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What was so bad about DMing 3x?
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<blockquote data-quote="Remathilis" data-source="post: 4039355" data-attributes="member: 7635"><p>My problem with 3.X is "the math". Here me out.</p><p></p><p>Take 1e/2e. Many of the things that defined class mechanics were, arbitrary, to say the least (Save vs. petrification?). 3e sough to fix some of them, mostly by codifying the rules. (All saves scale at one of two progressions, for example). However, I'm not entirely sure they forsaw all the problems with this codification: IE, things not scaling evenly enough to keep the numbers even. </p><p></p><p>This lead to the "sweet spot", 4-14. Levels 1-3, combat is swingy: one die roll can spell doom for the whole operation. Though there is less in the way of decisions to make (due to lack of options at that level) things move slowly due to lack of hp, ability to hit, spell resource, etc. The opposite problem at high level (too many decisions and resources) creates the EXACT SAME effect: combat becomes swingy based solely on full-attacks and save-or-dies targeting "weak" saves. It is in that sweet spot that the math "balances" and combats become even affairs that, while tides can turn, still feels like an even match and not like "initiative ftw or die". </p><p></p><p>Almost all other problems in 3.x come back to this idea of "the math." NPCs must be properly balanced against their PC foes or they are roasted. Magical items must be carefully monitored or else PCs become too powerful for their level. CRs assume a baseline few (if any) DMs can organically maintain. PCs must constantly search for "upgrades" to shore up weaknesses (hello rog20 with a +7 will save!) rather than gather unique magical items or <s>cool</s> boss new skills, feats or abilities.</p><p></p><p>Everything I've seen about 4e so far has told me that they are balancing "the math" rather than formalizing the math from older editions. Perhaps its because this is the first edition of D&D that the bab/ac and defenses/spell rolls all scale a the same level (baring a constant bonus from level and feats) and less reliance on "math-affecting" items like rings +2 or belts +4. If they can make that mathmatic sweet spot last, I'm statisfied.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4039355, member: 7635"] My problem with 3.X is "the math". Here me out. Take 1e/2e. Many of the things that defined class mechanics were, arbitrary, to say the least (Save vs. petrification?). 3e sough to fix some of them, mostly by codifying the rules. (All saves scale at one of two progressions, for example). However, I'm not entirely sure they forsaw all the problems with this codification: IE, things not scaling evenly enough to keep the numbers even. This lead to the "sweet spot", 4-14. Levels 1-3, combat is swingy: one die roll can spell doom for the whole operation. Though there is less in the way of decisions to make (due to lack of options at that level) things move slowly due to lack of hp, ability to hit, spell resource, etc. The opposite problem at high level (too many decisions and resources) creates the EXACT SAME effect: combat becomes swingy based solely on full-attacks and save-or-dies targeting "weak" saves. It is in that sweet spot that the math "balances" and combats become even affairs that, while tides can turn, still feels like an even match and not like "initiative ftw or die". Almost all other problems in 3.x come back to this idea of "the math." NPCs must be properly balanced against their PC foes or they are roasted. Magical items must be carefully monitored or else PCs become too powerful for their level. CRs assume a baseline few (if any) DMs can organically maintain. PCs must constantly search for "upgrades" to shore up weaknesses (hello rog20 with a +7 will save!) rather than gather unique magical items or [S]cool[/S] boss new skills, feats or abilities. Everything I've seen about 4e so far has told me that they are balancing "the math" rather than formalizing the math from older editions. Perhaps its because this is the first edition of D&D that the bab/ac and defenses/spell rolls all scale a the same level (baring a constant bonus from level and feats) and less reliance on "math-affecting" items like rings +2 or belts +4. If they can make that mathmatic sweet spot last, I'm statisfied. [/QUOTE]
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What was so bad about DMing 3x?
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