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General Tabletop Discussion
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Does 3E/3.5 dictate a certain style of play?
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<blockquote data-quote="Storm Raven" data-source="post: 3268079" data-attributes="member: 307"><p>I'm saying that in AD&D there are obvious choices that are simply better than others, that are easy to identify and exploit. And some people seem to consdier such obvious exploits to be "normal" that they become frustrated when 3e won't let their uber character be translated over (witness the various threads that involve people complaining that 3e won't let them properly translate their Skills and Powers cleric or multiclassed elf or whatever and keep him as powerful as he was in previous editions). And in 1e these exploits are found in the PHB and UA, front and center, and easy to find, and, for the most part, the bonuses and benefits kick in the day the character starts adventuring.</p><p></p><p>In 3e, you may be able to create an overbalanced character, but it requires you to hunt down non-obvious choices to do so. In 3e, to powergame you have to be able to have access to a pile of books, hunt through them all to find the combination of feats, classes, spells, and race attirbutes that will give you the edge you are looking for (which usually comes with some sort of disadvantage, or requires that you deliberately misinterpret a rule somewhere to make work), an in play, assemble them (usually requiring several levels of advancement to make it work) until your plan crystallizes a year into the campaign. And then it usually requires several rounds of specific preparation to make the combination work, during which time, your "nonpowergaming" allies will have dealt with the opposition on their own, and be left wondering why all you did was cast four buff spells that will expire before you get to the next challenge.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 3268079, member: 307"] I'm saying that in AD&D there are obvious choices that are simply better than others, that are easy to identify and exploit. And some people seem to consdier such obvious exploits to be "normal" that they become frustrated when 3e won't let their uber character be translated over (witness the various threads that involve people complaining that 3e won't let them properly translate their Skills and Powers cleric or multiclassed elf or whatever and keep him as powerful as he was in previous editions). And in 1e these exploits are found in the PHB and UA, front and center, and easy to find, and, for the most part, the bonuses and benefits kick in the day the character starts adventuring. In 3e, you may be able to create an overbalanced character, but it requires you to hunt down non-obvious choices to do so. In 3e, to powergame you have to be able to have access to a pile of books, hunt through them all to find the combination of feats, classes, spells, and race attirbutes that will give you the edge you are looking for (which usually comes with some sort of disadvantage, or requires that you deliberately misinterpret a rule somewhere to make work), an in play, assemble them (usually requiring several levels of advancement to make it work) until your plan crystallizes a year into the campaign. And then it usually requires several rounds of specific preparation to make the combination work, during which time, your "nonpowergaming" allies will have dealt with the opposition on their own, and be left wondering why all you did was cast four buff spells that will expire before you get to the next challenge. [/QUOTE]
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Does 3E/3.5 dictate a certain style of play?
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