woodelf said:
If i had to sum up D&D3E in two words, it'd be "video-gamey". Another way of putting it would be that it's much more mechanically focused. The two elements that most influence its feel for me are the complexity of the rules, and the game-ness of the rules. Moreso than previous editions, it feels very concerned about artifical constructs like balance, and thus you get lots of mechanics that favor balance over verisimillitude (the paladin pokemount being the most egregious example of this i can think of). It feels more like a computer game, with carefully-quantified options at every turn, and clear-and-present limitations on exactly what you can and can't do. And I know i'm probably gonna start a flamewar with this one, but core-book D&D3E is definitely the most complex of any of the editions (just looking at the core 2-3 books)--there's *way* more mechanical complexity to just about everything. Yes, it's got a unified underlying mechanic, but the sheer volume of detail is still much greater. It is also the most combat-oriented of the editions, with combat emphasized over just about everything else (look at monster descriptions, frex, or the distribution of feats--or the fact that wizards are way more combat-worthy in 3E than any previous edition). All of these things remind me more of Final Fantasy than of previous editions of D&D.
I largely agree with this sentiment. While there are many things about 3E that I like very much -- and I DO think you can run a great RP-focused campaign with 3E -- the rules do seem to encourage a focus/obsession with mechanics. And combat seems to take three times longer in 3E than in earlier editions.
There is also a distinctive AESTHETIC quality to the 3E books (and official WotC materials in general) that distinguishes them from, say, the 1E books. From the annoying pseudo-Anime artwork, to the "faux parchment" pages, the 3E books lack the quirkiness and charm found in the 1E books. They are too slick for their own good, IMO. In particular, the 3E books typically have a very "cartoonish" feel to them, and the artists all appear to be trying to emulate the same style. (There are one or two notable exceptions, e.g. J. Foster.) Now, I know that a lot of the artwork in 1E was really bad, but some of it was quite good, and at least much of it was *very* distinctive (e.g. the stuff by Trampier, Jeff Dee, and Erol Otus). More generally, the 1E books had a "charming and quirky" character to them -- from Gygax's distinctive style of writing, to the markedly different kinds of illustrations found within them -- that the 3E books completely lack.
Finally, another thing that few people have mentioned so far is the "power curve" difference between 1E and 3E. In 1E it generally took a LONG time to build up a powerful character. If you played frequently in a campaign over one year, you might get your PC up to level 6 or 7. Characters over level 15 were legendary or "epic" in stature. In 3E, by contrast, characters level up VERY quickly; after one year, you might have a PC that is level 14 or 15. In addition, at each level 3E characters get many more new abilities (feats, skills) than did 1E characters. The result: 18th level "archmages" in 3E are both far more common and more powerful in 3E than 18th level "archmages" in 1E. [Even one of the designers of 3E, Andy Collins, has noted this feature/problem of 3E (and IIRC, according to his website, has consequently halved the experience rewards for characters in his campaign).]
This "power inflation" in 3E contributes, I think, to its "video game" character: players want their characters to level up very quickly in order to get new abilities, just like they do in their favourite video games.
These criticisms aside, I DO think that the 3E rules, overall, make more sense than the 1E rules. 3E is a fine game, IMO, if you cut down on the experience rewards and streamline the combat system.
But in terms of "feel" or "style," 1E had (way) more character.
