Is 3rd edition too "quantitative"

BryonD said:
I see the flavor text directly reflected into the mechanics in AU distinctly moreso than in D&D. It is that simple.

Berandor, whom I was discussing this with, agreed that AU focused his inspiration and said that D&D left "to much 'freedom'". (See post 58) We agree on the relative focus of AU vs D&D. We just disagree on the merit therein. I offer no challenge to the validity of his preference and noted no challenge from him on mine.

Berandor's comment was fairly typical of what I have read from fans of AU. So if you don't see the difference, then you simply are not seeing something that many other people do see. It doesn't really matter. If you are happy with AU then great. It is a shades of grey issue and I'm not asking anyone to prefer the same shade as me. But if you are honestly suggesting that someone else isn't permitted to see a certain shade just because you don't see it, then that is just silly.

Bryon: I do not disagree with you about AU. However, the core D&D context is just as restrictive as the core precepts for AU. Either game can be used as the default setting or concept, but they both grant flavor in a different way.

When I write a new homebrew, the first thing I change about core D&D are the races. I develop new races and new mechanics for those races that will fit the context of the homebrew world. The standard D&D races are heavily stereotyped. You cannot use them without adopting the stereotyped context. So if you want something different, then it really needs to be changed.

D&D and AU both have mechanics that support a certain type of play and a certain context for the game. You cannot really argue that one grants more freedom than the other.

You're just used to the core D&D concept.
 

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Turjan said:
Well, even with that exception, I think the original statement about the power creep in 3E is true.

The elven Ftr/MU in 1e (even pre-UA, post UA is even worse) wasn't an exception. Any multiclass combination in 1e was out of control overpowered (even compared to the most twinked out 3e character), and the dual class rules were even worse. In many ways, the elven Ftr/MU was one of the gentlest exploits for the system.

2E had a much wider level range for characters where it still made sense to use them together (or as opponents). 3E is much more balanced than 2E, that's correct. But on the other hand, 3E needs much more balance, or the game will break.

3e has more balance. 1e/2e had Ftr/Cleric/MUs, Druid/Rangers, Cavaliers, and super-powered drow.
 

BelenUmeria said:
The standard D&D races are heavily stereotyped. You cannot use them without adopting the stereotyped context. So if you want something different, then it really needs to be changed.

Sorry, but this is patently false. In my current homebrew the major race of elves is based on Egyptian archetype. I have another race of elves (that are admittedly tweaked a little, so as to differentiate from the Egypt style). I also use fairly straight D&D wood elves in all their stereotypical glory. But the High Elves of the core book are completely stripped of their sterotype nature without any mechanical changes needed.

D&D and AU both have mechanics that support a certain type of play and a certain context for the game. You cannot really argue that one grants more freedom than the other.

Sure I can, will and do. Because it is true.

You're just used to the core D&D concept.

Hmm, you just failed your final in "Things Bryon Is Used To".
I use standard D&D archetypes fairly regularly, but I abandon them more often than not.
 

Storm Raven said:
3e has more balance. 1e/2e had Ftr/Cleric/MUs, Druid/Rangers, Cavaliers, and super-powered drow.
I do not disagree. In fact, I said exactly the same: "3E is much more balanced than 2E, that's correct." My point was that 3E is much more in need for that balance, because the power difference between levels is much larger. 2E is more forgiving in that point.
 

BryonD said:
Sorry, but this is patently false. In my current homebrew the major race of elves is based on Egyptian archetype. I have another race of elves (that are admittedly tweaked a little, so as to differentiate from the Egypt style). I also use fairly straight D&D wood elves in all their stereotypical glory. But the High Elves of the core book are completely stripped of their sterotype nature without any mechanical changes needed.
Somehow, you failed to show which mechanical changes are needed to include AU giants in any generic fantasy game. If you are not able to show that, your whole argumentation gets void.
 

BryonD said:
Hmm, you just failed your final in "Things Bryon Is Used To".
I use standard D&D archetypes fairly regularly, but I abandon them more often than not.

And what I am saying is that the AU races fluff/context can be changed to fit the same styles at the DnD races.

You're just being stubborn, dude. :p
 

Turjan said:
I do not disagree. In fact, I said exactly the same: "3E is much more balanced than 2E, that's correct." My point was that 3E is much more in need for that balance, because the power difference between levels is much larger. 2E is more forgiving in that point.

But that wasn't the point that I was discussing. It has been alleged that any 3e character would wipe the floor with any equivalently "experienced" 1e or 2e character. I think this is simply false. Multiclassed or dual classed characters in 1e and 2e were orders of magnitude more powerful than 3e characters could ever hope to be.
 

Storm Raven said:
But that wasn't the point that I was discussing. It has been alleged that any 3e character would wipe the floor with any equivalently "experienced" 1e or 2e character. I think this is simply false. Multiclassed or dual classed characters in 1e and 2e were orders of magnitude more powerful than 3e characters could ever hope to be.
Okay, I see the point you want to make. I agree that in 2E (cannot speak for 1E) a multiclassed character was more powerful at low levels, though in my experience he seriously sucked at higher levels (too vulnerable). I also agree that dual classed characters, after their "hiding period", were the complete power houses. However, I still do not see that high-powered 2E characters had that complete domination that high level 3E characters have, which are basically invulnerable by opponents that are just a few levels below.

