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What motivated you to purchase splatbooks for 3e?
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<blockquote data-quote="Mercule" data-source="post: 4604024" data-attributes="member: 5100"><p>To get options to craft my characters/NPCs to my vision of how they should work. Sometimes, I got inspired by something in a book (usually the DM books, like Dracanomicon), but the player-oriented books were almost always gotten so there was more flexibility in how characters worked. </p><p></p><p>If everything could have been strictly balanced, I'd be fine with that -- I don't value balance, per se, but I wasn't cruising for power-ups. Since I was generally the GM, that'd be pointless.</p><p></p><p>I was always going for mechanical ways to permit characters that were envisioned to be a particular way. Since D&D is a game of exceptions, you need to have your vision represented on the menu. The bigger the menu, the better the odds of being able to build what you wanted. Unfortunately, by the time you have a sufficiently large menu, it becomes unnavigable and you're better off just going for a point-based system.</p><p></p><p>Now that I think about it, the lack of flexibility is one of the reasons I left D&D in the 1990s. When I returned for 3e, it was fully aware that you really are never going to have great flexibility in a class/level system (archetypes are the whole point). How I wish I'd remembered that.</p></blockquote><p></p>
[QUOTE="Mercule, post: 4604024, member: 5100"] To get options to craft my characters/NPCs to my vision of how they should work. Sometimes, I got inspired by something in a book (usually the DM books, like Dracanomicon), but the player-oriented books were almost always gotten so there was more flexibility in how characters worked. If everything could have been strictly balanced, I'd be fine with that -- I don't value balance, per se, but I wasn't cruising for power-ups. Since I was generally the GM, that'd be pointless. I was always going for mechanical ways to permit characters that were envisioned to be a particular way. Since D&D is a game of exceptions, you need to have your vision represented on the menu. The bigger the menu, the better the odds of being able to build what you wanted. Unfortunately, by the time you have a sufficiently large menu, it becomes unnavigable and you're better off just going for a point-based system. Now that I think about it, the lack of flexibility is one of the reasons I left D&D in the 1990s. When I returned for 3e, it was fully aware that you really are never going to have great flexibility in a class/level system (archetypes are the whole point). How I wish I'd remembered that. [/QUOTE]
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What motivated you to purchase splatbooks for 3e?
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