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Sense of wonder?
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<blockquote data-quote="Belen" data-source="post: 2140857" data-attributes="member: 1405"><p>At it's heart, 3e is a dry, textbook mechanically crunchy combat game. The core books are not instilled with the same flavor that categorized previous editions of the game. In 3e, everything is codified. That is both and strength and weakness of the game. </p><p></p><p>Also, 3e just tends to be crunchy. It has an inordinate amount of conditional bonus' and enough minor rules that people have to keep looking at their sheets or paging through the manuals in order to get everything correct. Each time this happens, you loose a connection to the game itself.</p><p></p><p>While, I am not saying that 3e is like Warhammer 40k, it has become far more tactical than ever before. A player has so many options in building a character in 3e: classes, prestige classes, equipment, spells, feats, skills, movement. That can be great for building a mechanically unique character, but does not go so well when creating a character with flavor.</p><p></p><p>I have seen many games where people have "built" a character to 20th before a game has begun. Right there, the player has made a choice that the campaign will not affect him. The events of the game do not matter as much as the mechanics of the character.</p><p></p><p>Core 3e just does not have a lot of flavor built-in to remind people that PCs can be more than mechanics or that the game is more than the tactics. 3e is codified and wherever possible, the mechanics have been reduced to a formula. </p><p></p><p>Thus, a unique sense of wonder is lost.</p><p></p><p>Now, that wonder can be added to the game. It takes a lot of effect on the part of the GM and you need a group that can suspend their disbelief, but it can be done. It was just easier when everything was not a formula and things like spells were not so assured of working so well all the time.</p></blockquote><p></p>
[QUOTE="Belen, post: 2140857, member: 1405"] At it's heart, 3e is a dry, textbook mechanically crunchy combat game. The core books are not instilled with the same flavor that categorized previous editions of the game. In 3e, everything is codified. That is both and strength and weakness of the game. Also, 3e just tends to be crunchy. It has an inordinate amount of conditional bonus' and enough minor rules that people have to keep looking at their sheets or paging through the manuals in order to get everything correct. Each time this happens, you loose a connection to the game itself. While, I am not saying that 3e is like Warhammer 40k, it has become far more tactical than ever before. A player has so many options in building a character in 3e: classes, prestige classes, equipment, spells, feats, skills, movement. That can be great for building a mechanically unique character, but does not go so well when creating a character with flavor. I have seen many games where people have "built" a character to 20th before a game has begun. Right there, the player has made a choice that the campaign will not affect him. The events of the game do not matter as much as the mechanics of the character. Core 3e just does not have a lot of flavor built-in to remind people that PCs can be more than mechanics or that the game is more than the tactics. 3e is codified and wherever possible, the mechanics have been reduced to a formula. Thus, a unique sense of wonder is lost. Now, that wonder can be added to the game. It takes a lot of effect on the part of the GM and you need a group that can suspend their disbelief, but it can be done. It was just easier when everything was not a formula and things like spells were not so assured of working so well all the time. [/QUOTE]
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