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What is 3.0 & 3.5 missing that previous editions had?
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<blockquote data-quote="Belen" data-source="post: 1402356" data-attributes="member: 1405"><p>I tend to agree with Kamosa. 3e does require a more significant amount of time dedicated to stats and numbers. I still do a lot of number crunching on the fly, but all of the named enemies need personal attention in order to be fair to the players.</p><p></p><p>I do think computer programs can make things easier because they can manage the numbers better and more accurately than humans; however, a lot of people do not want to spend time on a computer to get the game sessions prepared.</p><p></p><p>The rules may be more straightforward in 3e, but there are a TON of them, which is a lot to remember while sitting at the table.</p><p></p><p>This all has the effect of distracting a GM from actually running the game and the story and I think that is what really sucks the life from the 3e game. </p><p></p><p>GM data overload, less time to get the story elements to mesh well, and too many rules to master that can slow down the game.</p><p></p><p>However, I generally love 3e simple, straightforward rules set. They make more sense and are usually more clear. Personally, I am still struggling to find the balance, but I think that the only true method to same time and get the same feel of earlier editions is to use the computer constructively in order to have time for story generation.</p></blockquote><p></p>
[QUOTE="Belen, post: 1402356, member: 1405"] I tend to agree with Kamosa. 3e does require a more significant amount of time dedicated to stats and numbers. I still do a lot of number crunching on the fly, but all of the named enemies need personal attention in order to be fair to the players. I do think computer programs can make things easier because they can manage the numbers better and more accurately than humans; however, a lot of people do not want to spend time on a computer to get the game sessions prepared. The rules may be more straightforward in 3e, but there are a TON of them, which is a lot to remember while sitting at the table. This all has the effect of distracting a GM from actually running the game and the story and I think that is what really sucks the life from the 3e game. GM data overload, less time to get the story elements to mesh well, and too many rules to master that can slow down the game. However, I generally love 3e simple, straightforward rules set. They make more sense and are usually more clear. Personally, I am still struggling to find the balance, but I think that the only true method to same time and get the same feel of earlier editions is to use the computer constructively in order to have time for story generation. [/QUOTE]
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What is 3.0 & 3.5 missing that previous editions had?
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