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Immortals Handbook - Godsend
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<blockquote data-quote="Upper_Krust" data-source="post: 4663930" data-attributes="member: 326"><p>Howdy Sulacu dude! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Well Alzrius already gave an answer which covers most of what I would have said.</p><p></p><p>During a gaming session (low level 3.5E) last year where two 'noobs' (to D&D) were being broken in I had an up close and personal opportunity to see the immense flaws of 3E in operation. 3E in general simply has <u>far</u> too much excess baggage. Too many working parts that don't add up to fun. Looking at it now it just feels so bloated.</p><p></p><p>When contrasted against 4E, the difference is incredible. It just disects all the irrelevant nonsense and leaves the cool stuff in. You don't have the same meta-gamey aspect to multiclassing.</p><p></p><p>Now take that greater ease of use and multiply it by a factor of ten for DMs. Putting together balanced encounters (and indeed adventures) is so much easier. Modifying monsters is simplicity itself.</p><p></p><p>Then take how easy it is for DMs and multiply that by a factor of ten for game designers! 4E is so much simpler to designer for, cuts out all the rubbish, but still has the same level of depth to the game (as far as I can see). </p><p></p><p>Then take how easy it is for game designers and ramp that up to a factor of about a thousand for epic/immortal game designers...oh wait, thats just me. By the official rules, 3/3.5E epic is virtually unplayable. Now, I'm not talking about levels in the low 20's here. I mean above that. I had to make a boatload of changes to the official epic rules just to get the thing barely playable! </p><p></p><p>The hard part about 4E is stopping myself from creating too much stuff. I started with the idea of maybe having 12 angels and that section alone could end up with a hundred stat-blocks. </p><p></p><p>When I design monsters I don't want to have to worry about Skills, Feats and Spells/Spell-like Abilities...and now I don't. None of that stuff ever led to unique monsters anyway and in the end it really deflated my enthusiasm for creating stuff. </p><p></p><p>Now, all you determine is Level, Role and the handful of Special Abilities that make that monster unique.</p><p></p><p>What I don't understand is why people still prefer 3/3.5E? I mean to an extent I can understand if you are wary of spending money on new books, thats a valid point. To a lesser extent I guess I can understand that people are sometimes afraid of change. But beyond that I don't see it at all...and I certainly don't see it for epic/immortal* gaming.</p><p></p><p>*Of course I don't have those done yet but I can see it in my head that its going to be far better simply as an extension of whats there already.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 4663930, member: 326"] Howdy Sulacu dude! :) Well Alzrius already gave an answer which covers most of what I would have said. During a gaming session (low level 3.5E) last year where two 'noobs' (to D&D) were being broken in I had an up close and personal opportunity to see the immense flaws of 3E in operation. 3E in general simply has [U]far[/U] too much excess baggage. Too many working parts that don't add up to fun. Looking at it now it just feels so bloated. When contrasted against 4E, the difference is incredible. It just disects all the irrelevant nonsense and leaves the cool stuff in. You don't have the same meta-gamey aspect to multiclassing. Now take that greater ease of use and multiply it by a factor of ten for DMs. Putting together balanced encounters (and indeed adventures) is so much easier. Modifying monsters is simplicity itself. Then take how easy it is for DMs and multiply that by a factor of ten for game designers! 4E is so much simpler to designer for, cuts out all the rubbish, but still has the same level of depth to the game (as far as I can see). Then take how easy it is for game designers and ramp that up to a factor of about a thousand for epic/immortal game designers...oh wait, thats just me. By the official rules, 3/3.5E epic is virtually unplayable. Now, I'm not talking about levels in the low 20's here. I mean above that. I had to make a boatload of changes to the official epic rules just to get the thing barely playable! The hard part about 4E is stopping myself from creating too much stuff. I started with the idea of maybe having 12 angels and that section alone could end up with a hundred stat-blocks. When I design monsters I don't want to have to worry about Skills, Feats and Spells/Spell-like Abilities...and now I don't. None of that stuff ever led to unique monsters anyway and in the end it really deflated my enthusiasm for creating stuff. Now, all you determine is Level, Role and the handful of Special Abilities that make that monster unique. What I don't understand is why people still prefer 3/3.5E? I mean to an extent I can understand if you are wary of spending money on new books, thats a valid point. To a lesser extent I guess I can understand that people are sometimes afraid of change. But beyond that I don't see it at all...and I certainly don't see it for epic/immortal* gaming. *Of course I don't have those done yet but I can see it in my head that its going to be far better simply as an extension of whats there already. [/QUOTE]
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