters, but that was true of 1e and 2e. The PrCs did give options to change that, though I really wish ToB had been out for 3e rather than the very end of 3.5. I thought the xp hit to casters for item creation was fine. Every so often they'd wind up a level behind the fighter or rogue, but they'd have a pile of scrolls or whatever and would earn more xp and mostly catch up. The existence of a magic item economy drives some people nuts but the lack of one drives me nuts. Either people can make new items and there is an economy, or people can't make new items and there is still an economy but it's sky high, like the market for "can't make any more" Van Goghs. All the PrCs had to match the campaign, usually involved some kind of society (secret or otherwise). I did veto several but after finding out what players were going for, directed them to campaign-friendly options. I.e. the rogue who wanted to be the Loth-spider got to be a dragon disciple. And as the campaign was loosely based on krynn after magic got snafu'd, they got lots of free baggage. Like long lived enemies/relatives and, after he touched a Dragon Orb, Takhisis and Paladine yammering in his dreams. The party found an unknown tower of High Sorcery and the mage was able to use it to for the "arcane order" PrC. In this "broken magic" world, The Order could use their special slots to cast higher level spells. Of course, it wasn't really a "tower of high sorcery" and there were other beings awakened once the tower was being charged. Making the class flavor actually impact the world was key. The first time the mage was seen casting higher level spells, every Robed Wizard was hunting them down. As they uncovered secrets about the age before "the gods from beyond", the monk learned there was more to chi and became "the" Fist of Zuoken ...who then had to go find where Zuoken had been imprisoned. And when the monk used psionic "witch" powers, they were hunted down by every priest of the krynnish pantheon. The fighter was adopted (or marked for lunch) by the elddest redcap and was taught the Fey fighting styles (ToB). Which wigged out every Celestial and Infernal they encountered. PrCs belonged to other beings of exceptional power, like the fey using ToB. The Acolytes of the Skin could cast higher level spells as well. The PrC that got the undead limb was able to open the door to the Shadowfell, which was its own thing. The rules were crunchy goodness but like chips, unfullfilling without the plot flavoring. It's the difference between a game and a campaign. [/QUOTE]
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