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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Why 3.5 Worked
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<blockquote data-quote="Don Durito" data-source="post: 7884869" data-attributes="member: 6687260"><p>The amount of player options in 3.5 is often praised but there's a conflict between two different kinds of players options.</p><p>a) There's the whole build thing where you plan out a specific character from the beginning to level 20 (or wherever you think the build is complete). You can also manipulate this to make the character you envision mechanically distinct (so it doesn't <em>have </em>to be about pure powergaming.)</p><p>b) There's character options that help develop the character organically in play. For example, as the character grows you may decide you want to choose something organically to represent the characters growth and change. Your ranger has been doing several missions for the church of Balthus - so you may want to pick up a cleric level. Your fighter has been failing a lot of stealth roles - perhaps find a way to get training in Stealth. You made a pact in the last adventure with the volcano god - is there something that can represent this mechanically? </p><p></p><p>3.5 could do A well. It could sort of do B as well (up to the point at least that most people actually reached) provided that everyone in the game was very relaxed about optimising. Where it really struggled was when a player cared about both A and B as they tend to contradict each other (the player who likes to build their character reactively can't easily optimise when optimisation requires advance planning). It also really struggled if you had mixed A and B priorities in the same group.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7884869, member: 6687260"] The amount of player options in 3.5 is often praised but there's a conflict between two different kinds of players options. a) There's the whole build thing where you plan out a specific character from the beginning to level 20 (or wherever you think the build is complete). You can also manipulate this to make the character you envision mechanically distinct (so it doesn't [I]have [/I]to be about pure powergaming.) b) There's character options that help develop the character organically in play. For example, as the character grows you may decide you want to choose something organically to represent the characters growth and change. Your ranger has been doing several missions for the church of Balthus - so you may want to pick up a cleric level. Your fighter has been failing a lot of stealth roles - perhaps find a way to get training in Stealth. You made a pact in the last adventure with the volcano god - is there something that can represent this mechanically? 3.5 could do A well. It could sort of do B as well (up to the point at least that most people actually reached) provided that everyone in the game was very relaxed about optimising. Where it really struggled was when a player cared about both A and B as they tend to contradict each other (the player who likes to build their character reactively can't easily optimise when optimisation requires advance planning). It also really struggled if you had mixed A and B priorities in the same group. [/QUOTE]
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Why 3.5 Worked
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