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3rd Edition too quick? too powerful?
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<blockquote data-quote="DonAdam" data-source="post: 723027" data-attributes="member: 2446"><p>I will say that it's unfortunate that WOTC chose to make this the standard.</p><p></p><p>Sure, I can house rule all day long (and I do), but it means that I can't use published adventures without serious reworking. All the 1E and 2E players that liked the old advancement charts and running prefab'd modules now have alot more work to do.</p><p></p><p>Many of the modules assume that you'll go up in level fast enough to keep pace with how frantically fast the adventure is. While this may not affect a small module, it's going to have a huge impact on something like Return to the Temple of Elemental Evil. This requires basically rewriting huge sections of the module.</p><p></p><p>In 1st edition, modules seemed to be such an important part of the overall D&D experience, even if it was just for one shots. These days, few people use them, and IMHO the quality has gone down (esp with 2E, less with 3E).</p><p></p><p>The causality of this could run either way or both ways, and I don't mean to insinuate that bad modules have driven people away from buying them, especially with the huge variety of publishers in d20 (Monkey God is writing very cool modules, but again they go up in level too fast).</p><p></p><p>I don't feel cheated by this. Nowhere on the PHB does it say that these rules will let me run prefab'd modules and have the advancement in them be to my liking. They fulfilled all obligations to me by providing me with a 95% amazing set of core rules on which to base my games. However, my feelings do remain that this is an unfortunate side effect of switching over from a previous precedent.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 723027, member: 2446"] I will say that it's unfortunate that WOTC chose to make this the standard. Sure, I can house rule all day long (and I do), but it means that I can't use published adventures without serious reworking. All the 1E and 2E players that liked the old advancement charts and running prefab'd modules now have alot more work to do. Many of the modules assume that you'll go up in level fast enough to keep pace with how frantically fast the adventure is. While this may not affect a small module, it's going to have a huge impact on something like Return to the Temple of Elemental Evil. This requires basically rewriting huge sections of the module. In 1st edition, modules seemed to be such an important part of the overall D&D experience, even if it was just for one shots. These days, few people use them, and IMHO the quality has gone down (esp with 2E, less with 3E). The causality of this could run either way or both ways, and I don't mean to insinuate that bad modules have driven people away from buying them, especially with the huge variety of publishers in d20 (Monkey God is writing very cool modules, but again they go up in level too fast). I don't feel cheated by this. Nowhere on the PHB does it say that these rules will let me run prefab'd modules and have the advancement in them be to my liking. They fulfilled all obligations to me by providing me with a 95% amazing set of core rules on which to base my games. However, my feelings do remain that this is an unfortunate side effect of switching over from a previous precedent. [/QUOTE]
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