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Why doesn't 3.5 make SENSE?
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<blockquote data-quote="haakon1" data-source="post: 5104599" data-attributes="member: 25619"><p>Yes. Well, actually OD&D and AD&D did that, in the 1970s, and 3e continued the tradition.</p><p></p><p>Pre-4e D&D is about fantasy (invisibility and polymorph are in fantasy, so we need spells to do that!) and medieval wargaming logic into a shared reality of a character-focused role playing game. 2nd Edition and 3rd Edition and 3.5 were updates on that chassis -- which is why some spells and items in 3.5 read word-for-word the same as they did in AD&D.</p><p></p><p>That's the beauty of those games -- shooting an arrow works like reality, translated to a game -- you fire, and your chance to hit depends on your coordination, your training/skill/experience, how far the target is, whether the target is armored and/or has a shield, and how fast they can flinch.</p><p></p><p>And X weapon can be just plain better than Y weapon -- no balancing trade offs other than cost, a composite longbow just is better than a regular shortbow, because it really was better, historically -- the stats are like that to be "right" to the feel of history, not to balance a game mechanic.</p><p></p><p>4e -- which would be much more your ticket -- is all about the game balance you seek. It's all game logic, not fantasy or history/wargaming logic. "This is your power, it goes what it does because that's balanced and it's what the rule says" logic, with everything carefully spreadsheeted into balance. I suggest you play it instead.</p></blockquote><p></p>
[QUOTE="haakon1, post: 5104599, member: 25619"] Yes. Well, actually OD&D and AD&D did that, in the 1970s, and 3e continued the tradition. Pre-4e D&D is about fantasy (invisibility and polymorph are in fantasy, so we need spells to do that!) and medieval wargaming logic into a shared reality of a character-focused role playing game. 2nd Edition and 3rd Edition and 3.5 were updates on that chassis -- which is why some spells and items in 3.5 read word-for-word the same as they did in AD&D. That's the beauty of those games -- shooting an arrow works like reality, translated to a game -- you fire, and your chance to hit depends on your coordination, your training/skill/experience, how far the target is, whether the target is armored and/or has a shield, and how fast they can flinch. And X weapon can be just plain better than Y weapon -- no balancing trade offs other than cost, a composite longbow just is better than a regular shortbow, because it really was better, historically -- the stats are like that to be "right" to the feel of history, not to balance a game mechanic. 4e -- which would be much more your ticket -- is all about the game balance you seek. It's all game logic, not fantasy or history/wargaming logic. "This is your power, it goes what it does because that's balanced and it's what the rule says" logic, with everything carefully spreadsheeted into balance. I suggest you play it instead. [/QUOTE]
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Why doesn't 3.5 make SENSE?
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