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<blockquote data-quote="Propheous_D" data-source="post: 4215366" data-attributes="member: 58952"><p>This really comes down to the player and the DM. Experienced DM's/Player's can steer away from that. However when you first pick up 3E as a new gamer it can lead you into that full attack mentality. </p><p></p><p>I think that its hard to judge a system as an experienced gamer. We really have to step back and see it for the first time and what would you do if you had never played pnp RPGs and DnD specifically before. This is the lowest common denominator and with 3E it was a large chunk of the new audience. </p><p></p><p>I think that the most important thing to a system is how it plays on the first experience. 3E for that fact was light years a head of 2E. Not having to reverse math the numbers and wrap ones head around the math made for a much easier game to understand. All a new person needed to know was D20 + # vs #. However, from a design DMing stand point there was ALOT that the DM needed to know if he wanted to create and run a campaign. As time went on this became even more problematic with brutal class combination and silly people who like bags of rats and cleave.</p><p></p><p>I don't think all those problems will go away in 4 but they look a little more manageble in the fact that you don't have multiple PrC's to deal with. Though I can see some broken combo's coming out of the multiclassing system.</p></blockquote><p></p>
[QUOTE="Propheous_D, post: 4215366, member: 58952"] This really comes down to the player and the DM. Experienced DM's/Player's can steer away from that. However when you first pick up 3E as a new gamer it can lead you into that full attack mentality. I think that its hard to judge a system as an experienced gamer. We really have to step back and see it for the first time and what would you do if you had never played pnp RPGs and DnD specifically before. This is the lowest common denominator and with 3E it was a large chunk of the new audience. I think that the most important thing to a system is how it plays on the first experience. 3E for that fact was light years a head of 2E. Not having to reverse math the numbers and wrap ones head around the math made for a much easier game to understand. All a new person needed to know was D20 + # vs #. However, from a design DMing stand point there was ALOT that the DM needed to know if he wanted to create and run a campaign. As time went on this became even more problematic with brutal class combination and silly people who like bags of rats and cleave. I don't think all those problems will go away in 4 but they look a little more manageble in the fact that you don't have multiple PrC's to deal with. Though I can see some broken combo's coming out of the multiclassing system. [/QUOTE]
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