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<blockquote data-quote="Chainsaw Mage" data-source="post: 2735339" data-attributes="member: 16679"><p>Interesting post. Overall, I'd agree with him. Here's my own (condensed) view, focusing on AD&D 1e/2e, which is my preferred version to DM:</p><p></p><p>1. D&D 3.X is fun to play but a nightmare to DM. I've DM'd every version of D&D except for OD&D, and I agree that 3.X demands a level of rules-knowledge and logical detail on the part of the DM that was absent in previous editions. </p><p></p><p>2. D&D 3.X has approximately one million rules. They are perfectly balanced and beautiful in their internal consistency, but there are still one million of them. AD&D 1e/2e had about five hundred rules, and they were often arbitrary and at times contradictory. But there were only five hundred of them. </p><p></p><p>So is it better to have a huge amount of logical rules or a small amount of quirky ones? Largely depends on the person. I love the "small-quirky" rulesets of the older games, but many folks prefer the "gargantuan-logical" rules of 3.X. </p><p></p><p>3. D&D 3.X is FAR more high-powered than previous versions and is focused strongly on building and "optimising" a powerful character. This is the whole purpose of feats. Each feat functions as a new "card" (so to speak) that can be added to your "deck", building a more powerful character. There is a thematic influence here from Magic: the Gathering, which no one really denies. Whether this is a good or bad thing is another matter, of course.</p><p></p><p>4. I think the "Dungeonpunk" thing about 3.X has been overstated. Personally, I *love* the art in 3.X. But art is, well, just window dressing. Largely irrelevant.</p><p></p><p>5. His point about magic items is spot-on. D&D 3.X tends to encourage Wal*Mart magic-item creation. In AD&D 1e/2e, magic items tended to be rare and exotic (unless your DM was a 12-year-old munchkin, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>6. Speaking of munchkinism, it exists in ANY version of ANY RPG. Look at all those Knights of the Dinner Table comics: the whole point of that strip is that AD&D was notorious for its munchkin players. On the other hand, it is FAR easier (and more fun) to be a munchkin in D&D 3.X. Give it another ten years; we already have 20th level Half-celestial/Half-gelatinous cube blackguard monks. I shudder to think what kind of characters will be popular in the future!</p><p></p><p>7. It's tough to argue the logical superiority of AD&D on any serious grounds. The game's appeal is largely its simplicity, its charm, its tone. D&D 3.X, however, is a mathematically engineered precision machine. AD&D is an RPG for artists and philosophers and creative types, D&D 3.X is an RPG for logical, mathematically-gifted, scientists. Each has its appeal. Each has its place.</p><p></p><p>Just my thoughts.</p><p></p><p>Bye</p><p>Chainsaw Mage</p><p></p><p>5.</p></blockquote><p></p>
[QUOTE="Chainsaw Mage, post: 2735339, member: 16679"] Interesting post. Overall, I'd agree with him. Here's my own (condensed) view, focusing on AD&D 1e/2e, which is my preferred version to DM: 1. D&D 3.X is fun to play but a nightmare to DM. I've DM'd every version of D&D except for OD&D, and I agree that 3.X demands a level of rules-knowledge and logical detail on the part of the DM that was absent in previous editions. 2. D&D 3.X has approximately one million rules. They are perfectly balanced and beautiful in their internal consistency, but there are still one million of them. AD&D 1e/2e had about five hundred rules, and they were often arbitrary and at times contradictory. But there were only five hundred of them. So is it better to have a huge amount of logical rules or a small amount of quirky ones? Largely depends on the person. I love the "small-quirky" rulesets of the older games, but many folks prefer the "gargantuan-logical" rules of 3.X. 3. D&D 3.X is FAR more high-powered than previous versions and is focused strongly on building and "optimising" a powerful character. This is the whole purpose of feats. Each feat functions as a new "card" (so to speak) that can be added to your "deck", building a more powerful character. There is a thematic influence here from Magic: the Gathering, which no one really denies. Whether this is a good or bad thing is another matter, of course. 4. I think the "Dungeonpunk" thing about 3.X has been overstated. Personally, I *love* the art in 3.X. But art is, well, just window dressing. Largely irrelevant. 5. His point about magic items is spot-on. D&D 3.X tends to encourage Wal*Mart magic-item creation. In AD&D 1e/2e, magic items tended to be rare and exotic (unless your DM was a 12-year-old munchkin, of course. ;) ). 6. Speaking of munchkinism, it exists in ANY version of ANY RPG. Look at all those Knights of the Dinner Table comics: the whole point of that strip is that AD&D was notorious for its munchkin players. On the other hand, it is FAR easier (and more fun) to be a munchkin in D&D 3.X. Give it another ten years; we already have 20th level Half-celestial/Half-gelatinous cube blackguard monks. I shudder to think what kind of characters will be popular in the future! 7. It's tough to argue the logical superiority of AD&D on any serious grounds. The game's appeal is largely its simplicity, its charm, its tone. D&D 3.X, however, is a mathematically engineered precision machine. AD&D is an RPG for artists and philosophers and creative types, D&D 3.X is an RPG for logical, mathematically-gifted, scientists. Each has its appeal. Each has its place. Just my thoughts. Bye Chainsaw Mage 5. [/QUOTE]
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