Hussar said:
But, I will agree with the general concensus that the 3e PHB artwork is perhaps not as good as it could be.

You'll get no arguement from me on that one. However, in the past two years or so, WOTC has really cranked out some fantastic artwork for their books. And fairly consistently.
Exactly....and perhaps for the reason that Ltheb Silverfrond suggests: To remove the game from the "rep" of 1e. Of course, if true, this would mean that the 3.0 PHB intentionally tried to communicate that 3.0 should have a different "feel" than 1e, whereas the art in the 3.0 DMG communicates that 3.0 should feel very much like 1st ed...just more cinematic.
Glancing through the 3.0 DMG, the first thing that I notice is that there are B&W illustrations. Then I notice that there are some pictures where the adventurers seem more like they are actually adventuring. They have to think, they are not in charge, and they can get hurt:
p. 15: Adventurers make careful plans regarding thier next adventure.
pp. 60-61: Three adventurers face two orcs; there is no caption to make sure you know who will win.
p. 78: Incorporeal wraiths lunge toward an adventurer.
p. 82: Mialee fails to overcome the spell resistance of a marilith.
p. 92: Adventurers learn how deadly a dragon's breath weapon can be.
p. 99: Tordek is unprepared for an ogre's ambush.
p. 103: Ugh, a spider.
p. 105: Gnolls attempt to use a pit to their advantage during a fight.
p. 116: Tordek falls victim to a magic lightening trap.
p. 174: Trinthakis the dark elf uses the staff of the deathsong to devastating effect.
p. 199: Using a scroll with a spell that is beyond her, Mialee suffers painful consequences.
There are also pictures that depict a more believable worldview:
p. 16: Dungeon Mastering well requires a solid foundation of planning, just like building a castle.
pp. 106-113: Various dungeon features.
p. 148: "We don't serve your kind here."
p. 151-152: Ships and siege engines without strange new spikes.
p. 244: Crafting magic items requires time and money as well as skill. (Note the fleshed out background.)
Finally, there are direct homages to the illustrations in the 1e DMG:
p. 114: A water trap threatens to quench Alhandra's life (see 1e DMG, p. 68).
p. 127: A sample dungeon (see 1e DMG, p. 95).
A glance through the 3.0 DMG shows artwork that communicates a very different message than that of the 3.0 PHB. Whether or not you like the artwork, anyone who joins a game expecting the message in the PHB artwork, but is in a game that follows the message in the DMG artwork, is going to be rudely shocked!
Now, if you turn to page 169, you get "Ember takes a moment to reflect on her victory over an umber hulk", you will see that there is at least
one picture in the 3.0 DMG that explicitly suggests that the characters
can win, but this is hardly the overall message.
People talk about the "adversarial nature" of 1e....but if the artwork of the 1e DMG gives a different message than that in the PHB, it is to remind the DM to relax in the face of PC wackiness. Hence all the cartoons.
p. 34: "This had better work!"
p. 35: "Dave, get the barbarian in the corner another drink, quick!"
p. 44: "One false move, wizard, and your familiar gets it!"
p. 81: Fighter jumps into wizard's arms on encountering a rust monster.
p. 111: "It's a great new fantasy role-playing game. We pretend we're workers and students in an industrialized and technological society."
p. 123: "Well, either it allows a magic-user to throw the various Bigby's hand spells, or it's a +2 backscratcher. So far we're not sure which...."
p. 234: Three adventurers confront a giant snake using a giant forked stick.
There are mood pieces that suggest world and background, such as those on pp. 48, 59, 89, 101, 136, 154, 219, and 232.
Finally, the illos running from p. 170-173 show the progress of a party of adventurers, from facing kobolds to stone giants.....and it shows them both facing actual danger (the troll coming unexpectedly from the side passage) and winning (in fact, getting a big haul at the end).
In other words, the art in 1e both PHB and DMG suggest that the PCs can both face actual danger, and that they can win if they are clever, or lucky, or both. Both players and Dungeon Masters are being told to come to the game with roughly the same expectations. The DM is given more humorous pieces, IMHO, largely because the DM
must keep a sense of humor in mind when describing action, and when faced with the players' plans. In other words, the DM is encouraged to let Mickey Mouse ears or a forked stick sometimes work, while being reminded that it is just a game, and that a party of fighters is going to view rust monsters differently than a party of wizards.
The art in the 3.0 PHB suggests that the PCs are special snowflakes who are rarely in danger (and even then, not real danger), who always come out on top, and who are seperate from the world. The art in the 3.0 DMG suggests that the PCs rarely come out on top and deserve no special treatment. These mixed messages are liable to cause conflict with anyone new to the game.
Like or hate the styles of 1e or 3e....I don't care. Joshua Randall is right when he says that it is silly to say all of one edition's art is great, while all of another edition's art is garbage. However, it is equally ludicrous to say that the only reason one would prefer one style of art or another is nostolgia. The difference in messages these illustrations convey is also not nostalgia.
RC