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sterling40
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05/12/2005 9:47 AM  
quote:
Originally posted by Count Dooku

quote:
what i miss most, honestly, were character "kits" and "specialty priests"


They still exist...they are called Prestige Classses. Are they really that much different from Kits? (I never used them in 2nd Ed)

I have to agree with IanB's statement that there are less rules in 3rd edition. Theres alot of rules for every thing you do in 3rd..but they all use the same mechanic of trying to roll high to beat a DC or AC.
1st and 2nd had very different mechanics for many different tasks.



specialty priests and kits are, in most cases, COMPLETELY different than prestiege classes.

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05/12/2005 10:22 AM  
quote:
Originally posted by bshugg

the 3.x books have breathed new life in to the DnD game system. Players are crawling out of the woodwork to play around my area. I love how easy it is for new players to pick up, and how you can custom make your characters with feats, skills and a balanced multiclassing system. If handled properly even prestige classes can be cool. Handled properly meaning used sparingly as rewards for in game play.

Now for the problems. Well, I love the rules and game system, but hate the 340238408328 different feats,spells and prestige classes that every new product seems to be packed full of. Its fun to pick abilities that work together to make powerful characters, but its not fun to cherry pick from among 14 suppliments to make the ubercharacter. As DM I can handle it pretty well, but have seen many other campaigns get ruined by it. A mix group can have trouble when an experienced player knows how to make overwhelmingly strong characters and the inexperienced players don't. Thats my only real problem with the rules system besides one specific skill "concentration" and how it applies to combat casting.

The only other downer with the 3.5 system is WotC's lack of support for adventures. In general 95% of the adventures made by other companies are terrible. WotC has made some stinkers, but over all they are better than the competition in this area. Its something I find frustrating as I get older and have less and less time to work on my campaign.


Amen. Drinking from a firehose for some things (feats, prestige classes, etc.) and nothing on the other end (modules, adventures).

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05/12/2005 12:17 PM  
quote:
The only other downer with the 3.5 system is WotC's lack of support for adventures. In general 95% of the adventures made by other companies are terrible. WotC has made some stinkers, but over all they are better than the competition in this area. Its something I find frustrating as I get older and have less and less time to work on my campaign.


Absolutely, and:

quote:
Brad, you know, that's a hell of a good point about adventures. I agree, it's the biggest loss in the transition to the newer game. Modules used to be fantastic, in fact, if you ask older players what they remember most from the product, they'll probably say it's a module. Many "old-timer" conversations revolve around these classics, yet what do we have now? They've hand-walked DM's through just about every other possible option, why stop short at modules and full-blown adventures.


Spot on.

What ties all the old timers together? "Remember the first time you ran into that Ogre in the caves of Chaos?" "Yea, I picked up the energy weapon and blew my head off in the barrier peaks" "We just killed the efreet and kept the artificats. We were all happy till the fighter stuck blackrazor into the thief" "Of course I stuck my head into the mouth of that piece of art work on the wall... Who knew Acererak was so cruel?" "I'd have liked to whip the arse of Markessa for what she did to us" "Yea, we renovated the haunted manion and made it our base of operations, complete with secret harbor for our new ship"

And on and on.

3rd edition lacks this. Mature DM's are going to do a lot of Homebrew, no matter what. New DM's are lost in the winderness, alone, and friendless....

Pat E

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05/12/2005 12:54 PM  
quote:
Originally posted by PatEllis15

[quote]
What ties all the old timers together? "Remember the first time you ran into that Ogre in the caves of Chaos?" "Yea, I picked up the energy weapon and blew my head off in the barrier peaks" "We just killed the efreet and kept the artificats. We were all happy till the fighter stuck blackrazor into the thief" "Of course I stuck my head into the mouth of that piece of art work on the wall... Who knew Acererak was so cruel?" "I'd have liked to whip the arse of Markessa for what she did to us" "Yea, we renovated the haunted manion and made it our base of operations, complete with secret harbor for our new ship"

And on and on.

3rd edition lacks this.



There is no possible way that I could agree with this more than I do.
I wonder though, is it possible for WoTC to come up with mythic adventures like those of old? I'd like them to.



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05/12/2005 1:31 PM  
quote:
Originally posted by sterling40

specialty priests and kits are, in most cases, COMPLETELY different than prestiege classes.



Specialty priests are really replaced by the cleric domain selection.

Kits are now covered by skill and feat choice, multiclassing (which was a mess in 2e) or prestige class at mid-higher levels.


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05/12/2005 1:34 PM  
quote:
Originally posted by Ghendar
There is no possible way that I could agree with this more than I do.
I wonder though, is it possible for WoTC to come up with mythic adventures like those of old? I'd like them to.



