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Was 3rd edition fundamentaly flawed?
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<blockquote data-quote="Anthtriel" data-source="post: 3869507" data-attributes="member: 13764"><p>"Make it up" is a pretty good rule system actually. You should try it sometime. </p><p>It only requires a good DM, who has a fundamental understanding of the rules system (you know, rules mastery) and maybe good players, who don't freak out when something goes wrong and you retroactively need to change it (It's a good feeling when a player tells you after the session that his character's ability xy is broken and should be nerfed. Sadly that often happenend with offical supplements).</p><p></p><p>If nothing else, "Make it up" has one advantage: It doesn't pretend to be an idiot-proof system that actually doesn't work half of the time. Like level-adjustment. Or templates. Or multiclassing. Or CR. Or all the other flaws that hopefully will be corrected in 4E.</p><p></p><p>(You might get the impression that I have no respect for 3E and it's designers. That's untrue. 3E improved upon 2E in many, many ways, it's only natural that new mistakes would be made.)</p><p></p><p>Given that I would be hard pressed to come up with a system that requires more time than 3E, I'm pretty sure where that line will be drawn.</p><p></p><p> How is applying a template and advancing a monster, an almost purely mechanical process, rules mastery? Knowing how a system works means knowing how monsters, abilities, etc are designed, which means that you have less need for applying templates and the like.</p><p>When Mike Mearls needs a monster, he doesn't search for a template, he just makes it up on the spot. And comes up with a good result. That's what understanding a system means.</p></blockquote><p></p>
[QUOTE="Anthtriel, post: 3869507, member: 13764"] "Make it up" is a pretty good rule system actually. You should try it sometime. It only requires a good DM, who has a fundamental understanding of the rules system (you know, rules mastery) and maybe good players, who don't freak out when something goes wrong and you retroactively need to change it (It's a good feeling when a player tells you after the session that his character's ability xy is broken and should be nerfed. Sadly that often happenend with offical supplements). If nothing else, "Make it up" has one advantage: It doesn't pretend to be an idiot-proof system that actually doesn't work half of the time. Like level-adjustment. Or templates. Or multiclassing. Or CR. Or all the other flaws that hopefully will be corrected in 4E. (You might get the impression that I have no respect for 3E and it's designers. That's untrue. 3E improved upon 2E in many, many ways, it's only natural that new mistakes would be made.) Given that I would be hard pressed to come up with a system that requires more time than 3E, I'm pretty sure where that line will be drawn. How is applying a template and advancing a monster, an almost purely mechanical process, rules mastery? Knowing how a system works means knowing how monsters, abilities, etc are designed, which means that you have less need for applying templates and the like. When Mike Mearls needs a monster, he doesn't search for a template, he just makes it up on the spot. And comes up with a good result. That's what understanding a system means. [/QUOTE]
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