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Does 3E/3.5 dictate a certain style of play?
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<blockquote data-quote="thedungeondelver" data-source="post: 3255890" data-attributes="member: 34865"><p>I find that it does. AD&D-d20 lends itself to near-immediate superheroics. It takes a <strong>lot</strong> of DM effort to keep the game from spinning out of control and winding up with characters walking around shouting the names of major demons trying to get them to show up so the party monk can one-punch them. </p><p></p><p>When I DM'ed d20 D&D*, I found that I had to dispense with the whole challenge rating thing - the (frankly annoying and arrogant) <em>expectation</em> that characters <em>had to</em> get <em>x</em> amounts of gold, XP and magic items to be "on schedule" with certain level presuppositions at a certain point in the game. Otherwise...once again, paladins calling Tiamat out for a rough-and-tumble. I found those rules to be a set of fetters. Treating d20 D&D's rules as "guidelines" to be done away with at my leisure meant that I was basically ripping out and replacing things I found distasteful left and right...which meant at the end of it all I was doing more work to pare the system down to a style of play I like (gritty fantasy, lowered advancement...err...basically AD&D) instead of using what I already had:</p><p></p><p>Advanced Dungeons & Dragons, 1st Edition.</p><p></p><p>I have a certain style of play that I prefer as a DM and as a player. And the entirety of players whom I've gamed with haven't had a problem with that, at conventions, or at home.</p><p></p><p>But I'm wandering. Back to the original question. Yes, again, the game lends itself to out-of-the-box superheroes. And everyone can be one. Orc paladin with a celestial background and all of the baggage that entails? Warforged Halfling Clerics? Dire Weredragon Half-Elves? I don't like those things in my game. I don't allow those things in my game. Those are all suppositions that are allowed out of the box in d20 D&D. Ergo, that play-style associated with those kinds of superheroics is dictated by the rules. </p><p></p><p>*=YES</p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 3255890, member: 34865"] I find that it does. AD&D-d20 lends itself to near-immediate superheroics. It takes a [b]lot[/b] of DM effort to keep the game from spinning out of control and winding up with characters walking around shouting the names of major demons trying to get them to show up so the party monk can one-punch them. When I DM'ed d20 D&D*, I found that I had to dispense with the whole challenge rating thing - the (frankly annoying and arrogant) [i]expectation[/i] that characters [i]had to[/i] get [i]x[/i] amounts of gold, XP and magic items to be "on schedule" with certain level presuppositions at a certain point in the game. Otherwise...once again, paladins calling Tiamat out for a rough-and-tumble. I found those rules to be a set of fetters. Treating d20 D&D's rules as "guidelines" to be done away with at my leisure meant that I was basically ripping out and replacing things I found distasteful left and right...which meant at the end of it all I was doing more work to pare the system down to a style of play I like (gritty fantasy, lowered advancement...err...basically AD&D) instead of using what I already had: Advanced Dungeons & Dragons, 1st Edition. I have a certain style of play that I prefer as a DM and as a player. And the entirety of players whom I've gamed with haven't had a problem with that, at conventions, or at home. But I'm wandering. Back to the original question. Yes, again, the game lends itself to out-of-the-box superheroes. And everyone can be one. Orc paladin with a celestial background and all of the baggage that entails? Warforged Halfling Clerics? Dire Weredragon Half-Elves? I don't like those things in my game. I don't allow those things in my game. Those are all suppositions that are allowed out of the box in d20 D&D. Ergo, that play-style associated with those kinds of superheroics is dictated by the rules. *=YES [/QUOTE]
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Does 3E/3.5 dictate a certain style of play?
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