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Assess this chap's position (3.0 and older versions)
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<blockquote data-quote="Jdvn1" data-source="post: 2735723" data-attributes="member: 26424"><p>Hello there! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>This isn't a difference between 3.X and older versions--this is a difference between the players the speaker has played with recently and the players the speaker used to play with. Magic item acquirement is (as it has always been) dependent on the GM, and player greed is dependent on the player. Of the 30 players I've played with at length (maybe it's been more than that, but), only 2 have been greedy. I've played in numerous low-magic-item campaigns.</p><p>Just wanted to mention that balancing encounters and rewards properly still requires experience. This is more noticeable at extremely low and extremely high levels, but it is always true.</p><p>... No. But this has been covered by others pretty well, I think. 3.X (and the d20 system) simplified the game by making everything be a d20 check, and having a DC for everything (or a virtual DC, like AC).</p><p>This is probably true. Magic is more common in the default 3.X game, but this is still a function of the GM.</p><p>I think I covered this already.</p><p>This is a function of the players and GM, not of the game. It has nothing to do with the differences between 3.X and older versions. I think the game has always been party-oriented, though, because you generally want to keep your Cleric alive, your Wizard out of harm's way to help you from a distance, and your Fighter to keep the baddies back. And you want your Rogue to take care of those pesky traps for you. Even if you don't ascribe to the 'you need all the different classes' arguement, then it's still true that 4 people stands a better chance of surviving an equal encounter than 1 person.</p><p>The story is GM driven, as it has always been. The GM always has the ability to toss rules in order to leave room for roleplaying and creativity, and the books encourage this.</p><p>Again, a function of the GM, as far as presentation. The artwork doesn't give me a "dungeonpunk" feel, but it does have more attitude. This really doesn't say a lot about the game, though. Use the SRD if you don't like the good. Or get the pocket SRD. There's lots of artwork available online for other feels, if you want to use them to enhance your game (and indeed it's probably a good idea to take advantage of the resources).</p><p>A function of the GM. I try to keep in mind the roots of D&D when I run games, but not all GMs do this. D&D now appeals to a wider audience, so you can have your "dungeonpunk" but also your "medieval." There are even rules for "futuredungeon" if you want to go that far. It's a more generic game now.</p><p>Older versions were less work to balance but required more experience? Again, this is a function of the GM. I've run very successful games with zero prep time. DMing 3.X is cake.</p></blockquote><p></p>
[QUOTE="Jdvn1, post: 2735723, member: 26424"] Hello there! :D This isn't a difference between 3.X and older versions--this is a difference between the players the speaker has played with recently and the players the speaker used to play with. Magic item acquirement is (as it has always been) dependent on the GM, and player greed is dependent on the player. Of the 30 players I've played with at length (maybe it's been more than that, but), only 2 have been greedy. I've played in numerous low-magic-item campaigns. Just wanted to mention that balancing encounters and rewards properly still requires experience. This is more noticeable at extremely low and extremely high levels, but it is always true. ... No. But this has been covered by others pretty well, I think. 3.X (and the d20 system) simplified the game by making everything be a d20 check, and having a DC for everything (or a virtual DC, like AC). This is probably true. Magic is more common in the default 3.X game, but this is still a function of the GM. I think I covered this already. This is a function of the players and GM, not of the game. It has nothing to do with the differences between 3.X and older versions. I think the game has always been party-oriented, though, because you generally want to keep your Cleric alive, your Wizard out of harm's way to help you from a distance, and your Fighter to keep the baddies back. And you want your Rogue to take care of those pesky traps for you. Even if you don't ascribe to the 'you need all the different classes' arguement, then it's still true that 4 people stands a better chance of surviving an equal encounter than 1 person. The story is GM driven, as it has always been. The GM always has the ability to toss rules in order to leave room for roleplaying and creativity, and the books encourage this. Again, a function of the GM, as far as presentation. The artwork doesn't give me a "dungeonpunk" feel, but it does have more attitude. This really doesn't say a lot about the game, though. Use the SRD if you don't like the good. Or get the pocket SRD. There's lots of artwork available online for other feels, if you want to use them to enhance your game (and indeed it's probably a good idea to take advantage of the resources). A function of the GM. I try to keep in mind the roots of D&D when I run games, but not all GMs do this. D&D now appeals to a wider audience, so you can have your "dungeonpunk" but also your "medieval." There are even rules for "futuredungeon" if you want to go that far. It's a more generic game now. Older versions were less work to balance but required more experience? Again, this is a function of the GM. I've run very successful games with zero prep time. DMing 3.X is cake. [/QUOTE]
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