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Does 3E/3.5 dictate a certain style of play?
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<blockquote data-quote="CruelSummerLord" data-source="post: 3258899" data-attributes="member: 48692"><p>After reading comments like this in the 1,000 post-plus [Edition WARZ] thread, I think I've hit the crux of my annoyance-the trends that lead to min-maxing of multiclassing, feats and prestige classes, characters with bizarre combinations of templates and abilities with no rhyme or reason, and magic items being increasingly common among players. That's what drives me crazy-characters seem to be developed for their maximum effectiveness as killing machines, and magic items are less strange and wonderful objects than high-powered additions to the PC arsenal that can be used to blow the heads off the next monster that comes along. </p><p></p><p>This is not WotC's fault, nor is it a swing at 3E. WotC is a business, and it cannot be faulted for responding to market trends. If 3E reflects these changes in player tastes...well, what can WotC do if it doesn't want to go out of business? Other industries might be regulated for social or environnmental reasons-the gaming industry is not one of them, and the companies that are in the gaming business have to respond to what their customers want. </p><p></p><p>You can see this in quite a few of the role-playing novels that are based on games, too. FR novels are stereotyped for their morally flawless heroes, flash-bang special effects, and cliched plotlines-things that couldn't hold a candle to Tolkien, Moorcock, Shakespeare or Howard. I personally think D&D, regardless of edition, could be spun into a fascinating mythology of its own, one that could have a solid backing, and while it may not be able to match the myths of the masters, it could still be something far more than what seems to be a shallow trend today. </p><p></p><p>Same thing with gaming novels-who's to say they couldn't take their cues from Tolstoy or Shakespeare, and at least become more sophisticated and intelligent? This is more the writer talking than the gamer, but it's almost the same thing. While one may not rival the masters, they could still be well-done, couldn't they? That's one thing I love about D&D-the "mythology" that's sprung up around it, similar to the kind that springs up around the myths of the Greeks, the Norse, or any other real-life culture, or around the works of Howard, Lieber or even authors like J.K. Rowling and Brian Jacques, who have created their own myths with their own twists. </p><p></p><p>3E has its critics, and its defenders point out that you can overcome these deficiencies. It's a lot of the same thing, really.</p></blockquote><p></p>
[QUOTE="CruelSummerLord, post: 3258899, member: 48692"] After reading comments like this in the 1,000 post-plus [Edition WARZ] thread, I think I've hit the crux of my annoyance-the trends that lead to min-maxing of multiclassing, feats and prestige classes, characters with bizarre combinations of templates and abilities with no rhyme or reason, and magic items being increasingly common among players. That's what drives me crazy-characters seem to be developed for their maximum effectiveness as killing machines, and magic items are less strange and wonderful objects than high-powered additions to the PC arsenal that can be used to blow the heads off the next monster that comes along. This is not WotC's fault, nor is it a swing at 3E. WotC is a business, and it cannot be faulted for responding to market trends. If 3E reflects these changes in player tastes...well, what can WotC do if it doesn't want to go out of business? Other industries might be regulated for social or environnmental reasons-the gaming industry is not one of them, and the companies that are in the gaming business have to respond to what their customers want. You can see this in quite a few of the role-playing novels that are based on games, too. FR novels are stereotyped for their morally flawless heroes, flash-bang special effects, and cliched plotlines-things that couldn't hold a candle to Tolkien, Moorcock, Shakespeare or Howard. I personally think D&D, regardless of edition, could be spun into a fascinating mythology of its own, one that could have a solid backing, and while it may not be able to match the myths of the masters, it could still be something far more than what seems to be a shallow trend today. Same thing with gaming novels-who's to say they couldn't take their cues from Tolstoy or Shakespeare, and at least become more sophisticated and intelligent? This is more the writer talking than the gamer, but it's almost the same thing. While one may not rival the masters, they could still be well-done, couldn't they? That's one thing I love about D&D-the "mythology" that's sprung up around it, similar to the kind that springs up around the myths of the Greeks, the Norse, or any other real-life culture, or around the works of Howard, Lieber or even authors like J.K. Rowling and Brian Jacques, who have created their own myths with their own twists. 3E has its critics, and its defenders point out that you can overcome these deficiencies. It's a lot of the same thing, really. [/QUOTE]
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Does 3E/3.5 dictate a certain style of play?
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