First of all, the point about 1e offering "more danger" in the form of more save-or-die "gotcha" monsters is well taken. It's true, 1e characters feared more instant, irrevocable, horrible harm than their 3e counterparts. However, this does not translate at all into "safety," because 3e characters still fear regular and well-earned KO's, especially at higher levels. Resurrection is there for a reason -- people die. I am willing to submit that save-or-die monsters and/or "gotcha" monsters are less fun than long-running, persistant challenges. After all, do you have more fun when your evil wizard villain gets to spend a few rounds casting wicked magic at the PC's, or when he dies because of a single botched save in the second round? It works the other way, too -- people have more fun when their hero gets to spend a few round vallaintly crusading against the wicked beast, rather than simply walking into a room and dying.
Now, characters do not fear walking into a room and dying, making the game more heroic, and more people have more fun playing heroes than getting killed, meaning the game is better suited, in a Darwinian sense, than it once was.
And then...what kind of propoganda is this below?
1. Run a game for a dozen players without your brains dribbling out of your ears.
Done in 3e. You probably see this most often at conventions, but I've seen it happen in people's houses. Most don't care to get to that level for more than a one-shot or month-long anyway, since getting 12 people's schedules to coordinate for more than one night is an excersize in scheduling wizardry that will make your brains dribble long before the rules will.
2. Resolve a melee involving nine player characters, twenty-two henchmen and seven summoned monsters on one side -v- a dozen giants with a shaman, thirty-five worgs and a cave bear on the other, in less than about two years.
Done in 3e. You need some reasonably experienced players and a pretty simplistic battlefield (which means taking away a lot of interesting, but confusing, tactical options), and I wouldn't try it at high level with many combat possibilities, but I've seen similar things done in the aforementioned massive games.
Though, again, one wonders of what use these massive combats and huge player pools are...I'd much rather have three DMs with four players each doing their own thing, and I'd much rather have a small band of heroes against a band of great villains. Which is part of why I don't do those massive games anymore.
Still, it's been done.
3. Prepare an adventure on a single sheet of graph paper in twenty minutes, and expect to get many hours' play out of it.
I don't know how you can possibly say that when, just a few pages ago, I was advocating "15 minute adventure design." Blatantly untrue as anyone following along will know.
4. When the players walk off the map you prepared, generate the surrounding terrain and encounters using random tables, and get results that make sense.
3e tells you how to craft an encounter table. 3e can roll randomly for your dungeons. Perhaps their is a little more work, and that's certainly a point earlier editions have -- I'd like to see "randomly generated worlds". I suspect, however, I'm in the minority on this, as many DMs enjoy spending the time crafting the world themselves, and so the rules would be largely wasted. So I certainly won't claim that 3e is flawed for not including something that would be useless to most DMs.
5. Let the player characters actually fight a dragon.
Done. All the time. Again, blatantly false.
6. Create a 10th level character in less than 5 minutes.
True enough, but the alternative is "all 10th level characters look the same." Given that alternative, I'll stick with time-intensive modes of character creation, especially now that there's a large support net, both online and in the books, to make an interesting one.
This is a very valid criticism, however, and definately something 3e could learn from earlier editions.
7. Create a party of 10th level characters in less than 15 minutes
This is really the same problem, so I veto it getting it's own number.
8. Place the stat blocks for 9 player characters, 22 henchmen, 7 summoned monsters, 12 giants, a shaman, 35 worgs, and a cave bear on one piece of paper (and you'll still have enough room for the map)
Again, that's the same problem, so it doesn't get it's own number, either.
