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I'm done with 3.5
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<blockquote data-quote="ShadowX" data-source="post: 3585027" data-attributes="member: 3720"><p>I will echo the sentiment that blaming 3rd edition for a rules bloat is quite puzzling. People seem to forget that RPGs are not like other games that require you play within the rules. The game in RPG is the actual role-playing and 3rd edition is just one method to graft mechanics onto that game. You have the final choice on which system or variation of a system you want to use. Asking WotC or 3rd party publishers to stop publishing more material because you think there is enough is like asking farmers to stop growing food because we already have enough and it's just lowering the market price. There may be a surfeit of supplements for 3rd edition, but they must turn a profit and that requires publishing books. I suggest you get over needing every supplement ever published, because any non-defunct rule set will eventually run into the same problem.</p><p></p><p>Personally, I think AoO are a rather elegant way to add battlefield control and tactical movement into the game. You need something to discourage rushing to an opponent's rear flank and spice up the combat flavor. If you want something simpler they are among the easiest rules to throw out.</p><p></p><p>I also find character options enhance rather than detract role-playing because now your roleplaying flavor has a mechanical representation. It is all fine and dandy that you are a wizard focusing on necromancy, but it is much cooler to take a dread necromancer and receive some abilities that differentiate yourself from a run-of-the-mill wizard. Then again, I don't find this any added rules burden because I only need to know a small subset of player options at any given time. None of these "splat" books actually add anything but slight modifications of the rules and only if that actual character option is in play. So each player should know his own capabilities and maybe a passing familiarity with his fellows'. DMs have it a little harder having to be versed in all of their players' characters and monsters, but again you don't actually have to memorize this stuff.</p></blockquote><p></p>
[QUOTE="ShadowX, post: 3585027, member: 3720"] I will echo the sentiment that blaming 3rd edition for a rules bloat is quite puzzling. People seem to forget that RPGs are not like other games that require you play within the rules. The game in RPG is the actual role-playing and 3rd edition is just one method to graft mechanics onto that game. You have the final choice on which system or variation of a system you want to use. Asking WotC or 3rd party publishers to stop publishing more material because you think there is enough is like asking farmers to stop growing food because we already have enough and it's just lowering the market price. There may be a surfeit of supplements for 3rd edition, but they must turn a profit and that requires publishing books. I suggest you get over needing every supplement ever published, because any non-defunct rule set will eventually run into the same problem. Personally, I think AoO are a rather elegant way to add battlefield control and tactical movement into the game. You need something to discourage rushing to an opponent's rear flank and spice up the combat flavor. If you want something simpler they are among the easiest rules to throw out. I also find character options enhance rather than detract role-playing because now your roleplaying flavor has a mechanical representation. It is all fine and dandy that you are a wizard focusing on necromancy, but it is much cooler to take a dread necromancer and receive some abilities that differentiate yourself from a run-of-the-mill wizard. Then again, I don't find this any added rules burden because I only need to know a small subset of player options at any given time. None of these "splat" books actually add anything but slight modifications of the rules and only if that actual character option is in play. So each player should know his own capabilities and maybe a passing familiarity with his fellows'. DMs have it a little harder having to be versed in all of their players' characters and monsters, but again you don't actually have to memorize this stuff. [/QUOTE]
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