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What is 3.0 & 3.5 missing that previous editions had?
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<blockquote data-quote="WizarDru" data-source="post: 1404198" data-attributes="member: 151"><p>Of course, you and your players are ignoring the possibility of both advancement and multiclassing here....which was, I think, avoided in Sunless Citadel for the sake of it being the first 3e adventure path module, and that it came out before the Monster Manual (and possibly the DMG, my memory is foggy). Either way, classed monsters were enough of a departure at that point, let alone multiclassed or templated ones (remembering templates hadn't appeared, yet). Modules written 3 years later have a much different character, and use the rules in more sophisticated ways. Sunless Citadel was meant, I think, to be a gradual easing into the system for new and returning players.</p><p> </p><p>I think Urbannen's point is incredibly insightful, personally, and summarizes a major difference between older versions and new. I also think Buzz's point earlier about system mastery is also an important one. I recently cracked open the 1e DMG and PHB, and discovered that I had misunderstood or just plain not used many of the rules listed therein. I don't think we EVER used the system as written, and that was true with every DM I ever played with, including myself. </p><p> </p><p>Nostalgia aside, I think Basic D&D had an approachability that both AD&D and even 3e, to some extent, lack. AD&D had the flavor of EGG's writing, which while dense but was also a singular voice. 3e, having been written by a team, spoke with a much less distinct voice. I happen to like the 3e ruleset far more, but holding AD&D to the same standard as a game created three RPG-generations later is hardly fair, per se. However, AD&D's idiosyncracies led to my conversion to GURPS for 15 years. It took 3e to bring me and my players back. </p><p> </p><p>Our situation is far from unique.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1404198, member: 151"] Of course, you and your players are ignoring the possibility of both advancement and multiclassing here....which was, I think, avoided in Sunless Citadel for the sake of it being the first 3e adventure path module, and that it came out before the Monster Manual (and possibly the DMG, my memory is foggy). Either way, classed monsters were enough of a departure at that point, let alone multiclassed or templated ones (remembering templates hadn't appeared, yet). Modules written 3 years later have a much different character, and use the rules in more sophisticated ways. Sunless Citadel was meant, I think, to be a gradual easing into the system for new and returning players. I think Urbannen's point is incredibly insightful, personally, and summarizes a major difference between older versions and new. I also think Buzz's point earlier about system mastery is also an important one. I recently cracked open the 1e DMG and PHB, and discovered that I had misunderstood or just plain not used many of the rules listed therein. I don't think we EVER used the system as written, and that was true with every DM I ever played with, including myself. Nostalgia aside, I think Basic D&D had an approachability that both AD&D and even 3e, to some extent, lack. AD&D had the flavor of EGG's writing, which while dense but was also a singular voice. 3e, having been written by a team, spoke with a much less distinct voice. I happen to like the 3e ruleset far more, but holding AD&D to the same standard as a game created three RPG-generations later is hardly fair, per se. However, AD&D's idiosyncracies led to my conversion to GURPS for 15 years. It took 3e to bring me and my players back. Our situation is far from unique. [/QUOTE]
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What is 3.0 & 3.5 missing that previous editions had?
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