darkseraphim wrote:I only game vicariously now, by offering advice to those who contact me about their campaigns. I follow their logs occasionally. Unfortunately I don't have time for anything else -- committed to too many projects. But I'd love to play 1E if I could!My problem with 3.0 and 3.5 is a double-edged sword. The game was clearly designed after a huge amount of player and DM feedback was received. But since players outnumber DMs, the designers seem to have focused too strongly (much too strongly) on player empowerment. Feats, skills, prestige classes, etc. give players options they love, and involve them in the game much, much more. That's the good part.The problem with all of that detail is that you can plan a character out from level 1 to 20 (30? 40? The progression is too quick now), with every little perk, class, and ability you want to discover along the way. It's then just a question of railroading the DM into meeting your agenda. My own players (who I miss dearly) were wonderful, and willing to accept DM decisions with grace. We had arguments after the session sometimes that made me a better DM. But the new crop of players, every time I try to start a 3.0 (now 3.5) campaign, I try to put controls on the process to bring out the best qualities of the old game that have been lost..
Badmike wrote:The Basics of 3rd ed are good. Problem being, most 3rd Ed DMs were learning to play at the same time as their players. As a result, I have yet to see a 3rd ed campaign where the players haven't just run roughshod over the poor DM who was railroaded at every turn into giving them characters more at home in a video game than any sort of heroic fantasy milieu. Maybe now that 3rd ed has been around a few years, the DMs have hopefully gotten more knowledgable and able to control the game better. The few games I watched in the recent past were absolutely horrific, with the players spending all their time min/maxing their characters at the expense of the rookie DM. My group plays 2nd Edition, but I have heavily modified it over the last 15 years or so. I customized around 20 or so core classes, balancing them so that any character class kit is viable and enjoyable to play, and munchkinism is totally nonexistent....there just isn't any one class that can be abused or min/maxed enough in my system to make it any more enjoyable than any other.
deimos3428 wrote: It was easily corrected by a series of ghastly DM fixes that seem appalling today. The DM used to be king and was treated with the respect of a king.
slydeshadowdart wrote:I long for a good 2nd ed AD&D game. Actually, we're playing Shadowrun because they all refuse to play 2nd ed, and I get a wave of abject nausea any time I'm too close to 3x crap.
deimos3428 wrote:And they have a spell/feat/whatever that does 305d6 (no typo) of damage.
Shingen wrote:deimos3428 wrote:And they have a spell/feat/whatever that does 305d6 (no typo) of damage.For my own sanity, as a 3e advocate, could you find out what does that? I think someone may have incorrectly doen some math.
Ralf Toth wrote:This spell must have been a direct result of the lobbying of the dice industry...But then, in 1st Edition you only need a 305th level magic-user to throw a fireball and produce a similar effect... no?
deimos3428 wrote:Ralf Toth wrote:This spell must have been a direct result of the lobbying of the dice industry...But then, in 1st Edition you only need a 305th level magic-user to throw a fireball and produce a similar effect... no?Hmm..the game's over 30 years old...somebody might actually have one of these
Armageddon (Evocation)Level: 10Range: 0Duration: PermanentArea of Effect: One worldComponents: V, SCasting Time: 1 roundSaving Throw: NoneExplanation/Description: When the magic-user casts Armageddon, a blast of pure energy fires downward at the point where the magic-user stands. Any beings caught within the area of effect take 1 sextillion (1,000,000,000,000,000,000,000) points of damage, no saving throw allowed. The blast of pure energy is of sufficient power to vaporize the entire planet, again with no saving throw allowed.Game over.
10th LevelArmageddon: A blast of pure energy delivering 10^21 (1,000,000,000,000,000,000,000) points of damage. Destroys the world. No saving throw. Game over.
ArmageddonNecromancy [Death]Level: Wiz 10Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: InstantaneousSaving Throw: Fortitude partialSpell Resistance: YesA pure beam of energy strikes you. You are entitled to a Fortitude saving throw to survive the attack. If the save is successful, you take 3d6 points of damage.You might still die even if you succeed on your saving throw, as all matter surrounding you is instantly vaporized.
darkseraphim wrote:Ah, munchkinism taken to its logical conclusion.The most entertaining thing to do with a group of diehard power gamers is to teach them Call of Cthulhu, have them roll up characters (librarians, ex-gangsters, archaeologists, 1925 weapons-law restrictions apply) and dump them into Masks of Nyarlathotep.Offer $100 worth of old D&D modules to any player resourceful and clever enough to get through the campaign on a single character, -$30 per character death. I can virtually guarantee you that you won't have to dole out anything by campaign's end.
darkseraphim wrote:Ah, munchkinism taken to its logical conclusion.