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General Tabletop Discussion
*Dungeons & Dragons
Was 3rd edition fundamentaly flawed?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3865678" data-attributes="member: 704"><p>The notion that the added supplements is what eventually brought the game down is largely flawed, I think. While it is true that many feats, spells, and classes were introduced were not quite play tested as completely as they ought to have been, many of the primary flaws were present to begin with:</p><p></p><p> - Players as christmass trees of magical items that they were obligated to have to be effective.</p><p></p><p> - Saving throws that would get screwy with multi-classing</p><p></p><p> - Saving throws that become either 'always save' or 'always fail' depending on if it is a primary or secondary save progression</p><p></p><p> - Too many variables when tracking attack and damage rolls. (ex: bab + str + magical weapon bonus + weapon focus + bless / prayer type buff + strength buff + flanking - iterative attack),</p><p></p><p> - Ability Damage that forces you to recalculate potentially many different things)</p><p></p><p> - A late game that skews way too heavily towards spell casters</p><p></p><p> - A late game that either causes secondary melee types to become useless since they will always miss a Fighter appropriate AC, or have monsters die easily because a fighter type can always hit with even his 3rd attack.</p><p></p><p> - An early game where the wizard or sorcerer class is always 1 hit away from being dead.</p><p></p><p> - A spell system that in the late game has wizards dominate important fights because they will expend all their spells early.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3865678, member: 704"] The notion that the added supplements is what eventually brought the game down is largely flawed, I think. While it is true that many feats, spells, and classes were introduced were not quite play tested as completely as they ought to have been, many of the primary flaws were present to begin with: - Players as christmass trees of magical items that they were obligated to have to be effective. - Saving throws that would get screwy with multi-classing - Saving throws that become either 'always save' or 'always fail' depending on if it is a primary or secondary save progression - Too many variables when tracking attack and damage rolls. (ex: bab + str + magical weapon bonus + weapon focus + bless / prayer type buff + strength buff + flanking - iterative attack), - Ability Damage that forces you to recalculate potentially many different things) - A late game that skews way too heavily towards spell casters - A late game that either causes secondary melee types to become useless since they will always miss a Fighter appropriate AC, or have monsters die easily because a fighter type can always hit with even his 3rd attack. - An early game where the wizard or sorcerer class is always 1 hit away from being dead. - A spell system that in the late game has wizards dominate important fights because they will expend all their spells early. END COMMUNICATION [/QUOTE]
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Was 3rd edition fundamentaly flawed?
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