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Misconceptions about 3.5...Answers
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<blockquote data-quote="Garnfellow" data-source="post: 4618092" data-attributes="member: 1223"><p>I think some people are missing the key point of the O.P. by focusing on optional/core distinction, which is really just a red herring.</p><p></p><p>There are several fundamental problems with the core 3.x rules that can be fixed with a few relatively simple patches from optional sources.</p><p></p><p>For me, here is the key point at the heart of the O.P.: none of these problems require a radical restructure of the entire core rules in order to be fixed.</p><p></p><p>I think the misconception isn't whether or not these issues are problems with the core rules as written (they are real problems, period), but whether or not the core needed to be completely rewritten to solve these problems (it didn't).</p><p></p><p>I think there is one (and really only one) significant issue with 3.x that could only be fixed with a major rewrite of the system: high level play. The fundamental math just starts to break down at that point. Now, you could do lots of thing to make the situation a bit easier, and with patches maybe you could push the breaking point out a couple of levels. But I couldn't really see it being solved without fundamentally changing the base attack and save progressions.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 4618092, member: 1223"] I think some people are missing the key point of the O.P. by focusing on optional/core distinction, which is really just a red herring. There are several fundamental problems with the core 3.x rules that can be fixed with a few relatively simple patches from optional sources. For me, here is the key point at the heart of the O.P.: none of these problems require a radical restructure of the entire core rules in order to be fixed. I think the misconception isn't whether or not these issues are problems with the core rules as written (they are real problems, period), but whether or not the core needed to be completely rewritten to solve these problems (it didn't). I think there is one (and really only one) significant issue with 3.x that could only be fixed with a major rewrite of the system: high level play. The fundamental math just starts to break down at that point. Now, you could do lots of thing to make the situation a bit easier, and with patches maybe you could push the breaking point out a couple of levels. But I couldn't really see it being solved without fundamentally changing the base attack and save progressions. [/QUOTE]
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