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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: 7969775" data-attributes="member: 16077"><p>All I really need in a D&D game is a set of rules that allow me to provide a better "feel" for a simulationist mode of game play for those grim-n-gritty "pink eye" campaigns while also allowing me to cut back the detail in the rules for a more beer-n-pretzels style campaign.</p><p></p><p>I don't think <em>any</em> edition of D&D ever really did that all that well. 3.x provided more details for more granular gameplay, but it doesn't really provide any "simulationist" aspects because of the class levels, hit points, and saving throws essentially being the same as they ever were.</p><p></p><p>There were, however, some really great attempts to do so. </p><p></p><p>Magical Medieval Society Western Europe's economic simulator was great for eliminating the "We buy from adventurer's for half book price. Sure you can buy a +1 longsword in this hamlet of 12 people" stuff. </p><p></p><p>Toxicant was really great at fleshing out poisons, toxic chemicals, and venoms and establishing more interesting effects ("Oh, its medium snake venom, no big deal. DC 11 or 1d6 Con. Wait - what do you mean its a DC30 save? Why is my PC having slurred speech and blurry vision? What do you mean he feels faint? What do you mean that he take 1d4+6 points of damage each round for the next 4d4 hours?") </p><p></p><p>SSS's Advanced Player's Guide had some really interesting rules to make spellcasting more like combat in terms of crits and fumbles, armor as DR, piecemeal armor, splitting of AC into active and passive defenses (Block/Dodge/Parry/Armor) and re-introduced the idea of weapon speed factors.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 7969775, member: 16077"] All I really need in a D&D game is a set of rules that allow me to provide a better "feel" for a simulationist mode of game play for those grim-n-gritty "pink eye" campaigns while also allowing me to cut back the detail in the rules for a more beer-n-pretzels style campaign. I don't think [I]any[/I] edition of D&D ever really did that all that well. 3.x provided more details for more granular gameplay, but it doesn't really provide any "simulationist" aspects because of the class levels, hit points, and saving throws essentially being the same as they ever were. There were, however, some really great attempts to do so. Magical Medieval Society Western Europe's economic simulator was great for eliminating the "We buy from adventurer's for half book price. Sure you can buy a +1 longsword in this hamlet of 12 people" stuff. Toxicant was really great at fleshing out poisons, toxic chemicals, and venoms and establishing more interesting effects ("Oh, its medium snake venom, no big deal. DC 11 or 1d6 Con. Wait - what do you mean its a DC30 save? Why is my PC having slurred speech and blurry vision? What do you mean he feels faint? What do you mean that he take 1d4+6 points of damage each round for the next 4d4 hours?") SSS's Advanced Player's Guide had some really interesting rules to make spellcasting more like combat in terms of crits and fumbles, armor as DR, piecemeal armor, splitting of AC into active and passive defenses (Block/Dodge/Parry/Armor) and re-introduced the idea of weapon speed factors. [/QUOTE]
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Edition Experience - Did/Do you Play 3rd Edtion D&D? How Was/Is it?
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