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I like 3E, but I miss...
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<blockquote data-quote="Achan hiArusa" data-source="post: 1189126" data-attributes="member: 2597"><p>From the Red Box D&D I miss the quick character creation. In D&D you rolled your ability scores, you choose your character class, you picked a basic character class equipment set, if you were a wizard you choose your two spells, and you had a character. AD&D 1E broke the races and classes into different steps which slowed creation down a little bit (and allowed wizards a wider variety of spells to start with), then Unearthed Arcana introduced subraces, new classes, new equipment, and new spells which slowed things down even further, AND they didn't have equipment kits like Basic D&D. The wilderness survival guide and the dungeoneer's survival guide added proficiencies which really, really slowed down character creation. The 2nd ed Player's Handbook sped things up a little bit by putting stuff in one place again (though I still complain about how they nerfed clerics, druids, and rangers). Then the Complete Handbooks came out and introduced kits which again slowed down character creation (not to mention if someone wanted to Psionicist, then everyone ended up waiting around for the Psi player). Then the Player's Option books came out, with its point pimping system, character creation slowed to a crawl (almost as bad as Champions).</p><p></p><p>The Slowest part of 3e and 3.5e is the skill system. You have to allocate skill points, determine racial bonuses, class bonuses, feat bonuses, and synergy bonuses. That also applies to determining saving throws, base attack bonus, and initiative. With the staggering amount of choice in equipment, spells, feats, and skills players spent a lot of time creating their characters. And if they player wants to modify the basics of his class like the example at the end of the heroic characteristics chapter then it gets even longer.</p><p></p><p>Even combat is slower, with different types of combat options, and rules everywhere. Even the critical system slows down combat.</p><p></p><p>Sigh, I would check out Savage Worlds except my Players would never make the switch, and I like D&D too much. Maybe it has a few good ideas.</p><p></p><p>Sincerely,</p><p></p><p></p><p></p><p></p><p>Sammy Grimes</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 1189126, member: 2597"] From the Red Box D&D I miss the quick character creation. In D&D you rolled your ability scores, you choose your character class, you picked a basic character class equipment set, if you were a wizard you choose your two spells, and you had a character. AD&D 1E broke the races and classes into different steps which slowed creation down a little bit (and allowed wizards a wider variety of spells to start with), then Unearthed Arcana introduced subraces, new classes, new equipment, and new spells which slowed things down even further, AND they didn't have equipment kits like Basic D&D. The wilderness survival guide and the dungeoneer's survival guide added proficiencies which really, really slowed down character creation. The 2nd ed Player's Handbook sped things up a little bit by putting stuff in one place again (though I still complain about how they nerfed clerics, druids, and rangers). Then the Complete Handbooks came out and introduced kits which again slowed down character creation (not to mention if someone wanted to Psionicist, then everyone ended up waiting around for the Psi player). Then the Player's Option books came out, with its point pimping system, character creation slowed to a crawl (almost as bad as Champions). The Slowest part of 3e and 3.5e is the skill system. You have to allocate skill points, determine racial bonuses, class bonuses, feat bonuses, and synergy bonuses. That also applies to determining saving throws, base attack bonus, and initiative. With the staggering amount of choice in equipment, spells, feats, and skills players spent a lot of time creating their characters. And if they player wants to modify the basics of his class like the example at the end of the heroic characteristics chapter then it gets even longer. Even combat is slower, with different types of combat options, and rules everywhere. Even the critical system slows down combat. Sigh, I would check out Savage Worlds except my Players would never make the switch, and I like D&D too much. Maybe it has a few good ideas. Sincerely, Sammy Grimes [/QUOTE]
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