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General Tabletop Discussion
D&D Older Editions
I have seen the coming of 4e...
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4086302" data-attributes="member: 5143"><p>To me there was a severe difference between the two:</p><p></p><p>2e: Magic items are ancient and powerful and no one sells them, they don't have prices, they aren't created without a long and dangerous quest for rare and nearly impossible to find reagents. Despite this fact we find hundreds of them on our adventures but have no way to sell them so we throw them out or carry 12 of the same item just in case. Monsters are mostly pushovers that we beat without really trying unless they have some extremely nasty ability like turning us to stone or killing us outright. Even then as we gain levels saves become nearly impossible to fail so we don't worry about them. We just attack until they die. We explore strange places where anything could happen(mostly because there are no rules for them and the DM will make up what he wants). We are very set in our roles as we have very little choice about how our characters advance.</p><p></p><p>3e: Magic items can be created easily by anyone with a feat and some money. There are shops that sell them and buy them off of us. They are built modularly in a very defined and precise way. We know how all of them work and plan to add specific abilities to our weapons and armor as we level. We meet monsters that are about the same power as us but swing fairly largely from way too easy to way too hard depending on the level of powergaming and templates applied to them. Most of their abilities are fairly stock, however. They work the same way our abilities work so we aren't surprised by them. They might have one or two unique things. Their nasty abilities pose a HUGE threat to us compared to their normal abilities...no matter how powerful we get there is likely a version of the monster who has a chance of killing us. We don't know if the Beholder we are facing is CR 8 or CR 25. We explore places, but all the places are spelled out in the book so we know what they are like. Even the ones we don't know use about the same rules as everything else so they are fairly mundane. Our characters can be whatever they want. Nothing is set in stone and they can be a wizard one level, a cleric the next, a druid the next. Most characters are built around arranging feats, spells, classes and other abilities to make the ultimate "build". People who don't know how to arrange them properly fall behind the rest of the party until they are useless.</p><p></p><p>Yes, it was possible to run the same worlds in 2nd and 3rd, but the feeling of those worlds(at least in the games I played in) changed significantly based on the the above factors.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4086302, member: 5143"] To me there was a severe difference between the two: 2e: Magic items are ancient and powerful and no one sells them, they don't have prices, they aren't created without a long and dangerous quest for rare and nearly impossible to find reagents. Despite this fact we find hundreds of them on our adventures but have no way to sell them so we throw them out or carry 12 of the same item just in case. Monsters are mostly pushovers that we beat without really trying unless they have some extremely nasty ability like turning us to stone or killing us outright. Even then as we gain levels saves become nearly impossible to fail so we don't worry about them. We just attack until they die. We explore strange places where anything could happen(mostly because there are no rules for them and the DM will make up what he wants). We are very set in our roles as we have very little choice about how our characters advance. 3e: Magic items can be created easily by anyone with a feat and some money. There are shops that sell them and buy them off of us. They are built modularly in a very defined and precise way. We know how all of them work and plan to add specific abilities to our weapons and armor as we level. We meet monsters that are about the same power as us but swing fairly largely from way too easy to way too hard depending on the level of powergaming and templates applied to them. Most of their abilities are fairly stock, however. They work the same way our abilities work so we aren't surprised by them. They might have one or two unique things. Their nasty abilities pose a HUGE threat to us compared to their normal abilities...no matter how powerful we get there is likely a version of the monster who has a chance of killing us. We don't know if the Beholder we are facing is CR 8 or CR 25. We explore places, but all the places are spelled out in the book so we know what they are like. Even the ones we don't know use about the same rules as everything else so they are fairly mundane. Our characters can be whatever they want. Nothing is set in stone and they can be a wizard one level, a cleric the next, a druid the next. Most characters are built around arranging feats, spells, classes and other abilities to make the ultimate "build". People who don't know how to arrange them properly fall behind the rest of the party until they are useless. Yes, it was possible to run the same worlds in 2nd and 3rd, but the feeling of those worlds(at least in the games I played in) changed significantly based on the the above factors. [/QUOTE]
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