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The Culture of Third Edition- Good or Bad?
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<blockquote data-quote="Calico_Jack73" data-source="post: 1484638" data-attributes="member: 14403"><p>Wow! Wish I had gotten in on this thread earlier. I got two pages into reading it and realized that I wouldn't have time to read all nine.</p><p></p><p>I for one DO prefer the older editions for just those reasons. Nobody in my old 1e & 2e groups questioned any of the DM's rules calls. Nowdays I can't run a single session without someone pointing out a rule in the book that contradicts something I said. You can point at Rule Zero all you like but most players like that answer as much as most kids like it when their parents say "Because I said so". Asking a DM to write up a document with EVERY change they want to make at the beginning is unfair because any rules savy player will find loopholes they can use to take their characters in a direction that the DM couldn't have predicted.</p><p>One of the reasons I use the Midnight setting in the first place is because the players go into the campaign KNOWING from the get-go that there will be several limits put into place that make it very different from a standard D&D game. The fact that there is no divine magic axes a great many feats and PrCs and so does some of the paring down work for the DM.</p><p>At the risk of bringing up something that will be called irrelavant I'm going to compare D&D to Rifts. One of the things that Palladium touted was that there were no limits to Rifts and Palladium catered to the munchkin in all of us by offering progressively more and more powerful character classes, races, and equipment in each book. Each book offered more options even if they were WAY unbalanced. I remember once volunteering to run a Rifts game and all my players were excited about it... until I told them to use only the core book. I very much believe that options are like an addiction to drugs. Once you get hooked on them it is only with great pain that you can reign them back in. People don't like to be told "No" (as in "No, I won't allow you to do that with your character") and that is really what it all boils down to.</p><p></p><p>Enough rambling for now... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Edit: Sorry... had to make a statement about this. If a player REALLY wanted to play a Cleric in Midnight, I'd let them. They'd be a Fighter with d8 for Hit Dice, slower attack progression, and a worse selection of weapons. No divine spells and no turning undead but if they STILL want to play one then more power to them. Then again, I've yet to find a player that would intentionally play a weakend class like that. <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=";)" /></p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 1484638, member: 14403"] Wow! Wish I had gotten in on this thread earlier. I got two pages into reading it and realized that I wouldn't have time to read all nine. I for one DO prefer the older editions for just those reasons. Nobody in my old 1e & 2e groups questioned any of the DM's rules calls. Nowdays I can't run a single session without someone pointing out a rule in the book that contradicts something I said. You can point at Rule Zero all you like but most players like that answer as much as most kids like it when their parents say "Because I said so". Asking a DM to write up a document with EVERY change they want to make at the beginning is unfair because any rules savy player will find loopholes they can use to take their characters in a direction that the DM couldn't have predicted. One of the reasons I use the Midnight setting in the first place is because the players go into the campaign KNOWING from the get-go that there will be several limits put into place that make it very different from a standard D&D game. The fact that there is no divine magic axes a great many feats and PrCs and so does some of the paring down work for the DM. At the risk of bringing up something that will be called irrelavant I'm going to compare D&D to Rifts. One of the things that Palladium touted was that there were no limits to Rifts and Palladium catered to the munchkin in all of us by offering progressively more and more powerful character classes, races, and equipment in each book. Each book offered more options even if they were WAY unbalanced. I remember once volunteering to run a Rifts game and all my players were excited about it... until I told them to use only the core book. I very much believe that options are like an addiction to drugs. Once you get hooked on them it is only with great pain that you can reign them back in. People don't like to be told "No" (as in "No, I won't allow you to do that with your character") and that is really what it all boils down to. Enough rambling for now... :D Edit: Sorry... had to make a statement about this. If a player REALLY wanted to play a Cleric in Midnight, I'd let them. They'd be a Fighter with d8 for Hit Dice, slower attack progression, and a worse selection of weapons. No divine spells and no turning undead but if they STILL want to play one then more power to them. Then again, I've yet to find a player that would intentionally play a weakend class like that. ;) [/QUOTE]
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