tx7321 said:Feats and skills are too ingrained into the system (you can't remove feats from a fighter for instance).
You’d have to drop an awful lot of AD&D1 combat mechanics to fit that in 30 minutes, too. But of course, a fireball or two tossed among stock orcs will shorten the battle time in any edition.You use a combat system streamlined enough that you can resolve a fight between a party of five characters and nine henchmen on one side and twenty-six orcs with a shaman on the other, in about thirty minutes. Realistically this means dropping an awful lot of the 3e combat mechanics.
Raloc said:Indeed. My main point was that the overall "feel" IMO, does not come from any specifics of mechanics, but from the style and capabilties of the players/DM involved, and that the actual "feel" of a D&D game varies less between edition than it does from player to player or DM to DM.
(That is, assuming the game is not rules-centric. Games which tend towards more of the crunchy aspects rather than RP aspects, I guess, would be significantly different since combats play out differently. But in a game where the rules are guidelines (which is my personal style) I don't think this is the case, very much.)
JeffB said:There are alot of things I really like about 3.x. e.g. balancing of classes through the levels, the skill system, feats (as a general idea), the basic mechanics and the inherent "makes sense" attitude they take, etc etc.
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C&C I like, but I feel has gone too far in the opposite direction..more towards a Moldvay/Cook type type of simplification with just a few more classes and spells...though thematically I think its on the right track.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.