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Are Gognards killing D&D?
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<blockquote data-quote="Brother MacLaren" data-source="post: 3927140" data-attributes="member: 15999"><p>You know, I loved 3.5, but I don't think I'll be sticking with it. I'll either quit gaming or revert to BECM. While I loved 3.5's flexibility and elegant d20 resolution mechanic, I eventually got sick of the character build optimization, players looking forward more to what abilities they would get over the next few sessions than what their characters would accomplish in the storyline, numerous stacking modifiers to keep track of, splatbooks increasing power, an increasing design aversion to PC death, etc.</p><p></p><p>BECM didn't have any real options for plotting character development (aside from weapon mastery, which I think I'd rather do without). That's a benefit in my view right now.</p><p>BECM didn't have splatbooks increasing power -- it just had Gazetteers and modules.</p><p>BECM had "dead levels" as the norm, so there seemed to be more focus on accomplishments and actions than on abilities. The players looked forward to buying a ship and exploring, not to getting Feat X or Special Ability Y.</p><p>BECM didn't have many stacking modifiers or buffing spells. The fighter's damage was almost always 1d8+3 (+2 Str, +1 magic), not something to be recalculated every round as his Power Attack changed or as the bard song expired.</p><p></p><p>I switched because my best friend wanted to play the brand new shiny 2E. But BECM is still a great system.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3927140, member: 15999"] You know, I loved 3.5, but I don't think I'll be sticking with it. I'll either quit gaming or revert to BECM. While I loved 3.5's flexibility and elegant d20 resolution mechanic, I eventually got sick of the character build optimization, players looking forward more to what abilities they would get over the next few sessions than what their characters would accomplish in the storyline, numerous stacking modifiers to keep track of, splatbooks increasing power, an increasing design aversion to PC death, etc. BECM didn't have any real options for plotting character development (aside from weapon mastery, which I think I'd rather do without). That's a benefit in my view right now. BECM didn't have splatbooks increasing power -- it just had Gazetteers and modules. BECM had "dead levels" as the norm, so there seemed to be more focus on accomplishments and actions than on abilities. The players looked forward to buying a ship and exploring, not to getting Feat X or Special Ability Y. BECM didn't have many stacking modifiers or buffing spells. The fighter's damage was almost always 1d8+3 (+2 Str, +1 magic), not something to be recalculated every round as his Power Attack changed or as the bard song expired. I switched because my best friend wanted to play the brand new shiny 2E. But BECM is still a great system. [/QUOTE]
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Are Gognards killing D&D?
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