I imagine this change has something to do with their current business model. Perhaps adventures don't sell as well as a new splat-book.

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05/12/2005 1:39 PM  
Yeah....Wizards excuse is that only 1 out of 5 players is a DM.
So books targeting DMs only sell to 1/5 of the D&D players.
They then go on to say only 25% of DMs use published moduals.

I say nuts to that...I want more adventures!!!

Meepo winning that monster competion (you know he will) is proof enough that players a craving and loving adventures.

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05/12/2005 2:35 PM  
quote:
Originally posted by Count Dooku

Yeah....Wizards excuse is that only 1 out of 5 players is a DM.
So books targeting DMs only sell to 1/5 of the D&D players.
They then go on to say only 25% of DMs use published moduals.

I say nuts to that...I want more adventures!!!

Meepo winning that monster competion (you know he will) is proof enough that players a craving and loving adventures.



Right on Brother!! Just look at that silly competition already up to 7 pages in a day and the love for Meepo is obvious as well. I'll I see is people wanting more published adventures and all the scraps we get are the occasional online side quest! [V]

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05/12/2005 2:50 PM  
Are they really that much different from Kits?

Yes. For the most part, kits were an abomination. Trying to use roleplaying disadvantages to balance game rule advantages was probably the worst idea TSR ever had, and that encompasses a lot of bad ideas. :P

Prestige classes can be unbalanced, it is true, but the opportunity cost of multiclassing in the 3+E system is always there for the most part, especially for games that eventually expect to go epic.

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05/12/2005 2:52 PM  
I don't know, I think 2nd edition dragons were scary in their own way...that whole "breath weapon does damage equal to current HP" thing was particularly nasty. It's not nasty over time, like 3rd edition dragons that can breathe every 1d4 rounds, but it is a whole lot of nasty in one pop, which can be more effective.

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05/12/2005 5:05 PM  
quote:
Originally posted by PatEllis15

p.s. And I can't let this go by without again beating my drum for modules complete with now out of print DDM figures to be released in boxes teh size of a Starter, with double sided maps, etc. Sell it for $25.00 and you've got an instant hit


Yeup!

I honestly think that would be the best way to 'revive' Greyhawk. Erik is doing a pretty good job with GH adventures in Dungeon. I've always thought Paizo would be the way to go if anyone wanted to build GH specific adventures and market them as modules. And including the plastic minis is a no-brainer way to get sales. I've been clamouring for that kind of thing for YEARS!

Bite me.
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05/12/2005 8:35 PM  
Unfortunately, every time Wizards puts out adventures they don't get bought.

Did you buy the three Eberron adventures? I did, and I'm running them now.

There's a Forgotten Realms adventure coming out later this year.

Cheers!

Merric Blackman
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05/12/2005 8:45 PM  
quote:
Originally posted by Iksander

Pretty much. I was trying to figure out why my games lacked that certain something that I didn't seem to have to strive for when I ran 2e games. In my opinion, I think that the flexibility allowed by a lack of rules and the fact that players can't question you as readily, meant a much easier, and faster flow to a game. I, and the players, didn't have measured limits, so consciously or subconsciously, we didn't limit our characters or the story by the rules.


This is also a player problem not entirely related to the rules. I've always seen Rules Lawyers in all editions of the game. (Heck, I've seen Gary Gygax deplore their existence during the days of AD&D).

Meanwhile, I can have exciting stories and action in 3e even with the more formalized structure of the rules. In large part this is due to my own DM style is liberated by having good rules that I understand - I then are free to work within them to a great extent.

Cheers!

Merric Blackman

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05/12/2005 9:01 PM  
quote:
Originally posted by MerricB

Did you buy the three Eberron adventures? I did, and I'm running them now.

Well no, of course I didn't... it's Eberron... sheesh...

Bite me.

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05/12/2005 9:31 PM  
Specialty Priest of Elistraee...EASY.

Domains:
War + Moon

Build towards Sword Dancer, and grab the Elusive Target tactical feat en route. Ewwww...Cleric with Elusive Target, I shudder at the thought.

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sterling40
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05/13/2005 12:23 AM  
quote:
Originally posted by Lab Monkey

quote:
Originally posted by sterling40

specialty priests and kits are, in most cases, COMPLETELY different than prestiege classes.



Specialty priests are really replaced by the cleric domain selection.

Kits are now covered by skill and feat choice, multiclassing (which was a mess in 2e) or prestige class at mid-higher levels.





agreed, that you coul, theoretically, re-create most of the previous kits with different selections you make, but ut lacks a roleplaying finess that the kits provided. to me, RPGs are alot more than "lookie what i can do to this poor unsuspecting goblin" where are the feats/skills/whatever that say "you have this mindset and these roleplaying bonuses for your characters, who wear this type of ceremonial armor, etc etc etc."

