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3rd Edition too quick? too powerful?
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<blockquote data-quote="Sholari" data-source="post: 724973" data-attributes="member: 6059"><p>I too am for low magic, slow advancement. I have used a lot of the quick fixes like reducing treasure and the amount of experience points. That is the easy part and I wouldn't say that is so much the problem. </p><p></p><p>One difficulty is it makes the already hard job of finding good modules even harder. Besides the general lack of quality in a lot of third edition modules, any multiple series modules or mega-modules now require a high degree of customization for any DM that uses slow advancement. Take the Witchfire Trilogy for instance... from 1st to 7th in the course of three modules. The reason why I buy modules is to save time. Given my time is limited I'd prefer not having to do non-value add customization... when I could spend it thinking up cool aspects to the overall campaign.</p><p></p><p>Another problem with the rapid advancement of 3rd edition is it's a lot harder to keep on top of all the changes going on with everyone's character for campaign planning purposes. For a player having all the options is cool... when you combine this with constantly changing levels its an administrative nightmare for a DM when you are trying to maintain game balance.</p><p></p><p>From an overall perspective just because most campaigns die out in 9 months, hard wiring this into the game system is a mistake. While there are many aspects I do like about third edition, I've noticed that most gaming groups are a lot less stable than they used to be during 1st or 2nd edition. I feel that rapid advancement is just one flaws in 3rd edition that contributes to this. At a certain pont (level 20+ maybe) most games run out of material or devolve into world domination power gaming.</p></blockquote><p></p>
[QUOTE="Sholari, post: 724973, member: 6059"] I too am for low magic, slow advancement. I have used a lot of the quick fixes like reducing treasure and the amount of experience points. That is the easy part and I wouldn't say that is so much the problem. One difficulty is it makes the already hard job of finding good modules even harder. Besides the general lack of quality in a lot of third edition modules, any multiple series modules or mega-modules now require a high degree of customization for any DM that uses slow advancement. Take the Witchfire Trilogy for instance... from 1st to 7th in the course of three modules. The reason why I buy modules is to save time. Given my time is limited I'd prefer not having to do non-value add customization... when I could spend it thinking up cool aspects to the overall campaign. Another problem with the rapid advancement of 3rd edition is it's a lot harder to keep on top of all the changes going on with everyone's character for campaign planning purposes. For a player having all the options is cool... when you combine this with constantly changing levels its an administrative nightmare for a DM when you are trying to maintain game balance. From an overall perspective just because most campaigns die out in 9 months, hard wiring this into the game system is a mistake. While there are many aspects I do like about third edition, I've noticed that most gaming groups are a lot less stable than they used to be during 1st or 2nd edition. I feel that rapid advancement is just one flaws in 3rd edition that contributes to this. At a certain pont (level 20+ maybe) most games run out of material or devolve into world domination power gaming. [/QUOTE]
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