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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Graf" data-source="post: 3409753" data-attributes="member: 3087"><p>Hmm.</p><p></p><p>Tough to think about really. People played 2.0 becuase it was DnD. There wasn't another viable alternative.</p><p></p><p>Generally speaking I remember 2.0 as working best when there was another set of complex house rules and a lot of DM fiat. There was a cool setting and people just skipped or ignored the rules.</p><p>Since you couldn't really play by directly following the rules I'd expect a lot more debate. Players will probably expect to be able to use a lot of their own house rules and interpretations of things.</p><p>Since the classes aren't balanced between each other that provides some interesting character possibilities, (it's possible to have a grizzled 12th level rogue and a 7th level wizard running around together in the same game without really affecting balance).</p><p>People die a lot in 2.0. By the high levels people basically will just croak periodically in combat with no real way of preventing it (beyond the DM changing how things work).</p><p>Since there are no CR's to go by there is a much greater degree of irrritiation on the part of players. If their 6th level character was killed by a CR 6 creature they can appreciate it was a fair fight. You can't really fall back on that trust in a 2.0 game.</p><p></p><p>The differences between 3.0 and 3.5 are basically balance related.</p><p>Core 3.0 is much less balanced than 3.5. You'll have to be more organic about balancing (giving Bard's powerful magical items, prohibiting <em>haste</em> or just assuming it will be cast in every big battle), etc.</p><p></p><p>On the negative side the 3.0 game largely turns into an accounting chore. Everything is basically restricted, players will feel pigeon holed. Problem players will identify a broken character concept, maximize it with carefully constructed magical items, demand the extra 500 gp that they're being "Cheated of" by their character level and then cut through same CR creatures like butter (demanding full xp along the way).</p><p></p><p>If you don't have problem players you'd probably be OK with 2.0 anyway and do it with half the bookkeeping.</p><p></p><p>I think the question probably boils down to the amount of paperwork you want to do (and the volume of 3e books means it's easier to get new adventure ideas, etc -- that's less a discussion of the games and more a discussion of the current situation).</p></blockquote><p></p>
[QUOTE="Graf, post: 3409753, member: 3087"] Hmm. Tough to think about really. People played 2.0 becuase it was DnD. There wasn't another viable alternative. Generally speaking I remember 2.0 as working best when there was another set of complex house rules and a lot of DM fiat. There was a cool setting and people just skipped or ignored the rules. Since you couldn't really play by directly following the rules I'd expect a lot more debate. Players will probably expect to be able to use a lot of their own house rules and interpretations of things. Since the classes aren't balanced between each other that provides some interesting character possibilities, (it's possible to have a grizzled 12th level rogue and a 7th level wizard running around together in the same game without really affecting balance). People die a lot in 2.0. By the high levels people basically will just croak periodically in combat with no real way of preventing it (beyond the DM changing how things work). Since there are no CR's to go by there is a much greater degree of irrritiation on the part of players. If their 6th level character was killed by a CR 6 creature they can appreciate it was a fair fight. You can't really fall back on that trust in a 2.0 game. The differences between 3.0 and 3.5 are basically balance related. Core 3.0 is much less balanced than 3.5. You'll have to be more organic about balancing (giving Bard's powerful magical items, prohibiting [i]haste[/i] or just assuming it will be cast in every big battle), etc. On the negative side the 3.0 game largely turns into an accounting chore. Everything is basically restricted, players will feel pigeon holed. Problem players will identify a broken character concept, maximize it with carefully constructed magical items, demand the extra 500 gp that they're being "Cheated of" by their character level and then cut through same CR creatures like butter (demanding full xp along the way). If you don't have problem players you'd probably be OK with 2.0 anyway and do it with half the bookkeeping. I think the question probably boils down to the amount of paperwork you want to do (and the volume of 3e books means it's easier to get new adventure ideas, etc -- that's less a discussion of the games and more a discussion of the current situation). [/QUOTE]
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