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sterling40
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05/13/2005 12:33 AM  
quote:
Originally posted by Testament

Specialty Priest of Elistraee...EASY.

Domains:
War + Moon

Build towards Sword Dancer, and grab the Elusive Target tactical feat en route. Ewwww...Cleric with Elusive Target, I shudder at the thought.



ok, so now, ANY cleric that has access to war, and moon, which could be ALL of them, can easily become, which, IMO, was one of the twinkie specialty priests in the game. theres no drawbacks, except for the time spend in character build up. theres a roleplaying aspect to the kits, which made for a vital part of the game.

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PatEllis15
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05/13/2005 10:44 AM  
quote:
Unfortunately, every time Wizards puts out adventures they don't get bought.

Did you buy the three Eberron adventures? I did, and I'm running them now.

There's a Forgotten Realms adventure coming out later this year.

Cheers!


But Merric, I strongly believe that that is because they aren't doing anything NEW. Did Chainmail Mini's get bought by the droves for use with the D&D RPG? Nope, but the plastic DDM's certainly did. Why? They tried something new. It wasn't revolutionary, but it was new.

I haven't bought the eberron modules, as I'm not running Ebberron (core generic modules are always going to sell the best... I put FR in that category as most FR stuff is generic fantasy that could be ported). But had they published them with minis: 4 Orc Warriors, an Ogre, Hobgoblin Sargent, Stalwart Paladin, etc., a general starter assorment, but FIXED, I'd have bought it in a minute.

They need to pitch such a product as a MODULE, not as Mini's that have a module. The stores won't mind the SKU, as they are stocking modules now. But your going to get MORE buyers because your appealling to a bigger audience.

And again, you need to get such entry level products out in the market place so that we get new DM's!

Pat E

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05/13/2005 10:43 PM  
Ummm, Sword Dancer requires that you worship Elistraee, and there is no other deity in FR that has War AND Moon.

At any rate, Feats that say "you have this mindset and these bonuses etc" are worse for twinking, they require that the PC play that way and that the GM enforce it.

You cannot balance in game power purely with RP, it never works. Just look at the Tremere in Vampire: The Masquerade, whose clan weakness was PURELY RP based*, while they had Thaumaturgy, an insanely powerful discipline. EVERY powergamer who ever touched V:TM went straight for the Tremere.

*Worse, a 2 point flaw gave them the equivalent of a 6 point merit!

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05/14/2005 4:12 AM  
quote:
Originally posted by MerricB

Unfortunately, every time Wizards puts out adventures they don't get bought.

Did you buy the three Eberron adventures? I did, and I'm running them now.

There's a Forgotten Realms adventure coming out later this year.

Cheers!



Well I for one plan to buy the new FR module in a New York minute! While I haven't bought the Eberron modules I'd probably pick them up if I ever started DM'ing in that campaign setting.

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05/15/2005 2:55 AM  
I recall most games requiring a lot of rules lookup regardless of the version. Though I agree with the earlier argument. The fact that the game now has more rules covering more areas and are much easier to find makes the game less *magic*. The players are much more aware of their limits and are less likely to try *heroic* actions. Action points in Eberron seem like a first stab at adding back the magic. We should do something more. There should be some element of the game that lets the players know that even crazy/stupid stuff might actually succeed. I suggest making it some kind of reward, a "bend the rules" token that the players earn.

Let's put the magic back into D&D. [:)]
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05/15/2005 7:56 AM  
The 3e rules cover a lot of stuff. So if you want rules for things you use them. It has never deterred me from trying crazy things that seem to defy the rules. Any good player and DM learn to work heroics out so that the rules are there as support, not restriction.

I like alll the editions of D&D and though 3e has a lot more rules, it also has the clearest rules, and the ones that make the most sense. After all if my elf wants to stop being a fighter at the age of three hundred and take up the study of magic, why shouldn't he be able to?

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05/15/2005 1:57 PM  
Example. Knowing the rules for 'Jump', would you ever attempt to jump a chasm or even onto that dragon's back? You would have to be EPIC level to even consider it.

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05/15/2005 2:55 PM  
quote:
Originally posted by Testament


You cannot balance in game power purely with RP, it never works. Just look at the Tremere in Vampire: The Masquerade, whose clan weakness was PURELY RP based*, while they had Thaumaturgy, an insanely powerful discipline. EVERY powergamer who ever touched V:TM went straight for the Tremere.

*Worse, a 2 point flaw gave them the equivalent of a 6 point merit!



