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Differences in powergaming in 1st/2nd and 3.0/3.5
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<blockquote data-quote="Korgoth" data-source="post: 3377149" data-attributes="member: 49613"><p>Basically, power gaming is all about getting a "combo". It was hard to have such a combo in the old days because there were narrower niches, heavy restrictions on multi- and dual-classing (or no provision for it at all, in some editions). There weren't many types of things to combine to get a combo started.</p><p></p><p>There was a blip here or there, like <em>Unearthed Arcana</em>, which I don't care for. But during the High Gygaxian period, there really were no "killer combos" to be had.</p><p></p><p>This changed in 2nd ed, because they added in a lot of kits, new races, new racial kits, new rules, etc. The absolute worst I ever saw in 2nd ed was a Lizardman Fighter w/ a 19 Str and specialized in Dart. That character was a total machinegun... it was preposterous. It was the DM's fault for allowing a Lizardman PC, but he did it in good faith and got burned for it.</p><p></p><p>In 3E, there are tons of powers, classes, PrCs, feats, and shop-till-you-drop magic items. There's nothing in the 3E rules that says you have to powergame, but (1) it's readily possible with that plethora of options and (2) when you've got Master Blaster the Scorching Ray lamer doing 100+ points of damage a round, you're going to feel like your entirely non-minmaxed rogue doing 1d8 with his crossbow just isn't cutting it.</p><p></p><p>It's the same problem as Ma-Deuce the Lizard Boy: for the DM to challenge him, he has to vaporize everybody else; to avoid vaporizing everybody else, MDLB runs roughshod over the whole adventure. And this is not a temporary thing, like a level disparity (which, at least under some XP regimes, gets corrected fairly soon)... T3h Ch33zmztR is always going to outstrip everybody because he's based on an exploit in the rules.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 3377149, member: 49613"] Basically, power gaming is all about getting a "combo". It was hard to have such a combo in the old days because there were narrower niches, heavy restrictions on multi- and dual-classing (or no provision for it at all, in some editions). There weren't many types of things to combine to get a combo started. There was a blip here or there, like [i]Unearthed Arcana[/i], which I don't care for. But during the High Gygaxian period, there really were no "killer combos" to be had. This changed in 2nd ed, because they added in a lot of kits, new races, new racial kits, new rules, etc. The absolute worst I ever saw in 2nd ed was a Lizardman Fighter w/ a 19 Str and specialized in Dart. That character was a total machinegun... it was preposterous. It was the DM's fault for allowing a Lizardman PC, but he did it in good faith and got burned for it. In 3E, there are tons of powers, classes, PrCs, feats, and shop-till-you-drop magic items. There's nothing in the 3E rules that says you have to powergame, but (1) it's readily possible with that plethora of options and (2) when you've got Master Blaster the Scorching Ray lamer doing 100+ points of damage a round, you're going to feel like your entirely non-minmaxed rogue doing 1d8 with his crossbow just isn't cutting it. It's the same problem as Ma-Deuce the Lizard Boy: for the DM to challenge him, he has to vaporize everybody else; to avoid vaporizing everybody else, MDLB runs roughshod over the whole adventure. And this is not a temporary thing, like a level disparity (which, at least under some XP regimes, gets corrected fairly soon)... T3h Ch33zmztR is always going to outstrip everybody because he's based on an exploit in the rules. [/QUOTE]
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