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<blockquote data-quote="Layander" data-source="post: 5742069" data-attributes="member: 69155"><p>I wanted to get opinions about something that I see as a barrier between me and newer editions of the game. Every new edition and expansion moves farther from a gritty dungeon delve game to more flashy action. I am not here to make an edition war so I will be specific. I want to be able to use things like pathfinder or 4th edition but when I try I hit speed bumps and I wanted your input.</p><p></p><p>1. Environmental hazards trivialized, light? In basic, and first it's a real concern torches weight a pound each, light a small space, burn out quickly and mages on lower levels will usually not wet their 1 spell pick on a light spell. 3.5 pathfinder introduce sunrods, tiny, light, cheap, bright and last for hours, lights no longer a problem. 4th mages can cast light forever. Literally. </p><p>Non combat traps? 3.5 is moderately susceptible to traps but I find they are oddly leveled, a pit trap that is 20 feet deep that you can avoid outright and only affects one character seems to be roughly the same challenge rating as 4 orcs. but even if my players hit a trap the reduced random encounters, and increased spell casting makes it easy to recover with out running out of resources.</p><p>4th has a larger problem, even if I put a trap that does 30 damage to the group on level 1 they will simply spend five minutes healing, and depending on who their healer is may only use 1 healing surge for it. Getting hit, ignoring it heroically.</p><p>Random encounters are removed or weakened or removed entirely allowing players to rest up every fight always being at 100 percent and the less you need to worry about food and water, and light the more you can just take your time and never feel that sense of danger.</p><p></p><p>The last 2 issues I want to bring up are character power and style.</p><p></p><p>Power. Gritty characters struggle to survive, more than just in combat, but the more modern the system the more the system is on the players side, helping them survive all encounters with almost no risk. I can explainhow it's stacked that way if I need to but it would take a while.</p><p></p><p>Style. Gritty characters rely on swords and skill, not a thousand flashy powers. Some times flashy powers are good, but not in my gritty Conan/lord of the rings/Dragonlance/grey hawk settings.</p><p></p><p>Ideas? No rude answer or fighting. I want honest help, I like certain features of newer editions, character customization and game support being 2 big ones. I appreciate your time on this. Thank you.</p></blockquote><p></p>
[QUOTE="Layander, post: 5742069, member: 69155"] I wanted to get opinions about something that I see as a barrier between me and newer editions of the game. Every new edition and expansion moves farther from a gritty dungeon delve game to more flashy action. I am not here to make an edition war so I will be specific. I want to be able to use things like pathfinder or 4th edition but when I try I hit speed bumps and I wanted your input. 1. Environmental hazards trivialized, light? In basic, and first it's a real concern torches weight a pound each, light a small space, burn out quickly and mages on lower levels will usually not wet their 1 spell pick on a light spell. 3.5 pathfinder introduce sunrods, tiny, light, cheap, bright and last for hours, lights no longer a problem. 4th mages can cast light forever. Literally. Non combat traps? 3.5 is moderately susceptible to traps but I find they are oddly leveled, a pit trap that is 20 feet deep that you can avoid outright and only affects one character seems to be roughly the same challenge rating as 4 orcs. but even if my players hit a trap the reduced random encounters, and increased spell casting makes it easy to recover with out running out of resources. 4th has a larger problem, even if I put a trap that does 30 damage to the group on level 1 they will simply spend five minutes healing, and depending on who their healer is may only use 1 healing surge for it. Getting hit, ignoring it heroically. Random encounters are removed or weakened or removed entirely allowing players to rest up every fight always being at 100 percent and the less you need to worry about food and water, and light the more you can just take your time and never feel that sense of danger. The last 2 issues I want to bring up are character power and style. Power. Gritty characters struggle to survive, more than just in combat, but the more modern the system the more the system is on the players side, helping them survive all encounters with almost no risk. I can explainhow it's stacked that way if I need to but it would take a while. Style. Gritty characters rely on swords and skill, not a thousand flashy powers. Some times flashy powers are good, but not in my gritty Conan/lord of the rings/Dragonlance/grey hawk settings. Ideas? No rude answer or fighting. I want honest help, I like certain features of newer editions, character customization and game support being 2 big ones. I appreciate your time on this. Thank you. [/QUOTE]
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