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What is 3.0 & 3.5 missing that previous editions had?
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<blockquote data-quote="Zappo" data-source="post: 1409215" data-attributes="member: 633"><p>I understand. However, I don't agree that simpler equals easier to roleplay. Lots of OD&D/2E combats (haven't played 1E) tended to be reduced to "I attack" "You hit" "It attacks" "It misses" over and over again. There's only so many ways you can describe a normal attack before it gets boring. In 3E, with lots of options, you are encouraged to perform cool and varied actions.I DMed a campaign which went to 17th-19th level, and played a couple of epic level games. The first had the one true res, and the second had only one death so far and the player chose to make another character. The true res in the first game was <em>before</em> the party had access to 9th level magic, and was obtained by an NPC. In payment, the resurrected character (a powerful psion) was forced to accept a lesser psionicist as an apprentice; a major event for the character. The party cleric never cast it, despite a half dozen deaths, because he didn't want to spend the XP cost (in 3E, and everyone including the deceased agreed with him) or the party didn't have so many diamonds (in 3.5E). True res costs a lot, both in 3E and in 3.5E though the actual cost is different. Your fighter died twice - that's <em>50000</em> gold down the drain (and they have to be in diamonds, which don't grow on trees). Unless the party wealth was substantially above the average - which is well and good but has consequences - this is a big hit. </p><p> </p><p> Everyone I gamed with generally prefers making another character rather than being raised. I actually had to increase the XP penalty for new characters to discourage this. Getting killed by a randomly encountered poisonous creature through one unavoidable and unlucky roll has no meaning at all. It was not my fault, there's nothing I could do about it. It's <em>just statistics</em>. Could as well get raised, since any other character would have got killed in the same way.</p><p> </p><p> Now when someone gets killed, the player feels something - I could have tumbled away, I should have used expertise, we should have paid more attention to the tracks in the dungeon. My fault. Let's see if the next character works better.</p><p> </p><p> It is not a coincidence that making suitable random encounters for every location was the first big change to the game which I made when I was learning how to DM. The second was dropping them entirely. And I allowed a neutralize poison to revive a character if cast in the next round. All of those changes only improved my games, so I must deduce that the old editions feel doesn't lie there. Not for me anyway.And thank you for that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Zappo, post: 1409215, member: 633"] I understand. However, I don't agree that simpler equals easier to roleplay. Lots of OD&D/2E combats (haven't played 1E) tended to be reduced to "I attack" "You hit" "It attacks" "It misses" over and over again. There's only so many ways you can describe a normal attack before it gets boring. In 3E, with lots of options, you are encouraged to perform cool and varied actions.I DMed a campaign which went to 17th-19th level, and played a couple of epic level games. The first had the one true res, and the second had only one death so far and the player chose to make another character. The true res in the first game was [i]before[/i] the party had access to 9th level magic, and was obtained by an NPC. In payment, the resurrected character (a powerful psion) was forced to accept a lesser psionicist as an apprentice; a major event for the character. The party cleric never cast it, despite a half dozen deaths, because he didn't want to spend the XP cost (in 3E, and everyone including the deceased agreed with him) or the party didn't have so many diamonds (in 3.5E). True res costs a lot, both in 3E and in 3.5E though the actual cost is different. Your fighter died twice - that's [i]50000[/i] gold down the drain (and they have to be in diamonds, which don't grow on trees). Unless the party wealth was substantially above the average - which is well and good but has consequences - this is a big hit. Everyone I gamed with generally prefers making another character rather than being raised. I actually had to increase the XP penalty for new characters to discourage this. Getting killed by a randomly encountered poisonous creature through one unavoidable and unlucky roll has no meaning at all. It was not my fault, there's nothing I could do about it. It's [i]just statistics[/i]. Could as well get raised, since any other character would have got killed in the same way. Now when someone gets killed, the player feels something - I could have tumbled away, I should have used expertise, we should have paid more attention to the tracks in the dungeon. My fault. Let's see if the next character works better. It is not a coincidence that making suitable random encounters for every location was the first big change to the game which I made when I was learning how to DM. The second was dropping them entirely. And I allowed a neutralize poison to revive a character if cast in the next round. All of those changes only improved my games, so I must deduce that the old editions feel doesn't lie there. Not for me anyway.And thank you for that. :) [/QUOTE]
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What is 3.0 & 3.5 missing that previous editions had?
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