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<blockquote data-quote="nsruf" data-source="post: 1643051" data-attributes="member: 872"><p>Hehe, to each his own. I consider 3E far less complicated (not less complex) than HM, simply because of the consistent use of a single mechanic. If I want to know how X is done in HM, I have to read up on X and it's probably being handled like no other thing in the game. Roll high, roll low, roll d20, roll d6, take into account this class ability or that talent - and of course, it's all been clarified in the GMG, or maybe in some obscure back issue of KOTD, or one of the class books, or...</p><p></p><p>I considered this kind of thing shoddy design in AD&D 2E, but HM has reached a completely new level, IMO. I mean, I lurk at the Kenzer boards regularly, and after the game has been out for 3 (?) years, people still discuss how initiative and movement are supposed to work. Such a game just doesn't appeal to me, sorry.</p><p></p><p></p><p></p><p>I just got sort of burned out on a high-level 3.5 campaign. We started at level 10 to find out what the revision had to offer and reached level 15-16 in 24 sessions. Most of my prep-time went into doing NPC stat blocks, which kinda sucks after a while. And the game play degenerated into a spell-slinging contest, where the non-spellcaster types just waited for the wizard and cleric to cast the next biggy spell (divination or travel) that would determine what happened next.</p><p></p><p>So I am far from a slavering 3E fanboy<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> In particular, I don't care for the game after level 10 or so, and could do with slower advancement so level 10 takes longer to reach. But I never had a problem with the core d20 mechanics at low levels. They are intuitive, fast, and allow for a good deal of customization. HM fails in the first two instances, IMO.</p><p></p><p>Or to put it bluntly: 3E burnt me out after 9 month of high-level play*, while HM burnt me out after trying to read the GMG<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>* And I still like low-level games.</p><p></p><p></p><p></p><p>Yes, there is no alignment chart in my game. Sounds like a minor point, unless someone knows the chart we are talking about<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I just have a paladin lose some or all of his abilities after doing something stupid. Much easier.</p><p></p><p>And I don't really bother about alignment for classes that have no restrictions, because there are no penalties for changing. This sounds like a bug in 3E, unless (like me) you don't care much for alignment anyway.</p><p></p><p></p><p></p><p>Well, there are rules and rules. Banning a prestige class or strange weapon isn't "not playing by the rules" - these are optional gimmicks, anyway. But changing the way something basic is handled, something that comes up every game session (task resolution, initiative, advancement, etc.), that's more interesting.</p><p></p><p>So what core mechanics did I change in my 3E game?</p><p></p><p>a. XP system: I don't give kill XP or track individual actions. Instead, I evaluate overall performance on a scale of 1-10 after the game using some criteria, and then multiply by an appropriate number of XP. </p><p></p><p>b. Fate points: this is not a change of existing mechanics, but an addition.</p><p></p><p>Now why did I change the XP system? First, I don't like tracking in minute detail what characters do during the game and how it affects them on some abstract scale. Second, I wanted to avoid the "one more goblin to level up" syndrome.</p><p></p><p>And I think the above paragraph illustrates perfectly why HM is not for me<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="nsruf, post: 1643051, member: 872"] Hehe, to each his own. I consider 3E far less complicated (not less complex) than HM, simply because of the consistent use of a single mechanic. If I want to know how X is done in HM, I have to read up on X and it's probably being handled like no other thing in the game. Roll high, roll low, roll d20, roll d6, take into account this class ability or that talent - and of course, it's all been clarified in the GMG, or maybe in some obscure back issue of KOTD, or one of the class books, or... I considered this kind of thing shoddy design in AD&D 2E, but HM has reached a completely new level, IMO. I mean, I lurk at the Kenzer boards regularly, and after the game has been out for 3 (?) years, people still discuss how initiative and movement are supposed to work. Such a game just doesn't appeal to me, sorry. I just got sort of burned out on a high-level 3.5 campaign. We started at level 10 to find out what the revision had to offer and reached level 15-16 in 24 sessions. Most of my prep-time went into doing NPC stat blocks, which kinda sucks after a while. And the game play degenerated into a spell-slinging contest, where the non-spellcaster types just waited for the wizard and cleric to cast the next biggy spell (divination or travel) that would determine what happened next. So I am far from a slavering 3E fanboy;) In particular, I don't care for the game after level 10 or so, and could do with slower advancement so level 10 takes longer to reach. But I never had a problem with the core d20 mechanics at low levels. They are intuitive, fast, and allow for a good deal of customization. HM fails in the first two instances, IMO. Or to put it bluntly: 3E burnt me out after 9 month of high-level play*, while HM burnt me out after trying to read the GMG:p * And I still like low-level games. Yes, there is no alignment chart in my game. Sounds like a minor point, unless someone knows the chart we are talking about;) I just have a paladin lose some or all of his abilities after doing something stupid. Much easier. And I don't really bother about alignment for classes that have no restrictions, because there are no penalties for changing. This sounds like a bug in 3E, unless (like me) you don't care much for alignment anyway. Well, there are rules and rules. Banning a prestige class or strange weapon isn't "not playing by the rules" - these are optional gimmicks, anyway. But changing the way something basic is handled, something that comes up every game session (task resolution, initiative, advancement, etc.), that's more interesting. So what core mechanics did I change in my 3E game? a. XP system: I don't give kill XP or track individual actions. Instead, I evaluate overall performance on a scale of 1-10 after the game using some criteria, and then multiply by an appropriate number of XP. b. Fate points: this is not a change of existing mechanics, but an addition. Now why did I change the XP system? First, I don't like tracking in minute detail what characters do during the game and how it affects them on some abstract scale. Second, I wanted to avoid the "one more goblin to level up" syndrome. And I think the above paragraph illustrates perfectly why HM is not for me;) [/QUOTE]
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