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<blockquote data-quote="TheAuldGrump" data-source="post: 2735508" data-attributes="member: 6957"><p>Hmmm, so many things to disagree with, so little time...</p><p></p><p>I have run D&D since the original three thin off-white books, and I like this version better than any of the others. I <em>like</em> the fact that the classes balance against each other.</p><p></p><p>As for this edition being more treasure dependant... Have you ever <em>read</em> the old adventures to see how much magic they could weight down a party with? Oy! If anything the introduction of feats has made characters <em>less</em> dependant on items - everyone has their chance to shine.</p><p></p><p>It no longer is a matter of 'the Wizard (Magic User) is lousy at low levels, but by the end of the game he is the only character worth having!' or 'always take Rogue when multiclassong - most races top out in all the other classes pretty quickly!' Each class has something that they can do from 1st to 20th levels. Trying to claim that making a class horrible at some levels to balance things was a classically bad idea.</p><p></p><p>Heck, this is the first version where I bothered running a campaign after level 10!</p><p></p><p>3.X is also a much more rational system than previous renditions, with a few key concepts that are used for all the rules, after a few months it becomes very easy to run (and I would not give <em>any</em> edition of D&D 'Rules light' or that the rules 'stayed out of the way' - for that title I would hold the older version of White Wolf's Storyteller up as an example. (Though not for rules balance, quality of writing, or consistent setting...)</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 2735508, member: 6957"] Hmmm, so many things to disagree with, so little time... I have run D&D since the original three thin off-white books, and I like this version better than any of the others. I [i]like[/i] the fact that the classes balance against each other. As for this edition being more treasure dependant... Have you ever [i]read[/i] the old adventures to see how much magic they could weight down a party with? Oy! If anything the introduction of feats has made characters [i]less[/i] dependant on items - everyone has their chance to shine. It no longer is a matter of 'the Wizard (Magic User) is lousy at low levels, but by the end of the game he is the only character worth having!' or 'always take Rogue when multiclassong - most races top out in all the other classes pretty quickly!' Each class has something that they can do from 1st to 20th levels. Trying to claim that making a class horrible at some levels to balance things was a classically bad idea. Heck, this is the first version where I bothered running a campaign after level 10! 3.X is also a much more rational system than previous renditions, with a few key concepts that are used for all the rules, after a few months it becomes very easy to run (and I would not give [i]any[/i] edition of D&D 'Rules light' or that the rules 'stayed out of the way' - for that title I would hold the older version of White Wolf's Storyteller up as an example. (Though not for rules balance, quality of writing, or consistent setting...) The Auld Grump [/QUOTE]
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