Why I hate D&D 3.5

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X = variable (in this case, 2.5 years)

IDRP = In-Depth Role-Play (not to be confused with freeform or interactive storytelling)

The rest are well known, I'd think.;)
 

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Raesene Andu said:
Now we have the new 3.5 edition coming out, which if the stories I've been reading are true, will invalidate much of the material released before this year.

I've heard this so much, you'd think it's gospel. However, I don't see this and think it's more a fearful gut reaction rather than truth. How will 3.5 invalidate what has been printed previously? Explain.

(Edited for really bad spelling)
 
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I am sorry, but all I can say, Bendris Noulg, is "absolute tosh!" It's not that I don't agree that the rules provide the framework in which we describe role-playing interactions. It's the notion that more rules means fewer choices and less role-play. Following that spurious logic, we are reduced to saying that the most perfect role-playing is achieved by playground "make-believe"!

The rules serve to create a common framework, to allow the referee and players to mutually participate understanding the expectations of the setting. But I do not see that they actually prevent you from role-playing! They may constrain some of the actions that your character can take, but that most definitely is not role-playing. That's just follwoing the underlying constraints of the game reality. You make the choices for your characters as you see appropriate. If there are problems, it is most likely due to a mismatch between your own expectations and those of the referee, and that can happen in any game system! You don't have to be an optimised killing machine if that isn't the intent of the game being run (I know that I don't run games like that). It's something which is resolved by discussion and the formulation of the underlying game contract.

As for your complains about the Pit Fiend, well I heard them on that thread and they didn't fly there. You don't like the way they've increased the power of a signature creature? Fine, then use whatever CR you think appropriate for it, or use the current version or make up your own alternative. Frankly all that seems to have been done is to beef it up to fil the niche that was intended for it in the hierarchy of demonic powers. That's just a consequence of the intensive testing the rules have had over the past couple of years.

And finally, your remark about Andy Collins is just a nasty, mean-spirited slur! You don't like the direction he;s taken (though do we really know that? it's far too soon to say)? That's one thing. But nasty little jibes like "Munchkin King"? Uncalled for! You are giving In-depth Role-play a bad name, and that annoys me since it's the category I would put myself too. :mad:
 

Raesene Andu said:
Now before I begin this long winded rant, I'll point out that I know that 3.5 will be available to be downloaded for free...

Raesene Andu said:
Oh, and I should point out, that although I was opposed to the way the d20 Birthright campaign setting was written (following the 3E model of rehashing old material) it is a beautiful product and well worth the download when it becomes available.

Huh...?
 


Deadguy said:
I am sorry, but all I can say, Bendris Noulg, is "absolute tosh!" It's not that I don't agree that the rules provide the framework in which we describe role-playing interactions. It's the notion that more rules means fewer choices and less role-play. Following that spurious logic, we are reduced to saying that the most perfect role-playing is achieved by playground "make-believe"!
Could you please try reading my post. I didn't say less role-play. What I'm saying is that the rules enforce character development comparible to He-Man and DragonballZ, where power is the primary focus of most rules. To which I need only point out any WotC adventure, which have all proven to be crap, as validation of my views.

I would consider a 5th Level Expert (Librarian) just as valid a character concept as a 42nd Level Necromancer.

Do you?

The rules serve to create a common framework, to allow the referee and players to mutually participate understanding the expectations of the setting.
Wrong. What the rules do is enforce someone elses expectations onto a setting. 3E sets a high-bar of measure for PC power, and it's magic/adventurer's economic system tells me exactly what kind of environment my world is "expected" to have. This, as a rules-set, is a limitation. One that previous editions did not have.

But I do not see that they actually prevent you from role-playing!
It doesn't. However, it creates a rather specific environment, and some folks might not find that environment inspiring to role-play in.

