Lanefan said:
Firelance,
wonderful rewording, even though I don't entirely agree with it. Well done!
Dungeondelver, you've about got it right with the "now now now" idea.
One other big difference is in how the party is "supposed" to be built. Older editions didn't seem to care if you had 4 or 14 characters in the party, or if each player played 1, 2, or 5 PC's at a time; there seemed to be more of a drop-the-puck and go to it mentality and the DM could figure out the rest. Now, the game is designed around a group of 4 players running a party of 4 characters, preferably one of each main class (Fi,Wi,Cl,Ro), having 4 or 5 encounters a day before resting...feels much more like prepackaged engineered fun.
Lanefan
No. The older editions didn't give you any advice at all. This is a point I see people constantly making about 3E and it's just wrong, the same thing with the idea of a standard GP wealth valve.
Old Editions of the game gave you almost nothing. You'd know that the adventure was for however many players of whatever level. That's it. No information on class, no information on how many magical items they should have.
The CR & GP systems in 3.X does not say "You must have 4 PCs in each class." It lets you know that a CR 12 encounter will take about 1/4th of the resources for such a group at 12th level.
That's it! I never get how people campaign about this. It's information, not adventure design for morons. You can’t just drop 2+1d4 CR encounters of EL (Party Level-2 + 1d4) into an area expect a good adventure. All the system is designed to do is to let you know the
relative power of various monsters.
The same thing for the GP valve. The DM is under no obligation to give out treasure based on the tables. But it's nice to know that "hey, when we say this encounter / adventure is balanced for a 4th level party we assume they have 1,500 GP of magical items each, just so you know".
The ‘problem’ only arises when there's an expectation by the players that there will be so much treasure, that they will face encounters designed for the classic 4, that they will gain levels so fast... These are all play style decisions. These are issues within a gaming group, flaws in the system. I'll be the first to amid that issues with player expectation are worse by these assumptions, but all the info given on how the system works in the DMG makes it very easy to change these to suit your group.
I'll agree that the way the rules are presented can lead to powers with "Player Over Empowerment", and this is part of them. But I really get sick of people reading to much into these assumptions: knowing what assumptions went into CR and EL are not a flaw in the game, they're a huge strength. There's a lot of room, I think, for a product that looks at the basic assumptions made by the core rules and tries to guide a DM through adventure/campaign/world design if they change them (does the DMG2 cover this at all?).
In earlier editions if you had a party with no magical healing can you throw more back to back encounters at them than a party all made up of mult/dual class clerics? Absolutely? Can you do the same in 3E? Absolutely!