Mouseferatu said:
But there was a feel and attitude in the old editions that I occasionally miss in 3E. The best example of it, as someone else mentioned, was the art. As far as I'm concerned, no suit of spike-covered semi-punk armor is ever going to be nearly as evocative as the classic knight in plate. But leaving aside the details of the pictures, I miss the old style. I don't like the trend toward comic-book-style art. When it comes to fantasy RPG artwork, I prefer my colors painted, and I prefer most of the art be black and white.
Yes, I said I prefer B&W most of the time. When done well, it can actually be more evocative.
I miss art that told a story or presented a scene, rather than character portraits. With the efreet on the coer of the old DMG, with the City of Brass in the background--or with the picture of Emirikol the Chaotic riding through some hapless town--you knew there was a story there somewhere.
Preach it Mouseferatu.
I agree 100%. The new art is not compelling and is too cartoony. And when I see a sexy halfling in form-fitting leathers, or an elf goth-punk in the D&D books now it pains me to think that art is in a D&D book. The B&W artwork of people like David Griffith, Brian LeBlanc, or Tyler Walpole DOES has tons of character, atmopshere, and the feel I have always associated with D&D, and I'd much prefer their stuff in the core books than the overstylized crap of WAR or Lockwood.
Overall 3E is a better system. Mechanically, not a lot is different. Sure, we call them Reflex saves now, and they are easier to handle, but its basically the same as the old Save vs. Petrification. THAC0 and BAB are identical mathematical progressions, just now its easier to use. Feats and Skills are a good idea, although they can be taken to extremes now.
What 3E is missing to me is the more organic nature of character development that previous editions had. Now, there are so many feats, skills, and PrCs that player have to start choosing early if they want to qualify for something later. That kinda kills a lot of the character development that can occur through RPing and experience in a campaign, since pidgeonholing a character into a narrow concept from the beginning is inherently limiting.
A couple other things:
1. Customizable priests- previous posters have pointed this out, and the generic combat cleric is a huge regression. Domains are much less versatile and interesting than Spheres were.
2. Descriptions about monester ecology and culture. Sure, they each took up a page in 2E, but it was worth it for the sheer amount of detail you got.
3. Characters are too dependent on items in 3E.