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[C&C] Not nostalgia - Different folkloric basis than 3E
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<blockquote data-quote="harmyn" data-source="post: 2036491" data-attributes="member: 13511"><p>not seen or played C&C. Have seen and played OD&D 1e, 2e (went back to 1e and OD&D after that one), and 3e and 3.5e. Also played way many other games to boot. But lets stick to D&D for this. DM's control munchkinism. </p><p></p><p>Could you create way out insane characters in the old rules? Sure as a spitfighter you could. Munchkins could totally run amok with Dragon magazine options and THEIR IMAGINATION. When I worked in the FLGS way back in the day I would have people coming in all day long telling me about their characters, and yes someone really did have an 18th level paladin/3rd level psion/5th level magic-suer/9th level assassin who was also a master vampire with a cloak that let him go out during the day. I also heard gripping tales of 6th level troupes whose characters staved off political intrigues, assassination plots, lost love, and epic battles to seal off the gates of hell (it retrospect it sounded a lot like one of Buffy:tVS's early seasons - before the show was out).</p><p></p><p>Same thing in 3e/3.5e though. Hey, now we have rules that allow for a character to make a ring of Cure Light Wounds for 2000gp that heals 1d8+1 hp of damage with each use and never runs out of power (item creation = CL 1 x SL 1 X 2000 for unlimited use = 2000gp). I can take books with optional rules and create archers who by 4th level will never miss or Bards who can sweet talk a rabid orc into pacifism by 5th level. Half-Celestial mystic-Theurges who are invoker/god of healing focused with spell templates for added effect. </p><p></p><p>What keeps all this from happening? Only the DM who can say aye or nay to a specific thing. Why can't a wizard go to Greyhawk/Waterdeep/Londonium to sell a bazillion gp in magic items under the fair item for sales rules suggestions? The DM again.</p><p></p><p>Arguing that 3e/3.5e is a more balanced system because it offers up all the extra rules is a flawed argument in the world of munchkins. Every rule is simply a new pretzel for the pile. I s the old stuff better. Depends on what you want to do. </p><p></p><p>If what you want to do is have fun the grab the rules set of your choice, DM fairly but sensibly, then cut loose with game night. I like them all (except for 2e, after the 97th soft-back of foolish rules that can't be used I was done) and can have fun, in depth rules and characters in all of them.</p><p></p><p>Just remember to have fun. And tell your players your house rules ahead of time if you can. They really appreciate that sort of thing.</p></blockquote><p></p>
[QUOTE="harmyn, post: 2036491, member: 13511"] not seen or played C&C. Have seen and played OD&D 1e, 2e (went back to 1e and OD&D after that one), and 3e and 3.5e. Also played way many other games to boot. But lets stick to D&D for this. DM's control munchkinism. Could you create way out insane characters in the old rules? Sure as a spitfighter you could. Munchkins could totally run amok with Dragon magazine options and THEIR IMAGINATION. When I worked in the FLGS way back in the day I would have people coming in all day long telling me about their characters, and yes someone really did have an 18th level paladin/3rd level psion/5th level magic-suer/9th level assassin who was also a master vampire with a cloak that let him go out during the day. I also heard gripping tales of 6th level troupes whose characters staved off political intrigues, assassination plots, lost love, and epic battles to seal off the gates of hell (it retrospect it sounded a lot like one of Buffy:tVS's early seasons - before the show was out). Same thing in 3e/3.5e though. Hey, now we have rules that allow for a character to make a ring of Cure Light Wounds for 2000gp that heals 1d8+1 hp of damage with each use and never runs out of power (item creation = CL 1 x SL 1 X 2000 for unlimited use = 2000gp). I can take books with optional rules and create archers who by 4th level will never miss or Bards who can sweet talk a rabid orc into pacifism by 5th level. Half-Celestial mystic-Theurges who are invoker/god of healing focused with spell templates for added effect. What keeps all this from happening? Only the DM who can say aye or nay to a specific thing. Why can't a wizard go to Greyhawk/Waterdeep/Londonium to sell a bazillion gp in magic items under the fair item for sales rules suggestions? The DM again. Arguing that 3e/3.5e is a more balanced system because it offers up all the extra rules is a flawed argument in the world of munchkins. Every rule is simply a new pretzel for the pile. I s the old stuff better. Depends on what you want to do. If what you want to do is have fun the grab the rules set of your choice, DM fairly but sensibly, then cut loose with game night. I like them all (except for 2e, after the 97th soft-back of foolish rules that can't be used I was done) and can have fun, in depth rules and characters in all of them. Just remember to have fun. And tell your players your house rules ahead of time if you can. They really appreciate that sort of thing. [/QUOTE]
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