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<blockquote data-quote="AbdulAlhazred" data-source="post: 5693082" data-attributes="member: 82106"><p>There were a lot of other flaws in 3e unfortunately. It seems to me it took some of the weakest elements of 2e and just made them central parts of the system, and then on top of that removed any number of limiting factors on casters.</p><p></p><p>The skill system was really no more than a tweak of the 2e NWP system and contained all of the already well-known flaws of that system, and made them worse by moving many more key adventuring abilities under this already heavily flawed system. </p><p></p><p>Numerous classes of spells, buffs and meta-magic were drastically overpowered, to the point where a bunch of them were actually nerfed in 3.5, even though ironically they made other changes that actually made things worse. </p><p></p><p>Druids were just outright borked OP. You didn't even need to play the class to figure that out. It was plain to see on day one. Clerics were perhaps slightly less obvious but it was pretty plain there were problems there too.</p><p></p><p>The MCing system was again clearly borked from day one. It was totally vulnerable to cherry-picking and never worked in a way that really added to the game. Instead it just rewarded whomever could number-crunch through the thing and come up with the most exploitative class/level combinations. </p><p></p><p>All IMHO, but 3e had really serious flaws that should never ever have seen print at all. Yes, if you manhandled the thing sufficiently you could get it to hold together for a few levels, but the rules system absolutely worked against you and effectively it only ever really worked if you had players that were willing to play in certain non-optimal ways and/or a DM that beat them with a stick on a regular basis. </p><p></p><p>There were some nice features of 3e, the reworking of saves and just generally moving mechanics to a standardized d20 mechanic, but that was vastly overshadowed by the problems. And I'd note that 4e kept these advances and improved on them, reimagined the skill system in a workable fashion, and generally created a much more workable way to combine features from different classes that avoids most of the 3.x MCing issues. There are aspects of 4e design that are certainly a matter of taste and play style, but in game systems terms 4e succeeded where 3e failed. I don't think WotC owes it to anyone to go backwards, 3e has very little to say to 4e at this point.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5693082, member: 82106"] There were a lot of other flaws in 3e unfortunately. It seems to me it took some of the weakest elements of 2e and just made them central parts of the system, and then on top of that removed any number of limiting factors on casters. The skill system was really no more than a tweak of the 2e NWP system and contained all of the already well-known flaws of that system, and made them worse by moving many more key adventuring abilities under this already heavily flawed system. Numerous classes of spells, buffs and meta-magic were drastically overpowered, to the point where a bunch of them were actually nerfed in 3.5, even though ironically they made other changes that actually made things worse. Druids were just outright borked OP. You didn't even need to play the class to figure that out. It was plain to see on day one. Clerics were perhaps slightly less obvious but it was pretty plain there were problems there too. The MCing system was again clearly borked from day one. It was totally vulnerable to cherry-picking and never worked in a way that really added to the game. Instead it just rewarded whomever could number-crunch through the thing and come up with the most exploitative class/level combinations. All IMHO, but 3e had really serious flaws that should never ever have seen print at all. Yes, if you manhandled the thing sufficiently you could get it to hold together for a few levels, but the rules system absolutely worked against you and effectively it only ever really worked if you had players that were willing to play in certain non-optimal ways and/or a DM that beat them with a stick on a regular basis. There were some nice features of 3e, the reworking of saves and just generally moving mechanics to a standardized d20 mechanic, but that was vastly overshadowed by the problems. And I'd note that 4e kept these advances and improved on them, reimagined the skill system in a workable fashion, and generally created a much more workable way to combine features from different classes that avoids most of the 3.x MCing issues. There are aspects of 4e design that are certainly a matter of taste and play style, but in game systems terms 4e succeeded where 3e failed. I don't think WotC owes it to anyone to go backwards, 3e has very little to say to 4e at this point. [/QUOTE]
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