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<blockquote data-quote="Henry" data-source="post: 2354955" data-attributes="member: 158"><p>Surely.</p><p></p><p>What I mean is that players for whom 3E is the preferred game are used to multiple "tweaks" and optimizations for their characters. Compare a C&C character creation to 3E:</p><p></p><p>C&C: Roll scores, Pick Race, Pick Class, Pick Primes, roll hit points, (in some cases pick spells), and done. Most class features are based on a set constant (paladin laying hands, barbarian rage, etc.)</p><p></p><p>3E: Roll scores, pick race, pick class, (in some cases choose class abilities), pick feats, allocate skills, (in some cases pick spells), roll hit points, and done. Class abilities are often based off of variables such as ability scores (e.g. spell casting level, paladin's lay hands, barbarian rage, etc.) </p><p></p><p>With feats and skills, there's complexity added, but it's complexity that allows someone to customize their character in such a way that has a rules-based impact (an impact on the world's physics, if you will). Without this, most 3E-favored players feel their characters as more "generic" or cookie cutter - as if you were comparing a doctor who worked at a clinic, and a doctor who was a neurosurgeon, and they were making the same salary. So, in an effort to make the players more comfortable with their characters and make them feel more unique in the "physics" of the world, I try to accomodate them with any special tricks or outside the bounds rules that they want to try. Figure that your time spent playing with poisons is worth something? <em>Sure, have a +1 to all poison saves. Want to perfect a "whirling dervish style for your fighter? OK, if you doll a DEX save vs. 12+ opponent level, you get a bonus to hit against them because of your style.</em></p><p></p><p>Some GM's will have other tricks -- adding feats, adding action/hero points, adding skill points. etc. Add too much, and you're almost back to 3E.</p></blockquote><p></p>
[QUOTE="Henry, post: 2354955, member: 158"] Surely. What I mean is that players for whom 3E is the preferred game are used to multiple "tweaks" and optimizations for their characters. Compare a C&C character creation to 3E: C&C: Roll scores, Pick Race, Pick Class, Pick Primes, roll hit points, (in some cases pick spells), and done. Most class features are based on a set constant (paladin laying hands, barbarian rage, etc.) 3E: Roll scores, pick race, pick class, (in some cases choose class abilities), pick feats, allocate skills, (in some cases pick spells), roll hit points, and done. Class abilities are often based off of variables such as ability scores (e.g. spell casting level, paladin's lay hands, barbarian rage, etc.) With feats and skills, there's complexity added, but it's complexity that allows someone to customize their character in such a way that has a rules-based impact (an impact on the world's physics, if you will). Without this, most 3E-favored players feel their characters as more "generic" or cookie cutter - as if you were comparing a doctor who worked at a clinic, and a doctor who was a neurosurgeon, and they were making the same salary. So, in an effort to make the players more comfortable with their characters and make them feel more unique in the "physics" of the world, I try to accomodate them with any special tricks or outside the bounds rules that they want to try. Figure that your time spent playing with poisons is worth something? [I]Sure, have a +1 to all poison saves. Want to perfect a "whirling dervish style for your fighter? OK, if you doll a DEX save vs. 12+ opponent level, you get a bonus to hit against them because of your style.[/I] Some GM's will have other tricks -- adding feats, adding action/hero points, adding skill points. etc. Add too much, and you're almost back to 3E. [/QUOTE]
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