Zardnaar
Legend
3E did many things right.
But two things mean I'm never going back:
* The martial - caster divide
* The complex way you build NPCs
Stuff I miss from 3E is concepts and FR books like Lord's of Madness.
3E did many things right.
But two things mean I'm never going back:
* The martial - caster divide
* The complex way you build NPCs
I hear that, but PF solved a lot of it for me. The NPC codex was a god send, and I usually only play until level 12, if not E6.3E did many things right.
But two things mean I'm never going back:
* The martial - caster divide
* The complex way you build NPCs
3e had a lot of really cool ideas, sadly, they didn't feel like they were intended to coexist with one another- having played in a party with a Binder, a Psion, a Warmage, and a Totemist, I really felt like these concepts weren't very compatible.Stuff I miss from 3E is concepts and FR books like Lord's of Madness.
Yeah, that would be pretty awesome. It would be nice having to look forward to a major decision point.I miss a lot of things.
A major decision point in your mid levels. 5E really could split subclasses into two choice points: one at start taking you up to (say) 11th level, and then a new choice point taking from 12th to 20th level.
The main benefit would not necessarily be the character customization, but the very existence of a choice point here would put some greatly needed focus on high-level play. People would discuss playing at 14th or 17th level much more, which the game would be much better for.
I GM PF1 at the moment. In this regard I'm kind in the camp of a little of column A and a little of column B. The martial-caster divide still exist in PF (IMO). Also the archetypes makes it pretty front-loaded. Further their class design too often revolves around complex subsystems where I have some currency I need to track and use. And it all amount to much about nothing.I hear that, but PF solved a lot of it for me. The NPC codex was a god send, and I usually only play until level 12, if not E6.
I played and DM'd 1e for a long time.I GM PF1 at the moment. In this regard I'm kind in the camp of a little of column A and a little of column B. The martial-caster divide still exist in PF (IMO). Also the archetypes makes it pretty front-loaded. Further their class design too often revolves around complex subsystems where I have some currency I need to track and use. And it all amount to much about nothing.
So while I like some of the QOL improvements, I would have liked a more simple class design. Don't get me wrong I like it overall.
For the latter there were a few products designed to help with this.3E did many things right.
But two things mean I'm never going back:
* The martial - caster divide
* The complex way you build NPCs
It's this fundamental attitude toward what the rules are for that I miss most, and I think is basically gone from modern TTRPGs. It was just expected that you'd want the rules to model whatever idea you had in your head about the setting and situation worked, and if you wanted something to be different, your first step was to go and design for it, or find someone else who'd designed for it. It was a self-perpetuating loop as well, in that you'd see someone had done some cool rules for advanced throwing weapons, and then you'd try to figure out where atlatls could fit into a campaign. It happened on both sides of the table too, in that a lot of player side engagement with the rules was spinning out cool ways they interacted. That was actually the positive side of RAW extrapolation, where you'd have both white room theorizing, and you'd just explore what happened when various bits of the rules worked together, and more practical stuff, like, "hey, adamantine ignores hardness, so we can use this dagger to tunnel through this wall, given enough time!"I think that a lot of this discussion gets unnecessarily bogged down with comparative terms like "better," when a more appropriate term would be "tailored."
I remember the term "toolbox" being thrown around a lot back when 3E came out; it was the idea that the game system was modular, and that you could tweak or swap the parts you needed so that the game played the way you wanted. I recall wondering at the time how a unified game engine (i.e. the d20 System), where most everything was interrelated (i.e. ability score modifiers tended to apply to a lot of the system's "moving parts," and always in the same way; namely, adding their modifier) was supposed to be better for this than the "isolated subsystems" of AD&D. Wouldn't an isolated system be easier to change/delete/replace, since that was less likely to have unintended consequences the way a "unified" game engine might?
Nowadays, I suspect that a lot of people had the same misgivings, because very few people treated the d20 System like a toolbox. Instead, they treated the game engine as if it were an actual engine: a very precise piece of machinery that was also very delicate, prone to failing if you started tinkering with it too much (unless you were extremely careful and precise in how you modified it).