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<blockquote data-quote="The Shaman" data-source="post: 2286121" data-attributes="member: 26473"><p>It's my usual policy to ignore posts and posters like these as too trivial for comment, but I'm in such a foul mood this morning that I'm not going to let such a display pass.</p><p></p><p>Yes, upping the power level <u>is</u> a part of boring and repetitious - every iteration of the game, every accessory comes with the same thing: new this, improved that, more powerful the other.</p><p></p><p>I've played D&D since 1977. I've seen these iterations first hand. Every generation of the game has had them - the supplements to OD&D and AD&D, the kits books to 2e, and now the flood of more of the same and then some with 3e. The difference is the game has become less fun to play for it - as a GM I used to be able to write a complete adventure in a couple of hours, and now I spend that same time generating stats for a couple of mid- to high level NPCs or monsters with class levels. Instead of roleplaying the difference between a noble knight and a vicious gladiator (both Fighter 7 with identical stats), we get Fighter 4/Knight PrC 3 and Fighter 3/Rogue 1/Gladiator 3 - no imagination necessary anymore! Instead of a flaming sword, we get a weapon that also does Xd6 damage on a confirmed critical because more and flashier damage is obviously so much better for the game.</p><p></p><p>When I first started playing 3.0, I was pleased with many of the changes to the game: the extra mechanics seemed like a boon to customizing the game. Over time I came to realize that the added customization became an end in itself: contrary to what many others say, there were no powergamers in earlier editions - a fighter was a fighter was a fighter, and the only way to make one more powerful than another was to either cheat on the ability rolls or get loaded down with magic. IMAGINATION made the differences real, not numbers on a page, and the more I played D&D the more I saw the imagination, the <u>real</u> magic of D&D, sucked out of the game, replaced by the six new prestige classes ('cause if we make a dragon warrior, we also have to have a dragon wizard and a dragon trickster and a dragon singer and a dragon-blood caster and...and...and...) and an acidic, sonic, and cold bursting sword 'cause those haven't been covered yet and we cannot under any circumstances leave such a stone unturned.</p><p></p><p>Reading about how mechanics are necessary to make a character concept 'work', how this feat combo and that class combo work best with the other race in order to get the best BAB, how those stones just gotta be turned so writers can feed their kids...it's just killing me anymore to see something that I once enjoyed so much be turned into such a highly polished steaming turd.</p><p></p><p>I know I'm swimming against the current: the game is more popular than it's ever been and the business model is a success. The success of something doesn't make it good, however.</p><p></p><p>I don't expect anyone to be able to make sense of these ramblings, nor do I expect anyone to agree. But if you want to call me a <span style="color: limegreen"><strong>troll</strong></span> for expressing a thought that runs counter to the mainstream, then you're just a tool and you're cordially invited to bugger yourself.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2286121, member: 26473"] It's my usual policy to ignore posts and posters like these as too trivial for comment, but I'm in such a foul mood this morning that I'm not going to let such a display pass. Yes, upping the power level [U]is[/U] a part of boring and repetitious - every iteration of the game, every accessory comes with the same thing: new this, improved that, more powerful the other. I've played D&D since 1977. I've seen these iterations first hand. Every generation of the game has had them - the supplements to OD&D and AD&D, the kits books to 2e, and now the flood of more of the same and then some with 3e. The difference is the game has become less fun to play for it - as a GM I used to be able to write a complete adventure in a couple of hours, and now I spend that same time generating stats for a couple of mid- to high level NPCs or monsters with class levels. Instead of roleplaying the difference between a noble knight and a vicious gladiator (both Fighter 7 with identical stats), we get Fighter 4/Knight PrC 3 and Fighter 3/Rogue 1/Gladiator 3 - no imagination necessary anymore! Instead of a flaming sword, we get a weapon that also does Xd6 damage on a confirmed critical because more and flashier damage is obviously so much better for the game. When I first started playing 3.0, I was pleased with many of the changes to the game: the extra mechanics seemed like a boon to customizing the game. Over time I came to realize that the added customization became an end in itself: contrary to what many others say, there were no powergamers in earlier editions - a fighter was a fighter was a fighter, and the only way to make one more powerful than another was to either cheat on the ability rolls or get loaded down with magic. IMAGINATION made the differences real, not numbers on a page, and the more I played D&D the more I saw the imagination, the [U]real[/U] magic of D&D, sucked out of the game, replaced by the six new prestige classes ('cause if we make a dragon warrior, we also have to have a dragon wizard and a dragon trickster and a dragon singer and a dragon-blood caster and...and...and...) and an acidic, sonic, and cold bursting sword 'cause those haven't been covered yet and we cannot under any circumstances leave such a stone unturned. Reading about how mechanics are necessary to make a character concept 'work', how this feat combo and that class combo work best with the other race in order to get the best BAB, how those stones just gotta be turned so writers can feed their kids...it's just killing me anymore to see something that I once enjoyed so much be turned into such a highly polished steaming turd. I know I'm swimming against the current: the game is more popular than it's ever been and the business model is a success. The success of something doesn't make it good, however. I don't expect anyone to be able to make sense of these ramblings, nor do I expect anyone to agree. But if you want to call me a [color=limegreen][b]troll[/b][/color] for expressing a thought that runs counter to the mainstream, then you're just a tool and you're cordially invited to bugger yourself. [/QUOTE]
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