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Discontinuity: 3e and D&D
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<blockquote data-quote="dungeon blaster" data-source="post: 2135829" data-attributes="member: 30575"><p>You must not have a BMW with iDrive or a Benz with COMMAND... pain in the arse. Power doors, power seats, power windows, chipsets, all this stuff is great until it breaks.</p><p></p><p>I'd say one of the major differences is the introduction of tactical movement. While all editions have some measure of tactical movement (being higher gives bonus to hit), it has been taken to a whole new level with 3ed. For many, particularly those who enjoy wargames, this is a good thing. For others (like me), it is a bit tedious. I would rather focus on the story being told during a fight than exact positioning or how many AoO I will incur if I charge with my spiked chain.</p><p></p><p>Another huge difference is the "punk" style of the art. I'm sure this has been discussed to death so I will end it at that unless others care to discuss it further.</p><p></p><p>Finally, 3e's capacity for customization heavily influences the style of play. Because the options exist, many players have focused much more heavily on the mechanics of the game; what bonuses or penalties they will incur through class/skill/feat choices, how many levels of one class should they take in order to maximize their character's abilities. In earlier editions this was not as easily done. Sure there were books such as Skills and Powers, but these books were clearly outside normal gameplay. I don't think the same could be said for books from the "Complete" series, which many gamers feel are essentially core. And yes, there were kits, but most kits had relatively little impact on the character's abilities, whereas most PrCs have a substantial impact.</p></blockquote><p></p>
[QUOTE="dungeon blaster, post: 2135829, member: 30575"] You must not have a BMW with iDrive or a Benz with COMMAND... pain in the arse. Power doors, power seats, power windows, chipsets, all this stuff is great until it breaks. I'd say one of the major differences is the introduction of tactical movement. While all editions have some measure of tactical movement (being higher gives bonus to hit), it has been taken to a whole new level with 3ed. For many, particularly those who enjoy wargames, this is a good thing. For others (like me), it is a bit tedious. I would rather focus on the story being told during a fight than exact positioning or how many AoO I will incur if I charge with my spiked chain. Another huge difference is the "punk" style of the art. I'm sure this has been discussed to death so I will end it at that unless others care to discuss it further. Finally, 3e's capacity for customization heavily influences the style of play. Because the options exist, many players have focused much more heavily on the mechanics of the game; what bonuses or penalties they will incur through class/skill/feat choices, how many levels of one class should they take in order to maximize their character's abilities. In earlier editions this was not as easily done. Sure there were books such as Skills and Powers, but these books were clearly outside normal gameplay. I don't think the same could be said for books from the "Complete" series, which many gamers feel are essentially core. And yes, there were kits, but most kits had relatively little impact on the character's abilities, whereas most PrCs have a substantial impact. [/QUOTE]
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