Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Is 3rd edition too "quantitative"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jupp" data-source="post: 1993867" data-attributes="member: 20804"><p>To me it is like this:</p><p></p><p>3E is to me like the 2e rulebooks with all the Option/Complete books condensed into one big book. There are not really any optional rules left for the group and the DM to add to the game because the foundation is already in the core rules. All that is left for improvement is adding additional feats, PrCs, skills, whatever. But its not as modular as previous incarnations of D&D. It is also not as flexible when it comes to altering the core rules itself because lots of rules depend or interact with alot of other rules. </p><p></p><p>Pro: Whatever you ask, the core rules have it (almost always). Players and DMs have a common ground on where they can build their game on and there wont be too many discussions about adding or removing optional stuff because everything's there already. You can take your char sheet and go to the next gaming group to continue with your PC without too much tweaking and adjusting.</p><p></p><p>Con: There are so many rules already in the core books that it will be hard for DMs to take away stuff he doesnt really like. This is getting even harder when the DMs starts to alter rules at the foundation of the game. Where in 2e it was not too hard to alter and add/remove tools because the system already was more open and tweaker-friendly in 3E you have many more inter-dependencies of rules that affect each other. Changingn or removing those rules sometimes triggers a chain-reaction that has to be well thought about beforehand. For the players it will be a more complex as well because they have many rules to watch when they play. Bonus/Malus, AoO, Special attacks, yadayadayada. It's a different kind of gaming where the gameplay shifts more to the wargaming side with a lot of number crunching.</p><p></p><p>2e/1e had a core rule book with the bare minimum needed to play. Not too much optional stuff but you were ready to sit down and have an ejoyable session/campaign/whatever. Then there were the optional rulebooks and accessories like "Complete..." or those "Option" books. Players and DMs could choose a bunch of those books and agree upon what should be packed into their game and what had to stay outside.</p><p></p><p>Pro: Building rulesets to your liking by adding optional rules with those books you really wanna have. If you dont want to it wont hurt the game at all.</p><p></p><p>Con: Fragmented rules all over the place. You could not really take you char sheet and just sit down with the next group and continue with your PC without serious char-tweaking beforehand</p><p></p><p></p><p>So to me, essentially the 3E ruleset is a something like 2E core rules + all options. And thats already with the core rulebooks ( not counting all those additional books like the 3.x versions of "complete xxxxxxx" or similar stuff). I once stopped playing 2e because of rules inflation and went out to other rpg systems. When 3E came out and I got the PHB I just had the feeling that I read a 2e rules cyclopedia. Just with the problem that there was no real way to take out all those rules I didnt like. Some months ago our group decided to go back from 3E to 2e sans any optional rules and a handfull of houserules. Since then our game has improved alot, roleplaying wise, because we dont have to think about numbers that much anymore.</p></blockquote><p></p>
[QUOTE="Jupp, post: 1993867, member: 20804"] To me it is like this: 3E is to me like the 2e rulebooks with all the Option/Complete books condensed into one big book. There are not really any optional rules left for the group and the DM to add to the game because the foundation is already in the core rules. All that is left for improvement is adding additional feats, PrCs, skills, whatever. But its not as modular as previous incarnations of D&D. It is also not as flexible when it comes to altering the core rules itself because lots of rules depend or interact with alot of other rules. Pro: Whatever you ask, the core rules have it (almost always). Players and DMs have a common ground on where they can build their game on and there wont be too many discussions about adding or removing optional stuff because everything's there already. You can take your char sheet and go to the next gaming group to continue with your PC without too much tweaking and adjusting. Con: There are so many rules already in the core books that it will be hard for DMs to take away stuff he doesnt really like. This is getting even harder when the DMs starts to alter rules at the foundation of the game. Where in 2e it was not too hard to alter and add/remove tools because the system already was more open and tweaker-friendly in 3E you have many more inter-dependencies of rules that affect each other. Changingn or removing those rules sometimes triggers a chain-reaction that has to be well thought about beforehand. For the players it will be a more complex as well because they have many rules to watch when they play. Bonus/Malus, AoO, Special attacks, yadayadayada. It's a different kind of gaming where the gameplay shifts more to the wargaming side with a lot of number crunching. 2e/1e had a core rule book with the bare minimum needed to play. Not too much optional stuff but you were ready to sit down and have an ejoyable session/campaign/whatever. Then there were the optional rulebooks and accessories like "Complete..." or those "Option" books. Players and DMs could choose a bunch of those books and agree upon what should be packed into their game and what had to stay outside. Pro: Building rulesets to your liking by adding optional rules with those books you really wanna have. If you dont want to it wont hurt the game at all. Con: Fragmented rules all over the place. You could not really take you char sheet and just sit down with the next group and continue with your PC without serious char-tweaking beforehand So to me, essentially the 3E ruleset is a something like 2E core rules + all options. And thats already with the core rulebooks ( not counting all those additional books like the 3.x versions of "complete xxxxxxx" or similar stuff). I once stopped playing 2e because of rules inflation and went out to other rpg systems. When 3E came out and I got the PHB I just had the feeling that I read a 2e rules cyclopedia. Just with the problem that there was no real way to take out all those rules I didnt like. Some months ago our group decided to go back from 3E to 2e sans any optional rules and a handfull of houserules. Since then our game has improved alot, roleplaying wise, because we dont have to think about numbers that much anymore. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is 3rd edition too "quantitative"
Top