Anyway, I'm definitely not in the "2E was better than 3E" camp, because I don't think that this is true. I'm just not very happy with some of the scaling features of 3E, which make balance more or less a must as compared to a desirable feature.
 

woodelf said:
Please identify the "opportunities" that i am mislabeling as liabilities, and the "restrictions" that i have misidentified as freedoms. Because, honestly, i don't even see how you're applying this analogy/analysis to my argument. Seriously.

Well, you talk about these "repercussions" as some ominous result that will descend on the DM from peeved 3e gods.

The opportunity you are mislabelling is the opportunity to rewrite a mechanic in one place and extend those changes into other places. It is purely optional. You keep speaking of extension as some kind of requirement and therefore automatically a bad thing. It is like saying lakes are bad because I might get the urge to jump in and drown.


That's not at all what i said. I said that, if you choose not to apply consistency it will (1) be very noticable and (2) might have some significant unintended repurcussions. And, contrariwise, a lack of interaction between distinct subsystems means that, even if you totally screw up a subsystem, it won't affect the others, because they simply don't inter-relate.

Which is another way of saying "If you fail to mindlessly extend house rules everywhere logically possible, you are in danger of building up a horrible mess that might some day be as bad as 1e/2e." And this is a problem with 3e? How?

You are also implicitly making a "One True Way To Houserule" argument. Do you realize that?


In other words, lots of variations on the same core. How is that more freedom than lots of variations on half-a-dozen radically different cores? It might not be less (orders of infinity and all that), but how is it more?

That is a fair point, but it is ultimately a subjective judgement which is more useful. I find diversity built on a similar general theme more useful to me than an extremely broad array of unconnected options. If I want radical ideas I have a shelf of other RPGs from which to draw inspiration. YMMV.


Yes. But not without repurcussions. Let's take a simple example: double all skill point allocations, and raise the max skill ranks to level +20. Suddenly, Tumble becomes a super-powerful skill, because the DC to avoid an AoO is based on the attacker's roll, and you've just given the tumbler a potential 10-15pt advantage. Likewise for any other task where a skill interacts with some other mechanic.

First of all, it is a little bizarre to me to consider a big rule change without a clearly stated purpose. Unless you like swinging a sledgehammer blindfolded.

Second of all, this is a bad example because 3e is still perfectly playable if I use your suggestions as is. Losing AoOs from movement actually simplifies things in a way that some people prefer. IMO, these changes would not be the best match for classic FRP campaigns, but it might make sense for a swashbuckling pirate game FREX. 3e is actually quite robust.

Third of all, it is trivial to come up with similar sized changes that "break" 1e/2e if the DM does not think through the repurcussions. The simplest example would be a low wealth campaign where the DM does not think through what happens to a party that fights a magical creature without any magical weapons.


Huh? Didn't you just apply a sensible analogy exactly backwards? How does a codified system give you more freedom than a lack of system? I can accept a claim that it gives no less--but how does it give more? More specifically, i fail to see how you can analogize, of the two systems (AD&D2, D&D3E), AD&D to either "freedom from opportunity" or a prison cell. I'm not sure i'd use that analogy for either system, but surely, if anything, the system with greater codification is the one more deserving of that analogy.

I was unclear.

1e/2e carves up mechanics and stuffs them into secure little pens. The advantage, as you state it, is that the walls are built tall enough there is no point in considering what happens in other cells. Nothing can leak out. Anything that escapes will wither and die if it wanders into a foreign cell. And the hard work done to renovate one location are of no value anywhere else. This is the state of affairs where you feel the most free to make rules changes.

3e also carves up mechanics into pens. The big difference is that the walls between the cells is as low or high as the DM chooses. If I come up with a Houserule in one place, I can let it escape and fraternize with the rest of the system if I choose to. Or I can keep that can keep an impolite little houserule locked up in its cell -- I make the cell walls high by DM fiat. Or I can let it have visiting hours with a handpicked number of other mechanics. The key point is that the cell walls are as high or as low as I want them to be.

The bottom line: You seem to be arguing that the fell demons Repercussion and Consistency will not allow me to keep unruly 3e houserules in a cell or cells of my choosing. And if I tempt their wrath, I will be horribly cursed with a game that might slightly resemble the hodgepdge that is 1e/2e.

The peculiar thing is you seem to believe that this is a weakness of 3e, when it really is a backhanded compliment against 1e/2e.
 

Storm Raven said:
But that wasn't the point that I was discussing. It has been alleged that any 3e character would wipe the floor with any equivalently "experienced" 1e or 2e character. I think this is simply false. Multiclassed or dual classed characters in 1e and 2e were orders of magnitude more powerful than 3e characters could ever hope to be.


I do not think these kinds of comparisons are helpful. HPs scale very differently in 3e. As do saving throws.
 

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