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What is 3.0 & 3.5 missing that previous editions had?
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<blockquote data-quote="Remathilis" data-source="post: 1402178" data-attributes="member: 7635"><p>Hi. Thought I'd call you on a few facts and through a bit more fuel to the fire...</p><p>One think I think 3e lacks is a feeling of vermissititude. Basic, OD&D, and 1e, dispite the occasional (and intentional) hodge-podging of myth, legend, fiction, and somewhat awkward science, it seemed more like it went together better than the core world 3e delivers. Dwarves, elves and halflings had a defined role. Wizards, fighters and clerics had a defined role. Monsters were bad, usually not good for much else than being monsters. High levels were magical because few campaigns ever saw them. These things led to a world that made PCs seem to be outsiders in a otherwise static and medieval world. </p><p> </p><p>Now, adventurers are an accepted part of the society. The economy of gold and magic accomidates them. Monsters routinely have templates and class levels. Races have less defined roles due to open class selection. Customization of classes has also broken down the classic archtypes/stereotypes. The game focuses less on the world and more on the PC. DMs are encouraged to tinker more with the feel/ruleset, rather than patch the existing one. (Something I noticed due to the sheer volume of low-magic or alternate classes on these boards.) </p><p> </p><p>All in all, we traded a simple, pre-made world with arbitary limitations and lots of already made depth and an established mindset for a world of few restrictions, lots of customization, and skeletal framework. The cost of D&Ds DM friendly flexibility was is mindset and soul.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 1402178, member: 7635"] Hi. Thought I'd call you on a few facts and through a bit more fuel to the fire... One think I think 3e lacks is a feeling of vermissititude. Basic, OD&D, and 1e, dispite the occasional (and intentional) hodge-podging of myth, legend, fiction, and somewhat awkward science, it seemed more like it went together better than the core world 3e delivers. Dwarves, elves and halflings had a defined role. Wizards, fighters and clerics had a defined role. Monsters were bad, usually not good for much else than being monsters. High levels were magical because few campaigns ever saw them. These things led to a world that made PCs seem to be outsiders in a otherwise static and medieval world. Now, adventurers are an accepted part of the society. The economy of gold and magic accomidates them. Monsters routinely have templates and class levels. Races have less defined roles due to open class selection. Customization of classes has also broken down the classic archtypes/stereotypes. The game focuses less on the world and more on the PC. DMs are encouraged to tinker more with the feel/ruleset, rather than patch the existing one. (Something I noticed due to the sheer volume of low-magic or alternate classes on these boards.) All in all, we traded a simple, pre-made world with arbitary limitations and lots of already made depth and an established mindset for a world of few restrictions, lots of customization, and skeletal framework. The cost of D&Ds DM friendly flexibility was is mindset and soul. [/QUOTE]
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What is 3.0 & 3.5 missing that previous editions had?
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