I've finally figured out why 3rd edition bugs me

Mark_Aurel said:
Divorcing the rules from flavor text makes it a lot easier to adapt said rules to different settings, as you get a minimum of preconceived notions of how to apply them or how things 'should' be.
I disagree--if what you want to do doesn't match the crunch, the amount of effort required to adapt them to your setting is the same irrespective of the presence or absence of flavor text. If you *like* the existing flavor text, you win, but if you don't like it you're no worse off than if it wasn't there.

Of course, there's still flavor in 3e; the illustrations certainly hint at a specific D&D-ish genre, and even that might be too much for some.
Well, for me, it's not that the illos are "too much" flavor--it's that they're such a jarring change from the feel i got from all previous editions of D&D. It's probably much more familiar/comfortable to those who play computer games.
 

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woodelf said:
Well, for me, it's not that the illos are "too much" flavor--it's that they're such a jarring change from the feel i got from all previous editions of D&D. It's probably much more familiar/comfortable to those who play computer games.
The illustrations are more familiar to those who play computer games??? Huh? Your Freudian slip is showing: I think what you mean here is that you think 3E is only good for computer GAMERZ who want the PHAT LEWT.

This thread was so interesting until this point, before which there were intelligent, reasoned replies from both sides, instead of name-calling (albeit subtle i.e. passive-aggressive name-calling in this case).
 

Ulorian said:
The illustrations are more familiar to those who play computer games??? Huh? Your Freudian slip is showing: I think what you mean here is that you think 3E is only good for computer GAMERZ who want the PHAT LEWT.

This thread was so interesting until this point, before which there were intelligent, reasoned replies from both sides, instead of name-calling (albeit subtle i.e. passive-aggressive name-calling in this case).

And I think interpretation can go a bit too far, too, sometimes. Woodelf only remarked that the illustrations of D&D 3E are more kin to those found in newer fantasy computer games, and less to those found in older editions of D&D, or other FRPGs. And he is completely justified to speak his opinion, right? :)
Nobody's throwing stones, so stop behaving like you've been hit and cease your barking. ;)
 

Creamsteak said:
Every time I read the words, "inject flavor" I picture a turkey being basted. And this thread keeps on saying it and saying it, and now I'm hungry.

Then you need Cajun Injector Injectable Marinade! The only Marinade endorsed by Dee Snider! :D



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As for flavor in 3E, I add it directly in proportion to how much my players want it. Some like role-playing out a tense scene, or roleplay the search for components to make a magic item; some just want to "make a transaction" and be done with it. Some just want me to wake them when the combat starts. I try to play to each one of their strengths, so that every one has a moment to shine. But 3E does allow me to customize the "flavor" I give without compromizing the game system. I did it with 2E too, but with 3E I have so many more tools available to do this with!
 

fanboy2000 said:
Building faiths and pantheons is what the first two chapters are all about. What do you find wrong with them? Rules for clerics were beyond the scope of the book. WotC and 3rd parties publish lots of books on clerics and relatively few on faiths. Tailoring spell lists for specific deities smacks, to me, of the typical "you're a cleric therefore you have more role-playing restrictions because you worship a deity." Let players decide how their characters should best worship their deities." That's the kind of advice I don't need. Once a book goes into vestments, I fall asleep. /QUOTE]

Well, when I run or participate in a campaign setting, I don't want it to feel like Joe's generic game down the street where the GH or our own world deities are simply grabbed from the PHB (or DDG) and every deity's cleric wears heavy or medium armor, has the same base spell list with the only real differences (other than the personality being roleplayed) is pretty much the clerics domains, holy symbol and perhaps favored weapon.

If I am playing in a Greyhawk or Forgotten Realms realms campaign, I want as much "fluff" about that campaign world as possible so that I have a feel for the setting as the designers imagined it. Similarly, when it comes to using real world deities in a setting, I prefer they be saved for products like Arabian Adventures, 2e Celts or 2e Vikings (either that or the DM actually spend time researching those cultures and creating cultures analagous to the culture from which real world deities are drawn from including tailoring classes to capture the feel). If a DM doesn't feel they need the fluff, because they cand add it themselves, I, as a player, would prefer the DM spend that energy and create their own homebrew setting (complete with unique deities, etc. for the players, because I would find such a campaign very rewarding to play within.

As for tailored spell lists, I could take your "Tailoring spell lists for specific deities smacks, to me, of the typical 'you're a cleric therefore you have more role-playing restrictions because you worship a deity.' " and say that your preference smacks of I am a player I must have as much as power as possible.
In my view, tailored lists have several benefits. First, it ensures that only spells that capture the feel of the setting are included. Second, it reinforces the DND cleric's dedication to promoting a single deity.