Well, I disagree slightly here. You CAN balance game power with RP.....if you have a strong GM and good strong role-players. The problem is most gamers will not do the role-playing and most GMs will not enforce it. So all the munchkins ruin it for us role-players.

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05/15/2005 3:05 PM  
quote:
Originally posted by Capatain Harlock:
Well, I disagree slightly here. You CAN balance game power with RP.....if you have a strong GM and good strong role-players. The problem is most gamers will not do the role-playing and most GMs will not enforce it. So all the munchkins ruin it for us role-players


I think you're correct that it can be done, in theory. Much like communism though, I don't think that it'll ever work in practice. There are to many differing styles of play. I know that I could properly balance a mechanic with some RPing fluff, for my game, but I don't think that it would be well suited for anyone else's game.


You know, I keep thinking that after the new design team gets done with D&D 4e, D&D won't stand for Dungeons and Dragons anymore, because well, that's just not fun. It's old and stuffy. - Originally Posted by BabWryter on Kenzerco.com

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05/15/2005 10:24 PM  
The main point is that it is so intangible, that it becomes too hard to gague. It has snuck through on some occaisons into 3.X edition, take a look at the Ur-Priest in the BoVD/Complete Divine. Now look at the arguments that class provokes.

I also feel fundamentally opposed to anything that forces a player to play X way, but then again, my opinion is the sole purposes of in-game sterotypes are to act as a crutch for stupid people, to help newbies, and to be discarded by everyone else.

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05/17/2005 10:37 PM  
The one thing that has bothered me in 3.x is the whole fighters know how to use almost every weapon ever made. In a system that has rules for everything they convienently ignore the fact that most weapons take years to learn how to use properly. 3.x in my opinion in this way and many others dumbed down the game. To get back to what most are talking about there being a rule for everything, it leads to power gaming. If you look at all the rules you can optimise the most efficient expenditure of points. It seems a game more disposed to character building than role playing.

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05/17/2005 11:44 PM  
quote:
Originally posted by Wynd of the North

The one thing that has bothered me in 3.x is the whole fighters know how to use almost every weapon ever made. In a system that has rules for everything they convienently ignore the fact that most weapons take years to learn how to use properly. 3.x in my opinion in this way and many others dumbed down the game. To get back to what most are talking about there being a rule for everything, it leads to power gaming. If you look at all the rules you can optimise the most efficient expenditure of points. It seems a game more disposed to character building than role playing.



In contrast, AD&D was a game more suited for simple hack'n'slash and grab the treasure than role playing.

Cheers!

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05/18/2005 1:05 AM  
I'd say 90% of the time I was playing Tremere actually. Using movement of the mind to hold up a celerity monster was realy fun(ny) to do. As far as their Clan disatvantage, yeah it was like getting a free merit. Most of the time the GM had most of the npcs hate the Tremere Clan so it worked out(sorta) most of the time. Frankly WW Vampire and their other world of darkness settings are good examples of poorly thought out game mechanics. One of my friends back in high school pointed out stuff that made me shudder at the time.

quote:
Originally posted by Testament


You cannot balance in game power purely with RP, it never works. Just look at the Tremere in Vampire: The Masquerade, whose clan weakness was PURELY RP based*, while they had Thaumaturgy, an insanely powerful discipline. EVERY powergamer who ever touched V:TM went straight for the Tremere.

*Worse, a 2 point flaw gave them the equivalent of a 6 point merit!


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ash nazg thrakatulûk, agh burzum-ishi krimpatul

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05/19/2005 11:02 AM  
If you are looking for something like kits, the best place to look would be Mongoose Games's "Quintessential" books (or possibly their Ultimate Character Concept Book). Those books have what they call "Concepts" or "Career Paths" (depending on the book) that to me seem a lot like the old kits, though nowhere near as powerful as some of them.

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05/24/2005 2:43 PM  
I don't know about you guys, but a thing i dont like very much of 3.x ed. is the fact of the monk being one of the more basic classes, I just dont like to see Bruce Lee against King Arthur. Off course at the end it is your game and you can eliminate that class (unless you are playing Oriental Adventures, which is fun to play too). Just IMHO :)

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05/24/2005 8:16 PM  
quote:
Originally posted by calvar

I don't know about you guys, but a thing i dont like very much of 3.x ed. is the fact of the monk being one of the more basic classes, I just dont like to see Bruce Lee against King Arthur. Off course at the end it is your game and you can eliminate that class (unless you are playing Oriental Adventures, which is fun to play too). Just IMHO :)



That dates back to 1e; the Monk was in the original Player's Handbook. Yes, it doesn't make sense, but it's a historical thing.

Cheers!

Merric Blackman
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