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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Things from 3e (inc PF) not done well
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<blockquote data-quote="WheresMyD20" data-source="post: 5784958" data-attributes="member: 60772"><p>The two biggest mistakes 3e made had to do with monkeying with two traditional core D&D mechanics:</p><p></p><p>1. <strong>Hit Point inflation</strong>: Allowing full hit points + Con bonus for every level past traditional name level (usually between levels 9 & 11, inclusive) lead to mountains of hit points at high levels. This made attacks that do hit point damage far less effective than they should be.</p><p></p><p>2. <strong>Saving Throws adjusted for attack source</strong>: Previously, saving throws were based on the target's class and level. This meant that high level characters almost always made saving throws. Since they almost always made their saving throws, they had good protection against high-level spells which were often save-or-die. By modifying for the attack source, high level characters in 3e no longer made saving throws with such consistency. This meant that high-level save-or-die spells were much more effective than they should be.</p><p></p><p>I think it was these two factors, more than anything else, that broke high-level play in 3e. Attacks that did hit point damage were far too weak and attacks that did save-or-die were far too strong.</p><p></p><p>I'm still baffled that the designers of 3e didn't realize that this would be the outcome when they made those two fundamental changes. I'm even more surprised that it wasn't caught in playtesting.</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 5784958, member: 60772"] The two biggest mistakes 3e made had to do with monkeying with two traditional core D&D mechanics: 1. [B]Hit Point inflation[/B]: Allowing full hit points + Con bonus for every level past traditional name level (usually between levels 9 & 11, inclusive) lead to mountains of hit points at high levels. This made attacks that do hit point damage far less effective than they should be. 2. [B]Saving Throws adjusted for attack source[/B]: Previously, saving throws were based on the target's class and level. This meant that high level characters almost always made saving throws. Since they almost always made their saving throws, they had good protection against high-level spells which were often save-or-die. By modifying for the attack source, high level characters in 3e no longer made saving throws with such consistency. This meant that high-level save-or-die spells were much more effective than they should be. I think it was these two factors, more than anything else, that broke high-level play in 3e. Attacks that did hit point damage were far too weak and attacks that did save-or-die were far too strong. I'm still baffled that the designers of 3e didn't realize that this would be the outcome when they made those two fundamental changes. I'm even more surprised that it wasn't caught in playtesting. [/QUOTE]
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Things from 3e (inc PF) not done well
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