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{Hypothetical Thought Exercise} A cosmic being annihilates your favorite version of D&D...
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<blockquote data-quote="Celebrim" data-source="post: 6230105" data-attributes="member: 4937"><p>3.5 was almost entirely straight up inferior to 3.0 in every respect. Many of the things that were broken in 3.X were the result of ill-thought out spell wording changes in 3.5. For every spell they 'fixed' (Haste, Harm) they broke 5 others. Overall balance declined significantly, playability at higher levels declined, and 3.5 accelerated the problems of power creep that were plaguing 3.0. 3.5 didn't actually address any real problems with the system, and instead saw a proliferation of things that were actual problems - like PrCs. It's just amazing how worse edited and worse thought out the 3.5 rules are than 3.0, particularly given that you'd think that 3.5 would be nothing but a thoroughly play tested version of 3.0. </p><p></p><p>Most of all, 3.5 continued the player centered design that led to fantastic and unbelievable rules bloat with rules spread across literally hundreds of source books in a completely disorganized manner, most of which was centered around infinite variation in character building options where you had multiple rules for the same concept. It quickly became an almost unplayable and unrunnable mess. 3.5 ultimately became the game that killed itself in the long run in order to gain short term profit. Sell books now was more important than maintaining the coherence, integrity, and reputation of its rules set. I stuck with 3.0 core and never bought a single 3.5 book. Later on, I took the 3.0 and 3.5 SRD's, put together the best parts of each and started editing it based on my own desires and play testing. </p><p></p><p>PF has some good ideas - I may eventually have to incorporate some of Pathfinder's cleaned up terminology on maneuvers and attacks of opportunity for example - but it doesn't really address the problems of character building that made 3.X so complicated and prone to rules bloat. PF seems to have also done a better job of rules organization, with splat books that are more DM centered and more unified in theme. Most of all the people at Pazio recognize what WotC didn't - that they are wholly reliant on DM's to sell their game and that IP is more valuable and more important to create than rules.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6230105, member: 4937"] 3.5 was almost entirely straight up inferior to 3.0 in every respect. Many of the things that were broken in 3.X were the result of ill-thought out spell wording changes in 3.5. For every spell they 'fixed' (Haste, Harm) they broke 5 others. Overall balance declined significantly, playability at higher levels declined, and 3.5 accelerated the problems of power creep that were plaguing 3.0. 3.5 didn't actually address any real problems with the system, and instead saw a proliferation of things that were actual problems - like PrCs. It's just amazing how worse edited and worse thought out the 3.5 rules are than 3.0, particularly given that you'd think that 3.5 would be nothing but a thoroughly play tested version of 3.0. Most of all, 3.5 continued the player centered design that led to fantastic and unbelievable rules bloat with rules spread across literally hundreds of source books in a completely disorganized manner, most of which was centered around infinite variation in character building options where you had multiple rules for the same concept. It quickly became an almost unplayable and unrunnable mess. 3.5 ultimately became the game that killed itself in the long run in order to gain short term profit. Sell books now was more important than maintaining the coherence, integrity, and reputation of its rules set. I stuck with 3.0 core and never bought a single 3.5 book. Later on, I took the 3.0 and 3.5 SRD's, put together the best parts of each and started editing it based on my own desires and play testing. PF has some good ideas - I may eventually have to incorporate some of Pathfinder's cleaned up terminology on maneuvers and attacks of opportunity for example - but it doesn't really address the problems of character building that made 3.X so complicated and prone to rules bloat. PF seems to have also done a better job of rules organization, with splat books that are more DM centered and more unified in theme. Most of all the people at Pazio recognize what WotC didn't - that they are wholly reliant on DM's to sell their game and that IP is more valuable and more important to create than rules. [/QUOTE]
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{Hypothetical Thought Exercise} A cosmic being annihilates your favorite version of D&D...
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