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Why the hate for complexity?
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<blockquote data-quote="Zardnaar" data-source="post: 7587848" data-attributes="member: 6716779"><p>I've kind of regressed in some ways. After playing AD&D some of the core mechanics were wonky but the balance and some of the reasons were better than 3E. The more feats, spells, magic items, prestige classes, and combos players can put togather the more things can go wrong and the harder it is for the DM.</p><p></p><p> Having to find spells also put a bit more emphasis on the exploration pillar. The old adventures often hid treasure here and there so something like a wand of secret door detection was much more useful than post AD&D (xp for gold etc). </p><p></p><p> I'm probably one of the few who would like a new 3E type game, just not sure if I would want an AD&D 3E or something like 3E but with BECMI level math and some of the complexity toned down and things like feats overhauled. In late 3E (2009 or so) I was plugging a lot of AD&D back into it, then I found it easier to plug parts of 3E into AD&D 2E, less work. </p><p></p><p> Your guys legacy though I think will be the dumping of THAC0, I can use it don't really miss it. Just find I miss a few elements of AD&D here and here but I still break it out on special occasions and I am much more prone to hack it. I also liked the way magic resistance worked in D&D minis which was a nice mix of AD&D and 3E. Basically a static number like 2E but with a d20 roll a'la 3E. </p><p></p><p> I think my ultimate edition of D&D would use a lot of elements of 3E but with an OSR playstyle with BECMI numbers or the 4E half a level thing with the 4E or 5E type action economy. BECMI with a few more options and microfeats would be a close way of describing it. It would be grittier than 5E and with AD&D type magic item creation but use things like Fort/Ref/Wll, microfeats, might even go back to class based XP.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7587848, member: 6716779"] I've kind of regressed in some ways. After playing AD&D some of the core mechanics were wonky but the balance and some of the reasons were better than 3E. The more feats, spells, magic items, prestige classes, and combos players can put togather the more things can go wrong and the harder it is for the DM. Having to find spells also put a bit more emphasis on the exploration pillar. The old adventures often hid treasure here and there so something like a wand of secret door detection was much more useful than post AD&D (xp for gold etc). I'm probably one of the few who would like a new 3E type game, just not sure if I would want an AD&D 3E or something like 3E but with BECMI level math and some of the complexity toned down and things like feats overhauled. In late 3E (2009 or so) I was plugging a lot of AD&D back into it, then I found it easier to plug parts of 3E into AD&D 2E, less work. Your guys legacy though I think will be the dumping of THAC0, I can use it don't really miss it. Just find I miss a few elements of AD&D here and here but I still break it out on special occasions and I am much more prone to hack it. I also liked the way magic resistance worked in D&D minis which was a nice mix of AD&D and 3E. Basically a static number like 2E but with a d20 roll a'la 3E. I think my ultimate edition of D&D would use a lot of elements of 3E but with an OSR playstyle with BECMI numbers or the 4E half a level thing with the 4E or 5E type action economy. BECMI with a few more options and microfeats would be a close way of describing it. It would be grittier than 5E and with AD&D type magic item creation but use things like Fort/Ref/Wll, microfeats, might even go back to class based XP. [/QUOTE]
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