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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Edition Experience - Did/Do you Play 3rd Edtion D&D? How Was/Is it?
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<blockquote data-quote="3catcircus" data-source="post: 7964110" data-attributes="member: 16077"><p>So - I've played every edition starting with B/X/BECMI and AD&D 1e. I love the tropes behind the earlier editions (different xp progressions, race/level limits, etc.) 3.x made the math easier (positive AC progression, BAB, etc.), but introduced way too much player choice, resulting in long drawn out discussions about "builds" that totally loses the intent of the differences of each class, prestige class, etc. </p><p></p><p>I would have loved to have 3.x include race/level limits, different xp progressions for base/core classes, and do dual-classing and multi-classing like AD&D 1e. It would have cut down player choices to the bare essentials needed to flesh out a PC, which would in turn make the DM's life easier.</p><p></p><p>I also would have loved to have seen 3.x with a greatly reduced quantity of feats. We've <em>never</em> needed feats to allow PCs to fire a bow from horseback, or allow high-enough level fighters to attack multiple opponents each round before 3.x came along - and then suddenly all kinds of things that previously were based on player-DM agency suddenly required a permission slip in the form of a feat tax.</p><p></p><p>I <em>really</em> would love to have seen 3.x take the approach that Spycraft's Shadowforce Archer did for their psionic classes - feats as an entry requirement, but then the class abilities being skill-based.</p><p></p><p>For all of those foibles, I think 3.x did a fine job of reinvigorating an interest in D&D. The OGL made it so that interest turned into inspiration turned into lots of really cool resources. I still remember Steve's Spell Sheets, eroForge/SpellForge, DMBuddy, multiple 3.x conversions of classic modules, etc.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 7964110, member: 16077"] So - I've played every edition starting with B/X/BECMI and AD&D 1e. I love the tropes behind the earlier editions (different xp progressions, race/level limits, etc.) 3.x made the math easier (positive AC progression, BAB, etc.), but introduced way too much player choice, resulting in long drawn out discussions about "builds" that totally loses the intent of the differences of each class, prestige class, etc. I would have loved to have 3.x include race/level limits, different xp progressions for base/core classes, and do dual-classing and multi-classing like AD&D 1e. It would have cut down player choices to the bare essentials needed to flesh out a PC, which would in turn make the DM's life easier. I also would have loved to have seen 3.x with a greatly reduced quantity of feats. We've [I]never[/I] needed feats to allow PCs to fire a bow from horseback, or allow high-enough level fighters to attack multiple opponents each round before 3.x came along - and then suddenly all kinds of things that previously were based on player-DM agency suddenly required a permission slip in the form of a feat tax. I [I]really[/I] would love to have seen 3.x take the approach that Spycraft's Shadowforce Archer did for their psionic classes - feats as an entry requirement, but then the class abilities being skill-based. For all of those foibles, I think 3.x did a fine job of reinvigorating an interest in D&D. The OGL made it so that interest turned into inspiration turned into lots of really cool resources. I still remember Steve's Spell Sheets, eroForge/SpellForge, DMBuddy, multiple 3.x conversions of classic modules, etc. [/QUOTE]
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Edition Experience - Did/Do you Play 3rd Edtion D&D? How Was/Is it?
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