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What is 3.0 & 3.5 missing that previous editions had?
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<blockquote data-quote="d4" data-source="post: 1408565" data-attributes="member: 12699"><p>i think you've done a great job in this post (quoted from, below) of explaining your particular style of gaming. however, the impression i'm getting is that you aren't really seeing that there are people who enjoy a very different kind of gaming.</p><p></p><p></p><p>i don't agree. i prefer the first kind of movie. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> seriously, i like watching butt-kicking action movies, and i don't particularly care for overly suspenseful tense movies or tragedies where the heroes die...</p><p></p><p>and i like my gaming the same way.</p><p> </p><p></p><p>gaming for <em>you</em> has a similar axiom. for <em>me</em>, gaming is, to put it bluntly, a power trip. i want to play a powerful, heroic figure who kicks ass and takes names and looks good doing it. i don't want to have to run around scared and paranoid because i'm afraid the next encounter might kill me. i don't want to have to spend a lot of time thinking tactically; i want to charge in and kick some booty. games that are too lethal or random or tense are incredibly boring and frustrating for me.</p><p></p><p>i game for stress relief. games with too much "threat" and "tension" only make me more stressed, not less. i can't enjoy that.</p><p></p><p></p><p>i agree with the first part of your statement. the most important thing is the journey, not the destination. thus, the focus for me is not on <em>whether or not</em> the heroes survive and win (since we know they will, ultimately), but on <em>how</em>. you seem to get a lot of enjoyment on the <em>whether</em> part as well, but that's just not fun for me.</p><p></p><p></p><p>on the other hand, i've seen random deaths and TPKs completely destroy campaigns and break up gaming groups. it's a fine line to walk... not enough random death, and you feel you didn't "earn" the victory. too much, and you risk short-circuiting the whole adventure, and then no one has any fun.</p><p></p><p>and for my part, i don't think i've <em>ever</em> seen a player react positively or even completely neutral when their favorite PC dies. everyone gets a little sad, a little bitter, a little disappointed. i play games to have fun -- i don't want anyone at my table leaving sad, bitter, or disappointed. perhaps your players react differently. that's fine. but don't assume that everyone behaves the same way or wants the same things.</p><p></p><p>as far as your last point, i'm just not seeing it. as others have pointed out, the DMG <em>does not</em> tell DMs to make every encounter exactly balanced and matched for the party. it specifically tells DMs to create a variety of difficulties, from fairly easy to extremely tough. so the CR system is not levelling the playing field and removing those dramatic moments.</p><p></p><p>in addition, experienced DMs already know not to make every encounter of the exact same difficulty, and i've never seen a published adventure that had every encounter in it at the same EL.</p><p></p><p>so i don't really understand where your argument against the CR/EL system is coming from.</p></blockquote><p></p>
[QUOTE="d4, post: 1408565, member: 12699"] i think you've done a great job in this post (quoted from, below) of explaining your particular style of gaming. however, the impression i'm getting is that you aren't really seeing that there are people who enjoy a very different kind of gaming. i don't agree. i prefer the first kind of movie. ;) seriously, i like watching butt-kicking action movies, and i don't particularly care for overly suspenseful tense movies or tragedies where the heroes die... and i like my gaming the same way. gaming for [i]you[/i] has a similar axiom. for [i]me[/i], gaming is, to put it bluntly, a power trip. i want to play a powerful, heroic figure who kicks ass and takes names and looks good doing it. i don't want to have to run around scared and paranoid because i'm afraid the next encounter might kill me. i don't want to have to spend a lot of time thinking tactically; i want to charge in and kick some booty. games that are too lethal or random or tense are incredibly boring and frustrating for me. i game for stress relief. games with too much "threat" and "tension" only make me more stressed, not less. i can't enjoy that. i agree with the first part of your statement. the most important thing is the journey, not the destination. thus, the focus for me is not on [i]whether or not[/i] the heroes survive and win (since we know they will, ultimately), but on [i]how[/i]. you seem to get a lot of enjoyment on the [i]whether[/i] part as well, but that's just not fun for me. on the other hand, i've seen random deaths and TPKs completely destroy campaigns and break up gaming groups. it's a fine line to walk... not enough random death, and you feel you didn't "earn" the victory. too much, and you risk short-circuiting the whole adventure, and then no one has any fun. and for my part, i don't think i've [i]ever[/i] seen a player react positively or even completely neutral when their favorite PC dies. everyone gets a little sad, a little bitter, a little disappointed. i play games to have fun -- i don't want anyone at my table leaving sad, bitter, or disappointed. perhaps your players react differently. that's fine. but don't assume that everyone behaves the same way or wants the same things. as far as your last point, i'm just not seeing it. as others have pointed out, the DMG [i]does not[/i] tell DMs to make every encounter exactly balanced and matched for the party. it specifically tells DMs to create a variety of difficulties, from fairly easy to extremely tough. so the CR system is not levelling the playing field and removing those dramatic moments. in addition, experienced DMs already know not to make every encounter of the exact same difficulty, and i've never seen a published adventure that had every encounter in it at the same EL. so i don't really understand where your argument against the CR/EL system is coming from. [/QUOTE]
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