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What is 3.0 & 3.5 missing that previous editions had?
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<blockquote data-quote="Mouseferatu" data-source="post: 1408583" data-attributes="member: 1288"><p>While I do miss some elements of 1E/2E, lethality isn't one of them. Despite the depletion of "save or die" effects, I've found 3.x <em>far</em> more lethal; in fact, the number of character deaths I've both suffered and inflicted in 3.x is several times that of 2E.</p><p></p><p>3E characters are a lot tougher than their 2E counterparts, but so are the monsters. The addition of critical hits, of different sized hit-dice for monsters, and so forth have made a huge difference. I've found players actually fear 3.x poisons more than 2E. Somehow, being drastically weakened in the face of a wyvern or giant scorpion is scarier than the notion of it just killing you outright.</p><p></p><p>My players trust me not to kill them arbitrarily, but they also know that I'm not going to limit their encounters to monsters of the "appropriate" CR, and I won't play with anyone who throws a fit because they faced a creature they couldn't steamroller. So in that respect, it's a player problem, not a system problem.</p><p></p><p>As to whether the system is encouraging that mindset in the new generation of players? I can't speak to that, so I suppose it's possible. Still, I think the game does a good job of trying to explain that it's not meant to be 100% even fights 100% of the time. As someone pointed out, check the encounter chart; there's a small but real chance of meeting somethign <em>way</em> above your level.</p><p></p><p>On a different note, and back to the original topic (gasp!):</p><p></p><p>I miss the idea that different clances advance at different rates. I understand why they went to a uniform advancement system; it was, among other things, required for a multiclassing system that is <em>far</em> superior to the old one. Still, it also forces a balance between classes that rubs me the wrong way. A 17th-level wizard <em>should</em> be more powerful, IMO, than a 17th-level rogue; he's a wizard, for Pete's sake! The tradeoff to that is that it's a lot easier and faster to become a 17th-level rogue. I liked the idea of faster advancement for weaker classes; it was still balanced across the party, but it made more sense to me.</p><p></p><p>But that is, overall, a minor issue to me, and certainly not one worth going back to 2E, or even tweaking the 3E system, for.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 1408583, member: 1288"] While I do miss some elements of 1E/2E, lethality isn't one of them. Despite the depletion of "save or die" effects, I've found 3.x [i]far[/i] more lethal; in fact, the number of character deaths I've both suffered and inflicted in 3.x is several times that of 2E. 3E characters are a lot tougher than their 2E counterparts, but so are the monsters. The addition of critical hits, of different sized hit-dice for monsters, and so forth have made a huge difference. I've found players actually fear 3.x poisons more than 2E. Somehow, being drastically weakened in the face of a wyvern or giant scorpion is scarier than the notion of it just killing you outright. My players trust me not to kill them arbitrarily, but they also know that I'm not going to limit their encounters to monsters of the "appropriate" CR, and I won't play with anyone who throws a fit because they faced a creature they couldn't steamroller. So in that respect, it's a player problem, not a system problem. As to whether the system is encouraging that mindset in the new generation of players? I can't speak to that, so I suppose it's possible. Still, I think the game does a good job of trying to explain that it's not meant to be 100% even fights 100% of the time. As someone pointed out, check the encounter chart; there's a small but real chance of meeting somethign [i]way[/i] above your level. On a different note, and back to the original topic (gasp!): I miss the idea that different clances advance at different rates. I understand why they went to a uniform advancement system; it was, among other things, required for a multiclassing system that is [i]far[/i] superior to the old one. Still, it also forces a balance between classes that rubs me the wrong way. A 17th-level wizard [i]should[/i] be more powerful, IMO, than a 17th-level rogue; he's a wizard, for Pete's sake! The tradeoff to that is that it's a lot easier and faster to become a 17th-level rogue. I liked the idea of faster advancement for weaker classes; it was still balanced across the party, but it made more sense to me. But that is, overall, a minor issue to me, and certainly not one worth going back to 2E, or even tweaking the 3E system, for. [/QUOTE]
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