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Is D&D too complicated?
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<blockquote data-quote="kamosa" data-source="post: 1578372" data-attributes="member: 1037"><p>Nice post, I think this summerizes what I believe as well.</p><p></p><p>The main problem I have is that I find the rules in 3E much harder to improvise around than in previous additions. This is because every ability and rule is so intertwined that it is really hard to start hacking off the parts of the system you don't want to play with.</p><p></p><p>Example IMHO, the improved fighter feats are broken. I don't think improved grapple and great cleave and improved trip add much to the game and represent a fairly serious imbalance within the parties I've seen. Hey, it's just my opinion, but one that is shared by most of the people in my group.</p><p></p><p>So, we decide to take them out. Now we have to balance out how the fighter class is balanced because now all of it's extra feats have no where to go. So, now we are balancing the classes as well as removing things we don't want to play with. After much negotiation we decide that the fighter gets some bonuses in other places. </p><p></p><p>Now we start to play and I come across a monster with Improved Trip. Doesn't seem fair to leave this in for every monster if we took it out for the players, so we start twinking with the monster feats to make them fair for the players. Blah, now I am balancing out monsters, classes, and feats.</p><p></p><p>Then my mage casts something like Evards Black Tentacles... we read the description and it is making opposed grapple checks.... which we took out. Ack, now I have to redo the spells....Ackkkk</p><p></p><p></p><p>It just seems like the system is well designed to pile stuff on to it, but poorly designed to take stuff out of. Unlike 1E and 2E where you could easily ignore much of the extra rules, 3E makes you play with them. For some this is no problem, but for other groups this represents a substantial increase in the number and scope of the base rules used.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1578372, member: 1037"] Nice post, I think this summerizes what I believe as well. The main problem I have is that I find the rules in 3E much harder to improvise around than in previous additions. This is because every ability and rule is so intertwined that it is really hard to start hacking off the parts of the system you don't want to play with. Example IMHO, the improved fighter feats are broken. I don't think improved grapple and great cleave and improved trip add much to the game and represent a fairly serious imbalance within the parties I've seen. Hey, it's just my opinion, but one that is shared by most of the people in my group. So, we decide to take them out. Now we have to balance out how the fighter class is balanced because now all of it's extra feats have no where to go. So, now we are balancing the classes as well as removing things we don't want to play with. After much negotiation we decide that the fighter gets some bonuses in other places. Now we start to play and I come across a monster with Improved Trip. Doesn't seem fair to leave this in for every monster if we took it out for the players, so we start twinking with the monster feats to make them fair for the players. Blah, now I am balancing out monsters, classes, and feats. Then my mage casts something like Evards Black Tentacles... we read the description and it is making opposed grapple checks.... which we took out. Ack, now I have to redo the spells....Ackkkk It just seems like the system is well designed to pile stuff on to it, but poorly designed to take stuff out of. Unlike 1E and 2E where you could easily ignore much of the extra rules, 3E makes you play with them. For some this is no problem, but for other groups this represents a substantial increase in the number and scope of the base rules used. [/QUOTE]
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