Why, would anyone want to dedicate themselves to promoting a specific deity, if any deity can grant any cleric spell regardless of the deitiy's appropriate portfolio. More importantly, why under a system where clerics dedicate themselves to promoting a single deity, would any deity grant mid to high level spells from thier portfolio to someone promoting another deity let alone one directly opposed to their own portfolio. For the sake of simplicity, I'll except the 2e arguement that deities could care less about what priest requests low level spells. However, it makes sense for a deity to withhold mid to high level spells from any cleric except as a reward to those individuals dedicated to promoting the deity and their ideals-- tailored spell lists ensures that each deity is respected for what they can offer (or inflict upon) mortals and their power be truly reflected by the benefits they grant upon those active on their behalf.
 
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Ridley's Cohort said:
I do not doubt such GM exists, but they are rare birds and do not representative of the needs of the gaming community as a whole.

Which is why 3e is the way it is--to serve the largest numbers of DM's the best.
 

Geron Raveneye said:
And I think interpretation can go a bit too far, too, sometimes. Woodelf only remarked that the illustrations of D&D 3E are more kin to those found in newer fantasy computer games, and less to those found in older editions of D&D, or other FRPGs.
They are? How are illustrations in computer games different from illustrations in D&D and other FRPGs? And how do the illustrations in D&D appeal to computer gamers in particular?

It is common on these and similar boards to use 'computer gamers' as an invective, similarly to how 'munchkin', 'roll player', etc. are used. So when I see the term 'computer gamer' slipped into a sentence with no other context, in a thread about how 3E has no roleplaying appeal, and given how many criticize those who enjoy 3E as slack-jawed buffoons with no attention span, I drew a reasonable conclusion.

Having said that, I wrote the original post when I was in a pretty cranky mood, so apologies to woodelf for the harshness.

Geron Raveneye said:
And he is completely justified to speak his opinion, right? :)
As am I.
Geron Raveneye said:
Nobody's throwing stones, so stop behaving like you've been hit and cease your barking. ;)
See, now that's just rude. And passive-aggressive ;)

Edit:

Okay, my last two posts were 'thread-crapping', as the kids say, so here's something on topic. I agree that the rules in 3E are better than they were in previous editions in part because they are presented 'flavour-free', making them easier to understand. I also agree that the flavour text in previous editions did help fire the imagination. I wonder if we would get the best of both worlds if chapter introductions and in-chapter examples in the PHB and DMG were as exciting flavourwise as previous editions while the actual rules text was presented as it is now.
 
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"My campaign is high cheese meets grim'n'gritty kitchen sink. What's yours?"

"Large gin, thanks."

"No. How would you describe the flavour of your campaign?"

"Oh. I don't like to use the word 'flavour' to describe my creations. It seems a little too glib, shorthand for an idea I'm too lazy to identify."

"Really? What word would you have used then, instead of 'flavour'?"

"Well, I'd have said, 'colour'. My campaigns are colourful. You see, to me, 'colourful' is a much more elegant adjective than 'flavoursome'."

"Right, so how would you decribe the colour of your campaign?"

"Mmm. Red."

"Yeah?"

"Oh yeah. Red rocks."

I blame Czech beer. I also submit that, for any edition of the rules you read after your first, in order for the newer edition's copy to inspire you as much as the first edition's did, it must be significantly better written than the copy that grabbed you in the first place.
 
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You know, if Czech beer were sufficiently common in my life to be seriously considered responsible for anything, that would be a good thing.

As it is, I blame Big Rock. I don't feel bad about that.
 

Ranes said:
I don't think so.

I just made the point that the gearhead approach encourages my creativity.

Yes, I can see how the "gearhead approach" of 3E might encourage the creativity of certain kinds of DMs -- namely "gearhead" DMs! Some people like to tweak the mechanics of 3E, introduce new variables (feats, combat actions, etc.). This is what being "creative" in D&D means to them. That is perfectly fine for those kinds of DMs and players.

I find toying about with the mechanics of 3E insanely boring. Reading about new feats, prestige classes, and so forth, is also tedious IMO.

Instead, I would rather come up with new cosmologies, histories, cultures, political situations, religious organizations, criminal conspiracies, quirky NPCs, and so forth. I find it easier to pursue these activities in a simpler rules framework.

Ranes said:
I also find that it leads to fewer unintentional consequences.

The more complex the model or system -- i.e. the more variables it includes -- the more likely unintended consequences will be produced by introducing changes to that model or system.

This is isn't necessarily a bad thing, if you like complicated systems, and revising those systems in light of unintended consequences.

Not my cuppa, though. ;)

Ranes said:
Also, I claimed that 3e rules have the quality of consistency. You agree with this and assert that this quality 'encourages creativity and DM innovation'.

Ummm ... yeah, we're not disagreeing on this point. :cool:
 

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