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Third Edition Culture- Is is sustainable?
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<blockquote data-quote="der_kluge" data-source="post: 1846812" data-attributes="member: 945"><p>I think some people are better at that than others. I'm not very comfortable making calls on the fly. I'd rather take the time, find the rule, learn it, so I don't have to make the call the next time an obscure rule comes up.</p><p></p><p>And it's not so much the combat aspects of D&D that irk me, and this is in response to the fellow asking me whether a previous edition of D&D might suit me better. Consider the following "pet peeves" I have:</p><p></p><p>-- All races have the same attributes, i.e., all elves are dextrous, all halflings favor rogues.</p><p>-- All classes are fundamentally the same. Without multi-classing, you can't build a cleric of a god of lies and deception where Bluff and intimidate are class skills. Furthermore, which skills are class skills are worked into the very balance of the game. Give Sorcerers diplomacy, and you make bards redundant.</p><p>-- Class hit dice versus racial hit dice. Halfling barbarians have d12 hit dice. Half-orc wizards have d4 hit dice. What?!</p><p>-- the magic item creation system makes no sense. Yea, at least there *is* one in 3rd edition. There still aren't any rules for rechargable magic items or consistent pricing guidelines in the core rules. Also, needing one feat to create boots of water walking, and a separate feat altogether to create a ring of water walking (and a stringent level requirement to boot).</p><p>-- The exponential scaling of level advancement. This one has been brought up on here already.</p><p>-- the d20 itself. I like HARP because it uses a 100 scale for things. For example, I'd like to see a gradual increase in armor, or weapons. Adding a +1 is a huge bonus in D&D, and it's the most granular thing you can get. For my next campaign, I wanted to introduce things like "tattered leather" being worse than "high quality leather", but neither being nearly as good as "crappy studded leather". You just can't get to that level of detail with a 20-point scale.</p><p>-- the concept that 20th level adventurers walking around a gritty, realistic village is a totally absurd concept. 20th level adventurers are simply out of place anywhere other than plane-hopping through the multi-verse battling dragons, and demons.</p><p>-- older editions have tons of other problems as well. Str 18/00 anyone? Elves in basic were all uber powerful fighter/sorcerers. What's up with that?</p><p>-- inconsistent CR ratings. 20 CR 1 goblins is a cakewalk, but 20 CR 1 shadows can TPK a high level party if used right.</p><p></p><p>Yea, PCGen and E-tools are nice, but one shouldn't need them to play the game effectively. Tools are created to fill a niche where a problem resides. That's why those programs exist. If it was easy to make NPCs in D&D, you think those people would sell any software? Anyone that's familiar with the Oracle Database software will understand. Anyone that uses that regularly pretty much has to use some high-dollar software called TOAD. Without TOAD, Oracle is a bloated, nightmarish, unwieldy piece of crap that appears to have been written by aliens from Ophiuchi. With TOAD, it's intuitive, and easy to use. Far be it from the programmers at Oracle to actually create an intuitive, easy to use interface. That'd be asking too much. Instead, TOAD by Quest software stepped in to fill a niche where a problem existed. Same with PCGen and Etools. The fact that they exist does not alleviate the fact that there is still a fundamental problem with the complexity of the system.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1846812, member: 945"] I think some people are better at that than others. I'm not very comfortable making calls on the fly. I'd rather take the time, find the rule, learn it, so I don't have to make the call the next time an obscure rule comes up. And it's not so much the combat aspects of D&D that irk me, and this is in response to the fellow asking me whether a previous edition of D&D might suit me better. Consider the following "pet peeves" I have: -- All races have the same attributes, i.e., all elves are dextrous, all halflings favor rogues. -- All classes are fundamentally the same. Without multi-classing, you can't build a cleric of a god of lies and deception where Bluff and intimidate are class skills. Furthermore, which skills are class skills are worked into the very balance of the game. Give Sorcerers diplomacy, and you make bards redundant. -- Class hit dice versus racial hit dice. Halfling barbarians have d12 hit dice. Half-orc wizards have d4 hit dice. What?! -- the magic item creation system makes no sense. Yea, at least there *is* one in 3rd edition. There still aren't any rules for rechargable magic items or consistent pricing guidelines in the core rules. Also, needing one feat to create boots of water walking, and a separate feat altogether to create a ring of water walking (and a stringent level requirement to boot). -- The exponential scaling of level advancement. This one has been brought up on here already. -- the d20 itself. I like HARP because it uses a 100 scale for things. For example, I'd like to see a gradual increase in armor, or weapons. Adding a +1 is a huge bonus in D&D, and it's the most granular thing you can get. For my next campaign, I wanted to introduce things like "tattered leather" being worse than "high quality leather", but neither being nearly as good as "crappy studded leather". You just can't get to that level of detail with a 20-point scale. -- the concept that 20th level adventurers walking around a gritty, realistic village is a totally absurd concept. 20th level adventurers are simply out of place anywhere other than plane-hopping through the multi-verse battling dragons, and demons. -- older editions have tons of other problems as well. Str 18/00 anyone? Elves in basic were all uber powerful fighter/sorcerers. What's up with that? -- inconsistent CR ratings. 20 CR 1 goblins is a cakewalk, but 20 CR 1 shadows can TPK a high level party if used right. Yea, PCGen and E-tools are nice, but one shouldn't need them to play the game effectively. Tools are created to fill a niche where a problem resides. That's why those programs exist. If it was easy to make NPCs in D&D, you think those people would sell any software? Anyone that's familiar with the Oracle Database software will understand. Anyone that uses that regularly pretty much has to use some high-dollar software called TOAD. Without TOAD, Oracle is a bloated, nightmarish, unwieldy piece of crap that appears to have been written by aliens from Ophiuchi. With TOAD, it's intuitive, and easy to use. Far be it from the programmers at Oracle to actually create an intuitive, easy to use interface. That'd be asking too much. Instead, TOAD by Quest software stepped in to fill a niche where a problem existed. Same with PCGen and Etools. The fact that they exist does not alleviate the fact that there is still a fundamental problem with the complexity of the system. [/QUOTE]
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