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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="Lanefan" data-source="post: 7968863" data-attributes="member: 29398"><p>Played 3e for a good long run of seven years or so, and DMed a mighty total of three sessions within that campaign (long story how I ended up DMing in the middle of someone else's campaign, but it did happen).</p><p></p><p>For most of the run the game was a somewhat-modified version, using the 3e chassis, and this for me-as-player gave an enjoyable game - though I gather it was hell for the DM!. Later it converted on the fly to near-RAW 3.5 and the flaws really started to show.</p><p></p><p>Without going into huge detail...</p><p></p><p>Good things:</p><p></p><p>Clear distinction between classes, with each having strengths and weaknesses.</p><p></p><p>Simpler mechanics in some ways, when coming from 0-1-2e. (sometimes)</p><p></p><p>The system was still flexible enough to allow for a wide variety of play styles (compare with 4e which really focused on heroic-fantasy)</p><p></p><p>Bad things:</p><p></p><p>Power curve too steep - far too much difference between low level and mid level and high level, for both monsters and characters.</p><p></p><p>Simpler mechanics in some ways, when coming from 0-1-2e. (sometimes)</p><p></p><p>Level advancement way too fast by RAW (4e and 5e have the same problem), and too complicated.</p><p></p><p>Too many feats and powers and so forth; system mastery becomes overly rewarded, cheesy optimizing and specialization is encouraged instead of punished.</p><p></p><p>Far too much emphasis on pre-play character 'building' and planning, as cost of focus on play itself.</p><p></p><p>Multi-classing: a disaster unless none of that character's classes cast spells. (this due to the IMO awful design idea of levels in different classes being additive rather than independent; and 4e and 5e didn't fix this)</p><p></p><p>Putting relatively-easy magic item creation in the hands of the PCs and making all item info player-side knowledge was sheer lunacy.</p><p></p><p>Biggest problem: the underlying M:tG-fueled philosophy change from 0-1-2e (you can try anything unless a rule says you can't) to 3e (you can't try something unless a rule says you can); and 3e's corresponding attempts to have a rule for everything.</p><p></p><p>End result: voted "played but did not like".</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7968863, member: 29398"] Played 3e for a good long run of seven years or so, and DMed a mighty total of three sessions within that campaign (long story how I ended up DMing in the middle of someone else's campaign, but it did happen). For most of the run the game was a somewhat-modified version, using the 3e chassis, and this for me-as-player gave an enjoyable game - though I gather it was hell for the DM!. Later it converted on the fly to near-RAW 3.5 and the flaws really started to show. Without going into huge detail... Good things: Clear distinction between classes, with each having strengths and weaknesses. Simpler mechanics in some ways, when coming from 0-1-2e. (sometimes) The system was still flexible enough to allow for a wide variety of play styles (compare with 4e which really focused on heroic-fantasy) Bad things: Power curve too steep - far too much difference between low level and mid level and high level, for both monsters and characters. Simpler mechanics in some ways, when coming from 0-1-2e. (sometimes) Level advancement way too fast by RAW (4e and 5e have the same problem), and too complicated. Too many feats and powers and so forth; system mastery becomes overly rewarded, cheesy optimizing and specialization is encouraged instead of punished. Far too much emphasis on pre-play character 'building' and planning, as cost of focus on play itself. Multi-classing: a disaster unless none of that character's classes cast spells. (this due to the IMO awful design idea of levels in different classes being additive rather than independent; and 4e and 5e didn't fix this) Putting relatively-easy magic item creation in the hands of the PCs and making all item info player-side knowledge was sheer lunacy. Biggest problem: the underlying M:tG-fueled philosophy change from 0-1-2e (you can try anything unless a rule says you can't) to 3e (you can't try something unless a rule says you can); and 3e's corresponding attempts to have a rule for everything. End result: voted "played but did not like". [/QUOTE]
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