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Is D&D getting too powerful?
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<blockquote data-quote="William Ronald" data-source="post: 821632" data-attributes="member: 426"><p>While I agree that characters in D&D 3.0 are more powerful in general than those of previous editions, the system is more flexible as a whole.</p><p></p><p>DMs can more easily create alternate experience point systems. </p><p></p><p> </p><p></p><p>Well spoken and passionately spoken. I can at least follow how something works even if I don't always agree with how something works in 3E.</p><p></p><p>Multiclassing made little sense, as I could not think of a reason why a human could not multi class but an elf could. I do agree that some of the combinations in previous editions did lose something. It remains to be seen how D&D 3.5 will address that issue.</p><p></p><p>Level limits and class/race restrictions are something that I disliked from 1st edition. So, why would a character who lives for centuries and is capable of learning like a human being be unable to equal a human being's achievement in magics.</p><p></p><p>Similar, the races are now more balanced as a whole. I regularly see more non human characters than I did in the past. (Elves have been balanced much better than in 2nd Edition, but the art work could be better.)</p><p></p><p>Skills, feats, and the multiclassing rules now make it easier to further define characters. I have found it easier to make different character concepts with the current rules than the kits of 2nd Edition. (The kits often "balanced" a mechanical in game bonus with a "role playing" penalty. This did not often work as the designers thought, from my perspective.)</p><p></p><p>The experience point tables from 2nd Edition did not always make sense. Thieves getting credit for gaining gold did not make sense if other characters could not gain experience points by doing such things as casting spells.</p><p></p><p>So, I find D&D 3.0 easier to adapt and adjust. I do have a few grumbles, such as the strong reliance on magic items as opposed to more internal abilities. (Possibly the non spell casters could have gained abilities or feats to help better balance them against spell casters.) However, there is more of a sense that DMs and players have choices. I prefer choices to a set of rules that are dictated to me and were often limiting.</p><p></p><p>No game is perfect, but I consider the current edition an improvement over past ones in many ways. (I doubt WotC will want to introduce 4th Edition any time soon,as there would be a bit of an uproar from gamers having just bought the 3.5 books or downloaded the revised SRD.)</p><p></p><p>In the end, I think any game is what we make of it.</p><p></p><p>(If anyone wants to talk about confusing rules, just remember the 1st edition rules for grappling, wrestling, and pummeling and then recall the psionics attack resolution system in the DMG. Now, THOSE rules were confusing and a true horror to follow.)</p></blockquote><p></p>
[QUOTE="William Ronald, post: 821632, member: 426"] While I agree that characters in D&D 3.0 are more powerful in general than those of previous editions, the system is more flexible as a whole. DMs can more easily create alternate experience point systems. Well spoken and passionately spoken. I can at least follow how something works even if I don't always agree with how something works in 3E. Multiclassing made little sense, as I could not think of a reason why a human could not multi class but an elf could. I do agree that some of the combinations in previous editions did lose something. It remains to be seen how D&D 3.5 will address that issue. Level limits and class/race restrictions are something that I disliked from 1st edition. So, why would a character who lives for centuries and is capable of learning like a human being be unable to equal a human being's achievement in magics. Similar, the races are now more balanced as a whole. I regularly see more non human characters than I did in the past. (Elves have been balanced much better than in 2nd Edition, but the art work could be better.) Skills, feats, and the multiclassing rules now make it easier to further define characters. I have found it easier to make different character concepts with the current rules than the kits of 2nd Edition. (The kits often "balanced" a mechanical in game bonus with a "role playing" penalty. This did not often work as the designers thought, from my perspective.) The experience point tables from 2nd Edition did not always make sense. Thieves getting credit for gaining gold did not make sense if other characters could not gain experience points by doing such things as casting spells. So, I find D&D 3.0 easier to adapt and adjust. I do have a few grumbles, such as the strong reliance on magic items as opposed to more internal abilities. (Possibly the non spell casters could have gained abilities or feats to help better balance them against spell casters.) However, there is more of a sense that DMs and players have choices. I prefer choices to a set of rules that are dictated to me and were often limiting. No game is perfect, but I consider the current edition an improvement over past ones in many ways. (I doubt WotC will want to introduce 4th Edition any time soon,as there would be a bit of an uproar from gamers having just bought the 3.5 books or downloaded the revised SRD.) In the end, I think any game is what we make of it. (If anyone wants to talk about confusing rules, just remember the 1st edition rules for grappling, wrestling, and pummeling and then recall the psionics attack resolution system in the DMG. Now, THOSE rules were confusing and a true horror to follow.) [/QUOTE]
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