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Rebutting a fallacy: why I await 5e (without holding my breath)
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<blockquote data-quote="Eric Tolle" data-source="post: 5615975" data-attributes="member: 53859"><p>If 3.X is a simulation game, it's simulating a world that quite basically makes no sense at all. It portrays a pseudo-medieval, pseudo-feudal world, where the largest cities have tens of 18+ level spellcasters. That makes no sense at all, either economically or politically. Based on the RAW, 3.5 D&D worlds should be magically transhumanist, with cheap magical healing, food production, resurrection, and the like. The model should be Star Trek, not Conan. </p><p></p><p>However, the contradictory elements of the worldbuilding are easily ignored, because simulation isn't the goal of 3.X, power gaming is. The world doesn't have to make sense when you have an rpg version of Magic the Gathering. Exactly like MtG, the whole point of 3.X is to gather the right combination of race, template, feat, classes, prestige classes and so on to make a winning killer combo. One just has to take one look at the optimization boards to see that's the case. This is also the real reason that 3.X fans don't care about the weakness of non-casters; they aren't regarded as viable classes in and of themselves, but only as components to dip a few levels into, on the route to an uber combo character.</p><p></p><p>It's really sad that 3.X is about coming up with the most cautiously game-breaking pile of attributes, because ba ask in my day we had a word for that kind of player: munchkin. And where we considered munchkinism to be a bad thing, and harmful to the game, D&D 3.X has embraced munchkin ism and power gaming. Not surprising, since the people the designers listened to were the gamers who complained that their wizards had too many limitations.</p><p></p><p>It's also obvious that Third Edition's emphasis on giving the power gamers their design-based munchkin fantasy has massively hurt the gameplay from fighters that are useless, to arch-mages that are completely untouchable. But until Third Edition fans actually admit to the basic systemic flaws in the design of the game, 4E and the various retro editions is really the only hope for the non-munchkin crowd.</p></blockquote><p></p>
[QUOTE="Eric Tolle, post: 5615975, member: 53859"] If 3.X is a simulation game, it's simulating a world that quite basically makes no sense at all. It portrays a pseudo-medieval, pseudo-feudal world, where the largest cities have tens of 18+ level spellcasters. That makes no sense at all, either economically or politically. Based on the RAW, 3.5 D&D worlds should be magically transhumanist, with cheap magical healing, food production, resurrection, and the like. The model should be Star Trek, not Conan. However, the contradictory elements of the worldbuilding are easily ignored, because simulation isn't the goal of 3.X, power gaming is. The world doesn't have to make sense when you have an rpg version of Magic the Gathering. Exactly like MtG, the whole point of 3.X is to gather the right combination of race, template, feat, classes, prestige classes and so on to make a winning killer combo. One just has to take one look at the optimization boards to see that's the case. This is also the real reason that 3.X fans don't care about the weakness of non-casters; they aren't regarded as viable classes in and of themselves, but only as components to dip a few levels into, on the route to an uber combo character. It's really sad that 3.X is about coming up with the most cautiously game-breaking pile of attributes, because ba ask in my day we had a word for that kind of player: munchkin. And where we considered munchkinism to be a bad thing, and harmful to the game, D&D 3.X has embraced munchkin ism and power gaming. Not surprising, since the people the designers listened to were the gamers who complained that their wizards had too many limitations. It's also obvious that Third Edition's emphasis on giving the power gamers their design-based munchkin fantasy has massively hurt the gameplay from fighters that are useless, to arch-mages that are completely untouchable. But until Third Edition fans actually admit to the basic systemic flaws in the design of the game, 4E and the various retro editions is really the only hope for the non-munchkin crowd. [/QUOTE]
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Rebutting a fallacy: why I await 5e (without holding my breath)
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