Raven Crowking
First Post
Hussar said:On one side people complain that 3e is pandering to the lowest common denominator. That by using plain speach we've lowered the bar and turned the game very bland.
On the other side people complain that 3e is far too complicated to run and too much work.
So, which is it? Is 3e too complex or too simple?
Using plain speech to describe rules effects is fine; using evocative language to describe what those rules are supposed to mean within the terms of an adventure or the game world, however, is equally important. Glad to see the ruleset. Yawning when I read it. These two things are like peanut butter and chocolate, when they ought to be peanut butter cups.
Microsoft Word has a program function that allows you to determine the reading level required to read any given passage that you might type into it. It will give you this information (which, let us hope, we take with a grain of salt) in terms of grade level. At what grade level, on average, should D&D books be written?
On one hand, you can write them at the level the material requires. I.e., if you need to use arcane words because those are the best words to both describe an effect and evoke the mood that effect is intended to evoke, you use those words. OTOH, you could instead pick a grade level and "dumb down" anything that exceeds that grade level to the best of your ability.
1e reads like it could have used the services of an editor. 3e reads like it could have used the services of a writer. I would dearly love 4e to have the services of both.
3e made the generation of NPCs and stat blocks far more complex than they needed to be, and drowned the rules in combat options that make certain players hesitant to commit to any action in a given combat round. 3.5 ties combat into a grid far more firmly than it should have done so, IMHO. I also do not care for the idea of long creatures filling square spaces....ugh!
OTOH, the craft rules for 3e are too simple, and not well thought out. I have the same problem with the rules for crafting magic items; they are both too simple and too bland. Various racial types have lost the limitations that made picking a human character desirable, and they have lost all of the flavour that they once had by virtue of mechanics. 3e came out with a wonderful skill system, but it is still basically a non-weapon proficiency system; where are the weapon skills? The characters are also far too dependent on their equipment. There ought to be rules that include clear benefits for interacting with, and becoming part of, society (recent books have made some headway with this). Giving creatures "types" was a stroke of genius....but would have been better if the types were more distinct.
I have house rules that cover ever problem I mention in the preceding two paragraphs, btw. For example, racial levels (thanks, Monte!) mean that your race counts again, as do some race/class limits. Weapon skills allow you to hit more effectively....or defend yourself better....or do extra damage to punch through DR; your higher-level character effectively becomes his own armour and "magic weapon". Etc.
So, to answer your question, stat blocks and combat rules require streamlining. A lot of the remaining rules are too simple. Certainly, seperating out the Wizard and Sorcerer spell lists would be a good start, and it would be nice to see lists that are actually more flavourful. Someone suggested that spells have prerequisites, and that would actually be rather cool. Providing rules for actual diplomacy (you know, where I concede this to get that) would be good too.
Heck, because I am still working on my houserule document, I have 474 pages of "good ideas" (YMMV

RC