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Any of you pine for AD&D 1/2?
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<blockquote data-quote="3catcircus" data-source="post: 1575111" data-attributes="member: 16077"><p>So - looking up a THAC0 on a table is a lot harder than spending hours creating a villain? I just don't buy the argument that looking up numbers in a table was too much work... </p><p></p><p>Almost all of the 3rd edition adventure modules pretty much suck. Necromancer Games and Goodman Games have been putting out some good stuff, but they specifically go out of their way to make them have a 1st-edition feel. The WoTC stuff pretty much sucked - both because of the video game feel and because of the "We're gonna squeeze these out and never have to produce modules again because the 3rd-party shlubs will do it for us" attitude.</p><p></p><p>Additionally, 1st Edition was a heck of a lot easier both in pre-game work and in-game.</p><p></p><p>1. If you didn't like a rule - you didn't use it - weapon speed factors and bonuses/penalties for specific weapons and armor types went right out the window. You really can't do the same in 3.x - just try suggesting that you aren't using feats...</p><p></p><p>2. No need for prestige classes that gave insipid and silly reasons for existing - if you wanted a swashbuckler, you made a fighter/thief with high dex and no/light armor... If you wanted a Warpriest, you gave your cleric plate mail and cast combat-oriented spells... I'm not even going to argue the fact that most prestige classes are simply a way to make overpowered characters even more overpowered.</p><p></p><p>3. No need to have battlemats and tokens/miniatures/whatever in order to figure out combat (AoO, flanking, charging, etc.) Previous editions were an RPG, not a tabletop tactical wargame...</p><p></p><p>4. Just *why* does a monster need character levels, again? Monsters have pre-existing hit dice and abilities for a reason. Additionally, because PCs weren't overpowered, we didn't *need* to make the monsters overpowered in order for them to be a challenge.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 1575111, member: 16077"] So - looking up a THAC0 on a table is a lot harder than spending hours creating a villain? I just don't buy the argument that looking up numbers in a table was too much work... Almost all of the 3rd edition adventure modules pretty much suck. Necromancer Games and Goodman Games have been putting out some good stuff, but they specifically go out of their way to make them have a 1st-edition feel. The WoTC stuff pretty much sucked - both because of the video game feel and because of the "We're gonna squeeze these out and never have to produce modules again because the 3rd-party shlubs will do it for us" attitude. Additionally, 1st Edition was a heck of a lot easier both in pre-game work and in-game. 1. If you didn't like a rule - you didn't use it - weapon speed factors and bonuses/penalties for specific weapons and armor types went right out the window. You really can't do the same in 3.x - just try suggesting that you aren't using feats... 2. No need for prestige classes that gave insipid and silly reasons for existing - if you wanted a swashbuckler, you made a fighter/thief with high dex and no/light armor... If you wanted a Warpriest, you gave your cleric plate mail and cast combat-oriented spells... I'm not even going to argue the fact that most prestige classes are simply a way to make overpowered characters even more overpowered. 3. No need to have battlemats and tokens/miniatures/whatever in order to figure out combat (AoO, flanking, charging, etc.) Previous editions were an RPG, not a tabletop tactical wargame... 4. Just *why* does a monster need character levels, again? Monsters have pre-existing hit dice and abilities for a reason. Additionally, because PCs weren't overpowered, we didn't *need* to make the monsters overpowered in order for them to be a challenge. [/QUOTE]
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