twofalls
DM Beadle
3.x makes the game less lethal
As a GM who has experienced each edition of the game, I'd say that 3.x is less lethal than the earlier versions only because the CR system (which is far from perfect) gives less experienced GM's a guideline by which they can measure what a party of adventurers can handle. There is a learning curve to the skill of evaluating what your party can deal with in terms of combat encounters. I personally prefer fewer and much more lethal combats than the CR system suggests. My sessions typically feature one combat where the combined total CR of the creatures involved (if I bothered) would probably be 2-3 higher than the average level of the PC's. My players fear combat and do their level best to avoid it. I prefer it this way, and I've had tremendous success simply evaluating their strengths and providing appropriate challenges.
New GM's without this experience are less likely to TPK because they have clearer guidelines in 3.x. Between OD&D to 2eD&D this was not the case. Not to mention that 3.x characters have a higher power curve than earlier editions of the game.
Edit: Wolf70 makes some great points about the evolution of storytelling. The desire to keep PC's around for a continous storyline is definatly present in my games. As my players and I have matured what we want from our game has most certainly changed quite a bit.
As a GM who has experienced each edition of the game, I'd say that 3.x is less lethal than the earlier versions only because the CR system (which is far from perfect) gives less experienced GM's a guideline by which they can measure what a party of adventurers can handle. There is a learning curve to the skill of evaluating what your party can deal with in terms of combat encounters. I personally prefer fewer and much more lethal combats than the CR system suggests. My sessions typically feature one combat where the combined total CR of the creatures involved (if I bothered) would probably be 2-3 higher than the average level of the PC's. My players fear combat and do their level best to avoid it. I prefer it this way, and I've had tremendous success simply evaluating their strengths and providing appropriate challenges.
New GM's without this experience are less likely to TPK because they have clearer guidelines in 3.x. Between OD&D to 2eD&D this was not the case. Not to mention that 3.x characters have a higher power curve than earlier editions of the game.
Edit: Wolf70 makes some great points about the evolution of storytelling. The desire to keep PC's around for a continous storyline is definatly present in my games. As my players and I have matured what we want from our game has most certainly changed quite a bit.
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