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*TTRPGs General
Is 3rd edition too "quantitative"
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<blockquote data-quote="der_kluge" data-source="post: 1972140" data-attributes="member: 945"><p>A couple of posts that I've read recently made me pause to consider whether what people have come to dislike about 3rd edition is the overall level of "quantitativeness" engrained into the system.</p><p></p><p>Consider these two posts:</p><p><a href="http://www.enworld.org/forums/showpost.php?p=1970475&postcount=9" target="_blank">http://www.enworld.org/forums/showpost.php?p=1970475&postcount=9</a></p><p><a href="http://www.enworld.org/forums/showpost.php?p=1971784&postcount=18" target="_blank">http://www.enworld.org/forums/showpost.php?p=1971784&postcount=18</a></p><p></p><p>Both of these are attempts (quite imaginatively, I might add, which is the subject for a post which I will create shortly) to remove the quantitative aspect of the game with a more qualitative one. To me, and I think I'm not alone here, 3rd edition has boiled down into a numbers game, and has completely removed many of the fluff aspects of the game. Take magic item creation, it's boiled down into costs. To make a magic sword, simply spend 2,000gp. We all know there is more to it than that, but it's not really belabored in the rules. There are just tables which say "here are the costs, you supply the imagination". In second edition they removed the class level names, which I saw a thread on here recently from someone lamenting about. I don't remember the names myself, since I only played 1e very briefly, but instead of saying "I'm a third level rogue", you could say "I'm a cat burglar". Very clever. As a writer, I'm often frustrated by the lack of qualitative ways to describe a spell level, or a class level, or a weapon strength. For example, I struggled recently a while back to describe how a king had hired one group of adventurers who were unsuccessful, but had to hire a "higher level" group in order to get the job done. There wasn't a real easy way to say that other than to say "a more experience group", which wasn't very colorful.</p><p></p><p>Anyone else noticed this, aside from Diaglo?</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1972140, member: 945"] A couple of posts that I've read recently made me pause to consider whether what people have come to dislike about 3rd edition is the overall level of "quantitativeness" engrained into the system. Consider these two posts: [url]http://www.enworld.org/forums/showpost.php?p=1970475&postcount=9[/url] [url]http://www.enworld.org/forums/showpost.php?p=1971784&postcount=18[/url] Both of these are attempts (quite imaginatively, I might add, which is the subject for a post which I will create shortly) to remove the quantitative aspect of the game with a more qualitative one. To me, and I think I'm not alone here, 3rd edition has boiled down into a numbers game, and has completely removed many of the fluff aspects of the game. Take magic item creation, it's boiled down into costs. To make a magic sword, simply spend 2,000gp. We all know there is more to it than that, but it's not really belabored in the rules. There are just tables which say "here are the costs, you supply the imagination". In second edition they removed the class level names, which I saw a thread on here recently from someone lamenting about. I don't remember the names myself, since I only played 1e very briefly, but instead of saying "I'm a third level rogue", you could say "I'm a cat burglar". Very clever. As a writer, I'm often frustrated by the lack of qualitative ways to describe a spell level, or a class level, or a weapon strength. For example, I struggled recently a while back to describe how a king had hired one group of adventurers who were unsuccessful, but had to hire a "higher level" group in order to get the job done. There wasn't a real easy way to say that other than to say "a more experience group", which wasn't very colorful. Anyone else noticed this, aside from Diaglo? [/QUOTE]
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