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<blockquote data-quote="roguerouge" data-source="post: 4632607" data-attributes="member: 13855"><p>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. </p><p></p><p>Deep Space Nine vs. A Team: if your campaign features one setting and thus limits the opponents, then some classes (rangers) and skills (like knowledge: local) become more important. Players can also specialize their builds better with a general knowledge of what kind of opponents, terrain, and resources will be available to them. If they know that they're always going to be in a forest, then certain classes leap to the fore, while if they're always going to be in a city, the other classes work better. Heck, the aristocrat becomes viable if you never stray far from their center of social power. But if the A Team is your campaign model, however, then your builds have to emphasize flexibility and you have to be able to cover your weaknesses. If you face a wide variety of monsters, that low will save or grapple check will come back to haunt you eventually. So you start allocating resources, feats, and skill tricks to covering for your weaknesses.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4632607, member: 13855"] 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. Deep Space Nine vs. A Team: if your campaign features one setting and thus limits the opponents, then some classes (rangers) and skills (like knowledge: local) become more important. Players can also specialize their builds better with a general knowledge of what kind of opponents, terrain, and resources will be available to them. If they know that they're always going to be in a forest, then certain classes leap to the fore, while if they're always going to be in a city, the other classes work better. Heck, the aristocrat becomes viable if you never stray far from their center of social power. But if the A Team is your campaign model, however, then your builds have to emphasize flexibility and you have to be able to cover your weaknesses. If you face a wide variety of monsters, that low will save or grapple check will come back to haunt you eventually. So you start allocating resources, feats, and skill tricks to covering for your weaknesses. [/QUOTE]
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