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Your Thoughts on the Heroization of D&D 3.x
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<blockquote data-quote="Andre" data-source="post: 1874254" data-attributes="member: 25930"><p>My two cents' worth:</p><p></p><p>1. 3.x is definitely more of a "construction kit" than earlier versions. For instance, in 1E we had the gargoyle. Someone wanted a stronger version, so they created the margoyle. Different creature in a different monster book, but basically just a stronger gargoyle. In 3.x, we can slap on a template, increase the HD, make it huge, add class levels, etc. Same effect (stronger gargoyle), but 3.x provides the mechanics for accomplishing it and we don't have to call it a new monster. </p><p></p><p>Essentially, the blocks still exist, but have gotten much smaller. In earlier editions the blocks were bricks. Now they're elements. Hero uses atoms.</p><p></p><p>2. Psion's idea that in 3.x most modifications bring along specific "baggage" is often true of characters (if the GM enforces this), but far less so for creatures. As in the example above, the GM modifies a base creature to achieve a specific effect. Whether or not the baggage is included is up to the GM. I can easily create a creature using the fiendish template, but not treat it as fiendish - maybe the abilities are there because it's an aberration, or drank a potion (Dr. Jekyll's Mr. Hyde). My point is that the baggage is optional and can easily be changed to suit a specific campaign, while keeping the same effect.</p><p></p><p>3. Anyone noticed how difficult it is to publish an "accurate" monster book in 3.x? Just look at the reviews on Libris Mortis and MM3 to see how rigid the system has become. In earlier editions, if a GM created a tiny creature with 12 racial HD, no one cared. To do so now is "wrong". Concept (baggage) is less important than the formulas used. To the extent that such rules are core to the 3.x rules-set, I see a Hero-ization of the rules. Of course, a GM can rule zero anything, but that's true of Hero also.</p><p></p><p>4. Will D&D ever move to a true Hero-style effects-based system? No. Many of the core elements of D&D are large blocks - classes, all those spells in the PH, weapons and armor, and so on. As Hong pointed out, most D&D campaigns share many common elements. Take away those commonalities and you no longer have D&D.</p><p></p><p>5. Fantasy Hero was the edition of D&D I played between 1e and 3e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Andre, post: 1874254, member: 25930"] My two cents' worth: 1. 3.x is definitely more of a "construction kit" than earlier versions. For instance, in 1E we had the gargoyle. Someone wanted a stronger version, so they created the margoyle. Different creature in a different monster book, but basically just a stronger gargoyle. In 3.x, we can slap on a template, increase the HD, make it huge, add class levels, etc. Same effect (stronger gargoyle), but 3.x provides the mechanics for accomplishing it and we don't have to call it a new monster. Essentially, the blocks still exist, but have gotten much smaller. In earlier editions the blocks were bricks. Now they're elements. Hero uses atoms. 2. Psion's idea that in 3.x most modifications bring along specific "baggage" is often true of characters (if the GM enforces this), but far less so for creatures. As in the example above, the GM modifies a base creature to achieve a specific effect. Whether or not the baggage is included is up to the GM. I can easily create a creature using the fiendish template, but not treat it as fiendish - maybe the abilities are there because it's an aberration, or drank a potion (Dr. Jekyll's Mr. Hyde). My point is that the baggage is optional and can easily be changed to suit a specific campaign, while keeping the same effect. 3. Anyone noticed how difficult it is to publish an "accurate" monster book in 3.x? Just look at the reviews on Libris Mortis and MM3 to see how rigid the system has become. In earlier editions, if a GM created a tiny creature with 12 racial HD, no one cared. To do so now is "wrong". Concept (baggage) is less important than the formulas used. To the extent that such rules are core to the 3.x rules-set, I see a Hero-ization of the rules. Of course, a GM can rule zero anything, but that's true of Hero also. 4. Will D&D ever move to a true Hero-style effects-based system? No. Many of the core elements of D&D are large blocks - classes, all those spells in the PH, weapons and armor, and so on. As Hong pointed out, most D&D campaigns share many common elements. Take away those commonalities and you no longer have D&D. 5. Fantasy Hero was the edition of D&D I played between 1e and 3e. :) [/QUOTE]
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