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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="hawkeyefan" data-source="post: 7889400" data-attributes="member: 6785785"><p>Well, I’d say that in general, calling people “constructively/creatively lazy/impeded” is a bit of a put down. I don’t think such a term applies to anyone based on their edition preference.</p><p></p><p>I get your point about establishing limits on what content was allowed. I think that would solve or limit many of the flaws of the edition taken as a whole. </p><p></p><p>But that does not mean that from a design standpoint, the edition as a whole was not flawed. Your decision to limit what content was allowed is not a defense of the 3.X design. </p><p></p><p>I do agree with you that effort was needed to make the game work well. But I don’t know if the return on that effort was greater than what you’d get from a simpler system. </p><p></p><p>I also don’t know if I’d compare the brain power required to make an effective character build to the same kind we tend to use during play. Or maybe I should say, the kind we may use during play. </p><p></p><p>I’ve recently looked at Five Torches Deep. It’s a stripped down version of 5E. It has the four core classes, and then the other classes are all subclasses of those main four. It has fewer character options for players to select. </p><p></p><p>Looking at this streamlined version, I wonder how it will play. Haven’t had a chance to find out yet....but I feel like the shift in focus from character options and builds will result in more creative play. </p><p></p><p>So maybe it’s not a question of the amount of brain power a game requires, but in where that effort goes? </p><p></p><p>I don’t think there’s one answer to that, but I feel it’s a question to consider.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7889400, member: 6785785"] Well, I’d say that in general, calling people “constructively/creatively lazy/impeded” is a bit of a put down. I don’t think such a term applies to anyone based on their edition preference. I get your point about establishing limits on what content was allowed. I think that would solve or limit many of the flaws of the edition taken as a whole. But that does not mean that from a design standpoint, the edition as a whole was not flawed. Your decision to limit what content was allowed is not a defense of the 3.X design. I do agree with you that effort was needed to make the game work well. But I don’t know if the return on that effort was greater than what you’d get from a simpler system. I also don’t know if I’d compare the brain power required to make an effective character build to the same kind we tend to use during play. Or maybe I should say, the kind we may use during play. I’ve recently looked at Five Torches Deep. It’s a stripped down version of 5E. It has the four core classes, and then the other classes are all subclasses of those main four. It has fewer character options for players to select. Looking at this streamlined version, I wonder how it will play. Haven’t had a chance to find out yet....but I feel like the shift in focus from character options and builds will result in more creative play. So maybe it’s not a question of the amount of brain power a game requires, but in where that effort goes? I don’t think there’s one answer to that, but I feel it’s a question to consider. [/QUOTE]
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Why 3.5 Worked
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