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AD&D1 is like a B-17
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<blockquote data-quote="Lorne" data-source="post: 3264126" data-attributes="member: 48763"><p>If we assume that higher tech planes are better, I'd agree. But I'm not so sure they're better all the time. Please don't construe the following as 3.5-bashing. I just don't want to minimize the features of the old versions of the game that, in my experience, outclass version 3.5.</p><p></p><p>Consider the following:</p><p></p><p>* For basic set D&D, you had the entire game for 10 bucks. The core rules for 3.5 cost me roughly 10 times as much.</p><p></p><p>* The sparse rules of the basic set, coupled with encouragement from the authors to expand/interpret as needed, left a DM's imagination unconstrained. In fact, it forced the DM to be creative, since no campaign settings were published; the DM had to create his or her own campaign setting. The current Player's Handbook goes so far as to tell your PCs what immortals to follow, and pre-fab adventure settings have made homebrew worlds far less common.</p><p></p><p>* The experience point tables are much more generous in providing new levels to PCs. For an 'old timer' who has been running a 1e/2e campaign on and off for 10 continuous years of real time (the highest level hero is now level 13), I'm a bit saddened that heroes advance so quickly in 3.5. It seems to me that the accomplishment of gaining levels has been cheapened and the lifespan of a typical campaign has been shortened; that 13th-level hero has enough xp to be level 40 under the current rules, a power level none of us would find enjoyable.</p><p></p><p>* Use of miniatures in old editions was optional; version 3.5 all but requires them, as many of the combat feats and spell effects are connected to line-of-sight, threatened squares, five-foot-steps and such, and it's too much of a bother to try and track a large combat without a battle grid. I miss the days when a PC's exact location wasn't as important. I've started collecting/painting figures again to play 3.5 with a grid, so I can add the miniatures expenses to the aforementioned 100 bucks spent on core rulebooks.</p><p></p><p>*Lastly, the concept of a prestige class has thrown the door wide open for every powergaming munchkin to try an end-run around rules that once balanced them. I realize that such abuse wasn't the intent of the prestige class mechanic and that not all prestige classes are unbalancing, but many of the prestige classes I've seen appear to be either poorly tested, untested, or dreamed up by some power-hungry player. Some of the older modules may have been predictable, but at least an adventure designer didn't have to worry about a half-kobold/half-dragon crypt ranger exploring the ruins.</p><p></p><p>Lorne</p></blockquote><p></p>
[QUOTE="Lorne, post: 3264126, member: 48763"] If we assume that higher tech planes are better, I'd agree. But I'm not so sure they're better all the time. Please don't construe the following as 3.5-bashing. I just don't want to minimize the features of the old versions of the game that, in my experience, outclass version 3.5. Consider the following: * For basic set D&D, you had the entire game for 10 bucks. The core rules for 3.5 cost me roughly 10 times as much. * The sparse rules of the basic set, coupled with encouragement from the authors to expand/interpret as needed, left a DM's imagination unconstrained. In fact, it forced the DM to be creative, since no campaign settings were published; the DM had to create his or her own campaign setting. The current Player's Handbook goes so far as to tell your PCs what immortals to follow, and pre-fab adventure settings have made homebrew worlds far less common. * The experience point tables are much more generous in providing new levels to PCs. For an 'old timer' who has been running a 1e/2e campaign on and off for 10 continuous years of real time (the highest level hero is now level 13), I'm a bit saddened that heroes advance so quickly in 3.5. It seems to me that the accomplishment of gaining levels has been cheapened and the lifespan of a typical campaign has been shortened; that 13th-level hero has enough xp to be level 40 under the current rules, a power level none of us would find enjoyable. * Use of miniatures in old editions was optional; version 3.5 all but requires them, as many of the combat feats and spell effects are connected to line-of-sight, threatened squares, five-foot-steps and such, and it's too much of a bother to try and track a large combat without a battle grid. I miss the days when a PC's exact location wasn't as important. I've started collecting/painting figures again to play 3.5 with a grid, so I can add the miniatures expenses to the aforementioned 100 bucks spent on core rulebooks. *Lastly, the concept of a prestige class has thrown the door wide open for every powergaming munchkin to try an end-run around rules that once balanced them. I realize that such abuse wasn't the intent of the prestige class mechanic and that not all prestige classes are unbalancing, but many of the prestige classes I've seen appear to be either poorly tested, untested, or dreamed up by some power-hungry player. Some of the older modules may have been predictable, but at least an adventure designer didn't have to worry about a half-kobold/half-dragon crypt ranger exploring the ruins. Lorne [/QUOTE]
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