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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: 1414724" data-attributes="member: 151"><p>You know, there are plenty of things I can agree with in some of the above posts, or at the very least acknowledge as valid if I don't. But this is just plain silly. I remember distinctly under 1e how items became just as obsolete, and after you got that +3 sword, that +1 sword was merely so much junk, for all intents and purposes. A 3rd level character would cherish that +1 sword, but at 10th level, he was finding them in treasure hordes all the time...and merely considered them sources of x.p. or a 'movable feast', as it were.</p><p> </p><p>The specialness of magic items is tied to the individual game and the DM, not the edition. I remember playing in a 1e game where I only got two magic items from 3rd-8th level. I also remember playing in a 1e game where we got a dozen at 4th. 3e has merely codified a consistent system for creating those items, something that was pretty much a 'invent your own system' concept during 1e for wizard and similar characters.</p><p> </p><p>Heh. My players would beg to differ. I can assure you, there are still plenty of things that 3e doesn't explicitly cover. But with 3e, I have a framework for a solution that sounds right. Under 1e, DM fiat was an expected part of the system. A creative DM could make that a strength, a poor one a liability. The biggest problem, though, was a lack of universality. I couldn't port my knowledge of the game as readily, since each DM had so many customizations to fill in the gaps.</p><p> </p><p>What I think 3.x lacks that previous editions had varies. I think Basic D&D had accessability that no other edition, including OD&D, has yet to better. The Moldvay Red Box set was the single best release of D&D, IMHO, in that it was all in one box, got you up and running in an hour, and was well-written and fun. AD&D had a sense of mastery about it...it didn't pretend it was accessible, and promised rich rewards to those brave enough to learn it. For all of it's flaws, learning it was like an adventure unto itself. It was something of a journey, really, looking up unfamilar words, researching historical references and discovering mathematical concepts. </p><p> </p><p>And 2e.....? Well, it had the color blue, I guess. <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=";)" /></p></blockquote><p></p>
[QUOTE="WizarDru, post: 1414724, member: 151"] You know, there are plenty of things I can agree with in some of the above posts, or at the very least acknowledge as valid if I don't. But this is just plain silly. I remember distinctly under 1e how items became just as obsolete, and after you got that +3 sword, that +1 sword was merely so much junk, for all intents and purposes. A 3rd level character would cherish that +1 sword, but at 10th level, he was finding them in treasure hordes all the time...and merely considered them sources of x.p. or a 'movable feast', as it were. The specialness of magic items is tied to the individual game and the DM, not the edition. I remember playing in a 1e game where I only got two magic items from 3rd-8th level. I also remember playing in a 1e game where we got a dozen at 4th. 3e has merely codified a consistent system for creating those items, something that was pretty much a 'invent your own system' concept during 1e for wizard and similar characters. Heh. My players would beg to differ. I can assure you, there are still plenty of things that 3e doesn't explicitly cover. But with 3e, I have a framework for a solution that sounds right. Under 1e, DM fiat was an expected part of the system. A creative DM could make that a strength, a poor one a liability. The biggest problem, though, was a lack of universality. I couldn't port my knowledge of the game as readily, since each DM had so many customizations to fill in the gaps. What I think 3.x lacks that previous editions had varies. I think Basic D&D had accessability that no other edition, including OD&D, has yet to better. The Moldvay Red Box set was the single best release of D&D, IMHO, in that it was all in one box, got you up and running in an hour, and was well-written and fun. AD&D had a sense of mastery about it...it didn't pretend it was accessible, and promised rich rewards to those brave enough to learn it. For all of it's flaws, learning it was like an adventure unto itself. It was something of a journey, really, looking up unfamilar words, researching historical references and discovering mathematical concepts. And 2e.....? Well, it had the color blue, I guess. ;) [/QUOTE]
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What is 3.0 & 3.5 missing that previous editions had?
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