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The Culture of Third Edition- Good or Bad?
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<blockquote data-quote="I'm A Banana" data-source="post: 1472777" data-attributes="member: 2067"><p>I'm more in the camp of "the DM should ideally justify his/her arbitrary descisions" and "a DM who nerfs things for unjustified reason is not a DM I'd like to play under." </p><p></p><p>I mean, I *like* weird characted. In 2e I was already pushing the limit with thri-kreen rangers, and allowing monsters into the parties I DMed. 3e has done the most fantastic job I've ever seen of allowing even the most exotic and bizzarre options to be largely balanced (a few tweaks here and there, like the really high LA's in Savage Species). </p><p></p><p>If I play in a campaign that says "no spellcasting classes except for the Adept," I'm going to want to know why. If their reason why is "because we're trying a low-magic game; I've compensated for less magic by using some less lethal hit point rules," I can still be tempted to give it a whirl. If the reason is "because Sorcerers are overpowered, but people wouldn't let me just ban them," I'll say smell ya later.</p><p></p><p>It boils down to "give me a reason. A *good* reason."</p><p></p><p>People will play in games they like. Most people like options. To restrict that, you've gotta give them something meaty to sink their teeth into otherwise.</p><p></p><p>The DS situation shows where people just kind of converted 2e instead of adopting 3e, and putting Dark Sun over the top of it. Pazio fixed that (as I believe they should), and made none of the fans happy (well, I guess, 'cept for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). There was, as has been shown, no real reason that you need the wholesale rejection of many of the classes within the campaign setting itself. Just because they didn't fit in 2e doesn't mean they won't fit in 3e. It's a new game. In re-thinking the setting, they found out what I've suspected since 2e: that with the right flavor text, there isn't so much of a reason to do a lot of the things the 2e designers did. </p><p></p><p>So basically, they asked their DM "why," and he couldn't really justify it to their satisfaction. They decided not to play under him, and made their own game. I would've done the same thing.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1472777, member: 2067"] I'm more in the camp of "the DM should ideally justify his/her arbitrary descisions" and "a DM who nerfs things for unjustified reason is not a DM I'd like to play under." I mean, I *like* weird characted. In 2e I was already pushing the limit with thri-kreen rangers, and allowing monsters into the parties I DMed. 3e has done the most fantastic job I've ever seen of allowing even the most exotic and bizzarre options to be largely balanced (a few tweaks here and there, like the really high LA's in Savage Species). If I play in a campaign that says "no spellcasting classes except for the Adept," I'm going to want to know why. If their reason why is "because we're trying a low-magic game; I've compensated for less magic by using some less lethal hit point rules," I can still be tempted to give it a whirl. If the reason is "because Sorcerers are overpowered, but people wouldn't let me just ban them," I'll say smell ya later. It boils down to "give me a reason. A *good* reason." People will play in games they like. Most people like options. To restrict that, you've gotta give them something meaty to sink their teeth into otherwise. The DS situation shows where people just kind of converted 2e instead of adopting 3e, and putting Dark Sun over the top of it. Pazio fixed that (as I believe they should), and made none of the fans happy (well, I guess, 'cept for me. ;)). There was, as has been shown, no real reason that you need the wholesale rejection of many of the classes within the campaign setting itself. Just because they didn't fit in 2e doesn't mean they won't fit in 3e. It's a new game. In re-thinking the setting, they found out what I've suspected since 2e: that with the right flavor text, there isn't so much of a reason to do a lot of the things the 2e designers did. So basically, they asked their DM "why," and he couldn't really justify it to their satisfaction. They decided not to play under him, and made their own game. I would've done the same thing. [/QUOTE]
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