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Does 3E/3.5 dictate a certain style of play?
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<blockquote data-quote="WayneLigon" data-source="post: 3255370" data-attributes="member: 3649"><p>I don't think 3E forces you into a certain style of play. I've done extended lower level adventures in 3E by throttling XP, in order to maximize the window they would encounter certain creatures I wanted to use. And I've done higher level play.</p><p></p><p>One thing that seems to stick in people's minds is the distribution of magic items. The big difference in 3E is that if you want to blow the feats, you don't have to wait for the DM to hand you a magic item: you just make it yourself. If that didn't happen in 1E and 2E it's because s that for all practical purposes, there were no rules for it at all. </p><p></p><p>We've been over this a few times, but let's review: despite all the caterwauling about how magic items should be rare, precious things such that a person should feel lucky to have a +1 weapon at tenth level or whatever... 1E doesn't live up to that and <em>never did.</em> Modules are stocked with +x items and more powerful things besides. </p><p></p><p>And let's not forget that fact that after a certain level 1E and 2E requires you to have a certain level of +n weapon to even affect certain encounters. A gargoyle isn't just resistant to non-magical weapons, it's <em>invulnerable </em> to them. That among a couple other things is why the wizard totally dominates higher level 1E and 2E play: at the end of the day, he's the only one that can put out enough damage across the widest possible range of monsters. One DM I had put it very well: Fighters serve. After about, oh, 12th level that's all they are: servants. Especially if they don't have their magic armor and arms.</p><p></p><p></p><p></p><p>Bah, nonsense. Doing games and doing novels is apples and oranges. What works well in a game doesn't work that well in a novel, though the reverse is not nessesarily true. You have vastly more leeway in novel and story writing than you do with a game: you don't have to have a lot of the metagaming rules that prevent players from going hogwild and accumulating Stuff with no risk to themselves at all (see other threads about why it costs XP to produce magic items, for instance).</p><p></p><p>Now, if you're looking for a game <em>that by it's very rules </em> will expressly translate into the sorts of things you see in a novel, then you're barking up the wrong tree. I don't think there<em> is </em> a <em>game </em> that lets you do that, not even your indie barely-a-game-at-all games. That's why we have GM's and players. In combination and cooperation with each other, I've seen game sessions that easily rival drama in a play or novel.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3255370, member: 3649"] I don't think 3E forces you into a certain style of play. I've done extended lower level adventures in 3E by throttling XP, in order to maximize the window they would encounter certain creatures I wanted to use. And I've done higher level play. One thing that seems to stick in people's minds is the distribution of magic items. The big difference in 3E is that if you want to blow the feats, you don't have to wait for the DM to hand you a magic item: you just make it yourself. If that didn't happen in 1E and 2E it's because s that for all practical purposes, there were no rules for it at all. We've been over this a few times, but let's review: despite all the caterwauling about how magic items should be rare, precious things such that a person should feel lucky to have a +1 weapon at tenth level or whatever... 1E doesn't live up to that and [I]never did.[/I] Modules are stocked with +x items and more powerful things besides. And let's not forget that fact that after a certain level 1E and 2E requires you to have a certain level of +n weapon to even affect certain encounters. A gargoyle isn't just resistant to non-magical weapons, it's [I]invulnerable [/I] to them. That among a couple other things is why the wizard totally dominates higher level 1E and 2E play: at the end of the day, he's the only one that can put out enough damage across the widest possible range of monsters. One DM I had put it very well: Fighters serve. After about, oh, 12th level that's all they are: servants. Especially if they don't have their magic armor and arms. Bah, nonsense. Doing games and doing novels is apples and oranges. What works well in a game doesn't work that well in a novel, though the reverse is not nessesarily true. You have vastly more leeway in novel and story writing than you do with a game: you don't have to have a lot of the metagaming rules that prevent players from going hogwild and accumulating Stuff with no risk to themselves at all (see other threads about why it costs XP to produce magic items, for instance). Now, if you're looking for a game [I]that by it's very rules [/I] will expressly translate into the sorts of things you see in a novel, then you're barking up the wrong tree. I don't think there[I] is [/I] a [I]game [/I] that lets you do that, not even your indie barely-a-game-at-all games. That's why we have GM's and players. In combination and cooperation with each other, I've seen game sessions that easily rival drama in a play or novel. [/QUOTE]
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