They may constrain some of the actions that your character can take, but that most definitely is not role-playing. That's just follwoing the underlying constraints of the game reality. You make the choices for your characters as you see appropriate. If there are problems, it is most likely due to a mismatch between your own expectations and those of the referee, and that can happen in any game system! You don't have to be an optimised killing machine if that isn't the intent of the game being run (I know that I don't run games like that). It's something which is resolved by discussion and the formulation of the underlying game contract.
The problem is that CR enforces a character of Level X to have Y amount of power. Focus on a game centered around Z amount of power instead, and half of the rules in the DMG become useless.

As for your complains about the Pit Fiend, well I heard them on that thread and they didn't fly there. You don't like the way they've increased the power of a signature creature? Fine, then use whatever CR you think appropriate for it, or use the current version or make up your own alternative. Frankly all that seems to have been done is to beef it up to fil the niche that was intended for it in the hierarchy of demonic powers. That's just a consequence of the intensive testing the rules have had over the past couple of years.
Actually, you'll note that I had no mechanical complaints about the Pit Fiend. What I stated in the other thread is that I found the concept of "standard tactics" funny in that I'll gladly drive a metagamer nuts by not using them.

And finally, your remark about Andy Collins is just a nasty, mean-spirited slur!
Nasty? Yes.

Mean spirited? Yes.

Slur? Nope. The man's a munchkin. I'd really like him to join my game so that I can laugh while he runs away in frustration ripping his hair out.

You don't like the direction he;s taken (though do we really know that? it's far too soon to say)? That's one thing. But nasty little jibes like "Munchkin King"? Uncalled for! You are giving In-depth Role-play a bad name, and that annoys me since it's the category I would put myself too. :mad:
Actually, me and the Royal Munchkin got into a major debate at the WotC once. That's how I learned that the guy couldn't RP his way out of a brown lunch bag. I've also read his house rules at his web site. That's how I know he's a munchkin.

BTW, I created the term "In-Depth Role-Play" and petitioned WotC to create the In-Depth board. So if you have problems with me, all I can really so is "So fargin' what?" Lots of people got issues with me, but it's never kept me up at night. Doubt you will either.
 
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But I do not see that they actually prevent you from role-playing!
Some rules definitely affect the type of roleplay that occurs, though, and may even actively discourage some types...so no, the rules are not irrelevant to roleplay.

As I understand it:

There are rules which encourage certain types of roleplay. (e.g. The non-lethal nature of the combat system may make combat an option during negotiations with an NPC.)
There are rules which put up obstacles to certain types of roleplay. (e.g. The class system may put up barriers to implementing a character concept, for instance.)
There are rules which promote a certain type of roleplay above others. (e.g. The honor system in Hackmaster encourages a specific way of approaching "honor-related" roleplaying situations.)

In the case of D&D editions, you need only look at the different ways in which Hackmaster and D&D 3E actively promote, throw up obstacles to, or remain neutral towards certain types of roleplay to see the point.
 
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While I agree with some of what you said, namely that it does seem as if WOTC is fixing somethings that aren't broken (DR for instance), I think you're offbase about 3E being too much rules and not enough roleplaying. I think it really depends on your group, if they're not into roleplaying there are plenty of options to let them handle encounters with the dice, if they are into roleplaying then that's what you do and dice be damned. I think the system works very well for both types of players.
 

No offense Ben (and you know I have your back) but I could care less about the changes. Sure the Pit fiend got a whole lot nastier. Big deal. Some spells go up and down levels and they fix/change harm. Not a problem by me. In any case Ben, I think you'll agree with me, that while the epic spellcasting from the ELH wasn't that good, there was some attempt at least to address high level play. Again something some people like or hate. (Me personally, I prefer true rituals for epic spellcasting. Much better.)
 

Raesene Andu said:
It makes me sick when I read the way some people are going on about the changes, salivating over the new rules. In a way it highlights what is so wrong with 3E, it is just rules. There is little roleplaying or adventure left in the game now, just hundreds of pages of rules.
When I buy a D&D core rulebook, I expect to get rules. My players and I provide the role playing.
 

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