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*TTRPGs General
Exception-based monster abilities?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6815686"><p>For the record, I don't think exception based design has ever been a particularly useful term. I am not terribly invested in whether 3E was or was not exception based. Whatever we call it, 3E had a specific approach to monsters that I think set it apart from other editions (and I don't think it is necessarily bad, just not what I am after at the moment). </p><p></p><p>It has mainly to do with the fact that monsters and PCs fundamentally followed the same rules (particularly if you wanted to do something like use a template). At first I loved it, but over time it felt constraining. Particularly when it came things surrounding consistency of mechanics. There were certain things in 3E that worked the same whether it was from a spell, monster, PC, etc (and a lot of it had to do with how things were tagged). Like I said, I liked 3E. When I ran d20 wuxia recently I did it with 3E because of its high level of customizability. I just found in the mid-2000s (when I was running and playing it a lot), the consistency of the system throughout, was actually a bit much for my tastes. Yes, you can always ignore tools and adjust mechanics. I am just talking about how most people tended to run it in my experience.</p><p></p><p>If your experience with it was different, that is cool. I'm really not much interested in edition warring (particularly over an edition I liked). But these days, I prefer monsters be done a different way (where each one is uniquely created as needed with worrying about keying its abilities into some other aspect of the system).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6815686"] For the record, I don't think exception based design has ever been a particularly useful term. I am not terribly invested in whether 3E was or was not exception based. Whatever we call it, 3E had a specific approach to monsters that I think set it apart from other editions (and I don't think it is necessarily bad, just not what I am after at the moment). It has mainly to do with the fact that monsters and PCs fundamentally followed the same rules (particularly if you wanted to do something like use a template). At first I loved it, but over time it felt constraining. Particularly when it came things surrounding consistency of mechanics. There were certain things in 3E that worked the same whether it was from a spell, monster, PC, etc (and a lot of it had to do with how things were tagged). Like I said, I liked 3E. When I ran d20 wuxia recently I did it with 3E because of its high level of customizability. I just found in the mid-2000s (when I was running and playing it a lot), the consistency of the system throughout, was actually a bit much for my tastes. Yes, you can always ignore tools and adjust mechanics. I am just talking about how most people tended to run it in my experience. If your experience with it was different, that is cool. I'm really not much interested in edition warring (particularly over an edition I liked). But these days, I prefer monsters be done a different way (where each one is uniquely created as needed with worrying about keying its abilities into some other aspect of the system). [/QUOTE]
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Exception-based monster abilities?
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