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Has 3E become too much like 2E yet?
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<blockquote data-quote="Gothmog" data-source="post: 3351077" data-attributes="member: 317"><p>For me, the subpar releases have been: Complete Scoundrel, Complete Mage, Dragon Magic, MMIV, Races of the Dragon, and the Book of Nine Swords. I don't buy the FR stuff, but the recent releases have been widely panned by many people (Dragons of Faerun and some mini-campaign/sourcebook I don't remember off the top of my head). </p><p></p><p>The high point for WotC in the last year has been Expedition to Castle Ravenloft, which is a rehash of an old adventure. The fiendish codexes were ok- something that was needed for a while and a much needed attempt at fluff, but in the end rather bland- and didn't feel very fiendish to me. Dungeonscape and Cityscape look good for novice DMs and would likely be valuable to them, but I found much of those books to be common sense.</p><p></p><p>I think part of the cause of my dissatisfaction with the way D&D is headed now is that its changed focus and is all about crunch and builds now, and embraces a very gamist mentality by the core rules. Gone is the evocative prose and background of previous editions- instead the 3.5 books read like very convoluted and dry textbooks. And I'll commit heresy here- options are not always a good thing. The game has become TOO bogged down by options, powerups, and cool powerz to the detriment of presenting new and interesting ideas for use in a campaign. If you spend 4/5ths of a book giving new spells, feats, prestige classes, races, magic items, and core classes, and only one chapter (maybe 10 pages if you're lucky) on including the material in a campaign, and the advice is devoid of flavor, the game suffers. This is what has driven me away from WotC products (and D&D in general) in the last year or so. I know WotC wants to focus on their products as a toolkit for D&D, but the more they do that, the less appeal D&D has to me and to quite a few other gamers I have talked to and played with. Some great stuff is still produced for D&D by other companies that are flavor/fluff heavy (the Midnight materials and the Thieves World books are incredible for example). My group and many people I know have moved to other companies and systems that give us what we want (mostly WHFRP, Savage Worlds, and True 20)- solid mechanics AND great flavor/fluff. One is not mutually exclusive with the other.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 3351077, member: 317"] For me, the subpar releases have been: Complete Scoundrel, Complete Mage, Dragon Magic, MMIV, Races of the Dragon, and the Book of Nine Swords. I don't buy the FR stuff, but the recent releases have been widely panned by many people (Dragons of Faerun and some mini-campaign/sourcebook I don't remember off the top of my head). The high point for WotC in the last year has been Expedition to Castle Ravenloft, which is a rehash of an old adventure. The fiendish codexes were ok- something that was needed for a while and a much needed attempt at fluff, but in the end rather bland- and didn't feel very fiendish to me. Dungeonscape and Cityscape look good for novice DMs and would likely be valuable to them, but I found much of those books to be common sense. I think part of the cause of my dissatisfaction with the way D&D is headed now is that its changed focus and is all about crunch and builds now, and embraces a very gamist mentality by the core rules. Gone is the evocative prose and background of previous editions- instead the 3.5 books read like very convoluted and dry textbooks. And I'll commit heresy here- options are not always a good thing. The game has become TOO bogged down by options, powerups, and cool powerz to the detriment of presenting new and interesting ideas for use in a campaign. If you spend 4/5ths of a book giving new spells, feats, prestige classes, races, magic items, and core classes, and only one chapter (maybe 10 pages if you're lucky) on including the material in a campaign, and the advice is devoid of flavor, the game suffers. This is what has driven me away from WotC products (and D&D in general) in the last year or so. I know WotC wants to focus on their products as a toolkit for D&D, but the more they do that, the less appeal D&D has to me and to quite a few other gamers I have talked to and played with. Some great stuff is still produced for D&D by other companies that are flavor/fluff heavy (the Midnight materials and the Thieves World books are incredible for example). My group and many people I know have moved to other companies and systems that give us what we want (mostly WHFRP, Savage Worlds, and True 20)- solid mechanics AND great flavor/fluff. One is not mutually exclusive with the other. [/QUOTE]
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