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What did you never like in 3e?
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<blockquote data-quote="Gothmog" data-source="post: 4566415" data-attributes="member: 317"><p>There was a lot, which is why we gave up 3.x after a few years. Some of the big problems my group had were:</p><p></p><p>- Focus on mastery of the rules, rather than mastery of playing the game</p><p>- Rules-opaqueness: I can't think of any session we played where we werent' referring to the books to clarify a rule at least 5+ times per game, and all of us knew the rules very well. Thats too much- the focus should be on playing, rather than fiddly bits with the rules.</p><p>- Prestige Classes- WAAAY too many prereqs to qualify for them without planning from 1st level (and a secondary pet peeve of people planning their PC from level 1-20 before even starting to play the game)</p><p>- Socerer class- I mean really, why? How are they so different from wizards?</p><p>- Druid being a shapeshifting monster with a traveling zoo following him</p><p>- Multiclassing- it was horrendously broken in 3.x</p><p>- Stupidly powerful caster classes, stupidly weak non-casters</p><p>- Iterative attacks</p><p>- Buffing out the wazoo</p><p>- ECL/LA</p><p>- CR</p><p>- VERY slow gameplay</p><p>- Magic items needing XP to make</p><p>- Treating monsters like characters in terms of statting-up. This resulted in a massive workload for the DM</p><p>- At high levels (10+), the d20 roll became irrelevant because bonuses were high enough for auto success or failure. The underlying math was basically wonky.</p><p>- Ability damage and having to recalculate everything when it happened</p><p>- AoOs</p><p>- Feats- a good idea, but badly implemented. 4e does a much better job with keeping feats managable without being cumbersome</p><p>- Fast leveling</p><p>- X-mas tree syndrome. Magic is fine in a D&D game, but do we need this much? Stat boost items were especially annoying.</p><p>- Domains- these pretty much insured every cleric was the same except for 2 spells. Spheres were MUCH better.</p><p>- Dungeonpunk</p><p>- REALLY craptacular art</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4566415, member: 317"] There was a lot, which is why we gave up 3.x after a few years. Some of the big problems my group had were: - Focus on mastery of the rules, rather than mastery of playing the game - Rules-opaqueness: I can't think of any session we played where we werent' referring to the books to clarify a rule at least 5+ times per game, and all of us knew the rules very well. Thats too much- the focus should be on playing, rather than fiddly bits with the rules. - Prestige Classes- WAAAY too many prereqs to qualify for them without planning from 1st level (and a secondary pet peeve of people planning their PC from level 1-20 before even starting to play the game) - Socerer class- I mean really, why? How are they so different from wizards? - Druid being a shapeshifting monster with a traveling zoo following him - Multiclassing- it was horrendously broken in 3.x - Stupidly powerful caster classes, stupidly weak non-casters - Iterative attacks - Buffing out the wazoo - ECL/LA - CR - VERY slow gameplay - Magic items needing XP to make - Treating monsters like characters in terms of statting-up. This resulted in a massive workload for the DM - At high levels (10+), the d20 roll became irrelevant because bonuses were high enough for auto success or failure. The underlying math was basically wonky. - Ability damage and having to recalculate everything when it happened - AoOs - Feats- a good idea, but badly implemented. 4e does a much better job with keeping feats managable without being cumbersome - Fast leveling - X-mas tree syndrome. Magic is fine in a D&D game, but do we need this much? Stat boost items were especially annoying. - Domains- these pretty much insured every cleric was the same except for 2 spells. Spheres were MUCH better. - Dungeonpunk - REALLY craptacular art [/QUOTE]
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