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4E Ruined My Love For 3.5
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<blockquote data-quote="Xanaqui" data-source="post: 4193360" data-attributes="member: 56394"><p>I find it odd that many posters are complaining about the time and effort it takes to prepare for and run a 3.x game; I find that it takes only marginally more time than the most rules-lite published RPG I've run (AMBER: Diceless RPG). The typical creature or trap takes me on the order of 2 minutes to create (ab initio - obviously using a pre-created creature takes less time), and the typical complex encounter (multiple creatures, varied terrain, 1 or more traps or special features) under 20 minutes. Obviously, this is largely because I've memorized substantial portions of 3.x, but I'd presume that anyone who's DMed for 5 or more years will have memorized the portions that they use the most.</p><p></p><p>Which means (of course) that the primary obstacle I'll have to running 4E is that I'll have to learn a new game (and not just the base mechanics, but typical ACs, appropriate DCs, Defenses, HPs, powers, etc. of creatures and PCs at various levels). The primary thing I do like about 4E is that they're apparently (finally) making an effort to make the classes closer to each other in terms of power curve. However, since I'm already familiar with the ins and outs of 3.x, having played/run it into LV 21+ multiple times, I'm familiar with the pitfalls, and have created work-arounds with only 1-2 pages of house rules.</p><p></p><p>At the moment, I'm more likely to steal a few ideas from 4E into my present 3E campaign than convert wholesale or start a new 4E campaign.</p></blockquote><p></p>
[QUOTE="Xanaqui, post: 4193360, member: 56394"] I find it odd that many posters are complaining about the time and effort it takes to prepare for and run a 3.x game; I find that it takes only marginally more time than the most rules-lite published RPG I've run (AMBER: Diceless RPG). The typical creature or trap takes me on the order of 2 minutes to create (ab initio - obviously using a pre-created creature takes less time), and the typical complex encounter (multiple creatures, varied terrain, 1 or more traps or special features) under 20 minutes. Obviously, this is largely because I've memorized substantial portions of 3.x, but I'd presume that anyone who's DMed for 5 or more years will have memorized the portions that they use the most. Which means (of course) that the primary obstacle I'll have to running 4E is that I'll have to learn a new game (and not just the base mechanics, but typical ACs, appropriate DCs, Defenses, HPs, powers, etc. of creatures and PCs at various levels). The primary thing I do like about 4E is that they're apparently (finally) making an effort to make the classes closer to each other in terms of power curve. However, since I'm already familiar with the ins and outs of 3.x, having played/run it into LV 21+ multiple times, I'm familiar with the pitfalls, and have created work-arounds with only 1-2 pages of house rules. At the moment, I'm more likely to steal a few ideas from 4E into my present 3E campaign than convert wholesale or start a new 4E campaign. [/QUOTE]
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