Why do we have such different experiences?

I think some of it has to do with how you learned and acculturated. For instance, if you started mainly with 2e or 3e and started as a player, you learn certain things about how to make PCs. You might think that the same skills transfer to GMing 3e, but if so, you would be in for some surprises. For instance, one comment I've heard many times is how much work it is assigning NPC skill ranks. My response has always been ...

WHAT???

Seriously, you just pick Int + number of class skills, and max them all out. If they don't have eough skills, you just start taking skills and breaking them in half. Or if you want them to start with a PrC, you figured out what is needed, subtract it out of the available skill points, and assign the rest by either dividing them evenly or maxing out a number of skills until you run out. Multiclass? For every class the first, just add one rank to Int + number of class skills. Don't think about it. Do they need a language or one rank of a knowledge skill? Steal it from Climb or something. Do they need X ranks of skill for story reasons? NO, THEY DO NOT. Figure out if they have enough ranks to theoretically have succeeded. If so, good. If not, take Skill Focus or something.

Similarly, as to the barrage of PrCs... I just don't allow a given PrC unless it is cleared by me first. If something seems a little overpowered... well, if it makes someone happy, why not? If I don't like it, I just say "no."

But here's the thing. I learned to play D&D starting with the Red Box when I was eight years old, and I had DM'ed my first game before the age of ten. By twelve I was dabbling in TMNT and GURPS and DC Heroes. I was not married to any particular system, and minmaxing designs was a far second concern to me to running games efficiently. I was used to games taking a certain level of customizing and I was used to monitoring PC creation. I had no problem with three round combats. To me, what made a combat exciting was not how many rounds it took or who did what thing, it was the context.

To me, spending an hour or two poring through books to max my PC was a pleasure since I rarely got to spend much time on character development. I usually GM, so to me locating a sweet PrC or some quirky feat combo or just maxing out an axebearddwarf has a lot of appeal.

In short, NPC design in 3e was never hard for me because I never worried about details I considered unimportant. PC design was never a chore because I knew what I wanted.

But I can certainly understand how someone would find it frustrating if they felt every PC and every NPC required an exhaustive search through a dozen or more books, if every PC had to be optimized and every NPC balanced. I could understand why D&D would be frustrating if you were expecting the climactic duel of Return of the Jedi and instead you got a grease spell, a few wild crits, and a beatdown.
 

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In short, NPC design in 3e was never hard for me because I never worried about details I considered unimportant. PC design was never a chore because I knew what I wanted.

My biggest eye-roller was magic items for NPCs. If they were sufficiently high level, they had items that changed base-stats (such as stat boosters) that required you to go back to the beginning with ability score modifiers. Top that off with spending their gold on gear, and its enough to make your head spin.

PHB2 helped fix the latter problem though, and Magic Item Comp helped a bit as well. Still, developing an NPC with magical gear beyond 5th level was a long process...
 

My biggest eye-roller was magic items for NPCs. If they were sufficiently high level, they had items that changed base-stats (such as stat boosters) that required you to go back to the beginning with ability score modifiers. Top that off with spending their gold on gear, and its enough to make your head spin.

PHB2 helped fix the latter problem though, and Magic Item Comp helped a bit as well. Still, developing an NPC with magical gear beyond 5th level was a long process...

... if you cared about actually

1) accounting for every gold piece
2) seeing that every high level NPC had stat-boosting gear of the type a PC would have

Mostly, I just sliced up the budget into several large chunks, purchased the largest X in each category I cared to, and cashed the rest out in potions of greater heroism and cure serious.

I never considered suspension-of-belief challenging to assume not every NPC fighter had gaunlets of ogre power... I considered it a challenge to explain why they all apparently shopped at the same store.
 

I never considered suspension-of-belief challenging to assume not every NPC fighter had gaunlets of ogre power... I considered it a challenge to explain why they all apparently shopped at the same store.

You know there's a true neutral wizard out there making a killing off mass producing gauntlets of ogre power, cloaks of resistance and armors of fortitude. Enchanting the stuff to crumble into dust after its owner is killed is a freebie -- cuts down on the secondary market.
 

I'm with Imaro, Rel, and Vegepygmy. I think that the people you play with, how they play, how they cooperate, and how they interpret the rules makes by far the biggest difference in one's play experience. That is probably true of any edition, but especially true of 1st through 3rd.

Starting with 3rd, the designers have tried to de-emphasize the role of the DM's judgment. I think that is a poor decision. If you're going to have a DM, have a DM already. He's not a Dungeon Intel Core 2 Duo, he's a Dungeon Master. But I'm digressing; my point is that the people at the table make all the difference. And that's a great thing.
 

A lot of this comes down to options and how individual game groups make use of them. And I'm not just talking about adding splat books, but real fundamental options about what style of game to play, what sorts of adventures, what sorts of characters. Add on to that the options DMs have in what opponents to present, how to present them, and so on.

And we haven't even gotten to the application of the rules yet! But once we do, which rules to emphasize, which rules to de-emphasize, which rules to ignore completely or change.

The variations are considerable. Sometimes I marvel that there are broadly shared experiences at all.
 

Variability of play style: Because 3E at least tries to have a rule for every occasion, more styles of play are supported. So if you want to play Masquerades and Machinations, you can do that; if you prefer Miniatures and Monsters, you can do that. In the former, the diplomacy rules are important; in the latter, it doesn't matter how well or poorly made they are. In the former, CoDzilla is irrelevant, while bards and rogues shine; in the latter, beware CoDzilla and bards are weak.
This is the biggest factor IME (eight years of 3E and 3.5).

In the game I DM, I have one power-gamer focused heavily on turtling (himself and teammates), and I struggle to challenge the group without killing them. (Nearly had a TPK yesterday, but they had some pretty bad luck, with the two primary casters failing easy Will saves against a mind flayer's mind blast.) In the AoW and FR games in which I play, on the other hand, we've got no power-gamers, and things seem to hew much closer to how I imagine the designers saw 3.5 running.

This is true of tactical play, also. None of the three DMs put a lot of effort into making the bad guys behave with tactical perfection, though one focuses on it more than the others, and that game tends to run slower. That game also has the most tactically-minded player in it.
 

Great stuff guys. Keep it coming.

Another issue I think we could bring up when trying to find a baseline of comparison between our experiences is how comfortable a DM is in bringing in new rules, either house or "official" variants. For example, Rel in another thread (I misremember which right now) mentioned that he has a house rule where casters have to make a check in order to accurately place their area of effect spells. Blowing the check puts the center of the spell off by a square or two (I think that's right).

That right there would really shift how you view casters. That's a rule that, IMO, will have a much larger effect on the party than on the opponents simply because there are far more opponents out there that don't have area of effect attacks, whereas a group with core casters could very well use area of effect attacks in every single combat.

It's a small rule change. And one I find rather intriguing. But, I can also see how that might really change how wizards play out.
 

For example, Rel in another thread (I misremember which right now) mentioned that he has a house rule where casters have to make a check in order to accurately place their area of effect spells. Blowing the check puts the center of the spell off by a square or two (I think that's right).

I did?!

That either wasn't me or it was so long ago that I don't remember it. In fact I don't remember ever playing with a variant of that rule. That doesn't change the fact that such a rule would alter the way such casters were viewed and played however. Just wanted to clarify that I think you've confused me with somebody else on that point.
 


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