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General Tabletop Discussion
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3rd Edition too quick? too powerful?
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<blockquote data-quote="Victim" data-source="post: 722912" data-attributes="member: 78"><p>Sure, advancement may be a little fast. However, that doesn't mean fast advancement is bad. Wizards' research indicated that most campaigns last around a year or so. So the rules were designed so that people could play through all the levels in that time.</p><p></p><p>For example, I'm going to college right now. Because I can only play at home when on vacation, playing time with my brother is his group is very limited. </p><p></p><p>In my group at school, multiple people want to DM. So time is split between their campaigns. The varying workloads by semester lead to a high turnover rate for players. Also, since one of the DMs is a grad student, his campaigns also have a high turnover rate since they often get interrupted and never resumed. </p><p></p><p>The only advancement that I'll notice is fast advancement.</p><p></p><p>------------------------------</p><p></p><p>At low to mid levels, character wealth seems about on par, or even less than previous editions. </p><p></p><p>At high levels, everyone just accepted that magic users would rule. Since 3e is supposed to be more balanced, they roughly figured out how much stuff was needed to balance the 2. As it turns out, that's quite a bit of magic stuff, because a fighter's benefit at level 16 is pretty much the same as at level 4 while the wizard is tossing around more spells and more powerful spells. Without a radical class redesign, large numbers of powerful magic toys are needed to give classes without magic ability enough abilities to make them worthwhile at high levels.</p><p></p><p>-----------------------------------------------------</p><p></p><p>People who want fights where CR = party level are big babies. Not only are really tough battles more worthy tests of ability, more heroic and more noteworthy in the campaign world, they also provide more XP and treasure.</p></blockquote><p></p>
[QUOTE="Victim, post: 722912, member: 78"] Sure, advancement may be a little fast. However, that doesn't mean fast advancement is bad. Wizards' research indicated that most campaigns last around a year or so. So the rules were designed so that people could play through all the levels in that time. For example, I'm going to college right now. Because I can only play at home when on vacation, playing time with my brother is his group is very limited. In my group at school, multiple people want to DM. So time is split between their campaigns. The varying workloads by semester lead to a high turnover rate for players. Also, since one of the DMs is a grad student, his campaigns also have a high turnover rate since they often get interrupted and never resumed. The only advancement that I'll notice is fast advancement. ------------------------------ At low to mid levels, character wealth seems about on par, or even less than previous editions. At high levels, everyone just accepted that magic users would rule. Since 3e is supposed to be more balanced, they roughly figured out how much stuff was needed to balance the 2. As it turns out, that's quite a bit of magic stuff, because a fighter's benefit at level 16 is pretty much the same as at level 4 while the wizard is tossing around more spells and more powerful spells. Without a radical class redesign, large numbers of powerful magic toys are needed to give classes without magic ability enough abilities to make them worthwhile at high levels. ----------------------------------------------------- People who want fights where CR = party level are big babies. Not only are really tough battles more worthy tests of ability, more heroic and more noteworthy in the campaign world, they also provide more XP and treasure. [/QUOTE]
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