NationStates Jolt Archive


D&D - best version?

New Fubaria
31-07-2005, 06:10
What's your fave edition of D&D?

I must admit, after being avowedly anti 3rd edition and anti WOTC, I have started playing in a group that uses 3/3.5E and I'm not hating it as much as I thought I would...
Jervengad
31-07-2005, 06:14
3rd due to my hatred for WOTC for trying to get my money with this new "edition" like they used to do with Magic
New Fubaria
31-07-2005, 06:18
Actually, I think my poll is a little wrong - 3rd and 3.5 edition are called D&D, not AD&D...;)
Saint Curie
31-07-2005, 06:39
As the parching wind whips the dust and tumbleweeds across the empty road, the bladeslingers stand ready to decide this crossing of fates...the older one, resigned to blood in the dust, asks the final question:

"What's your THAC0?"
Undelia
31-07-2005, 06:44
I’ve only ever played 3.5, albeit briefly due to the fact that I live in Southern Texas, and if you need further elaboration in that you have obviously never been here for any extended period. I have heard that the older versions tend to be a bit more occult. Though, the origins of such rumors tend to be rather dubious.
Airlandia
31-07-2005, 06:57
Well, 3.0 is the version I enjoy playing most but with that said I'm still voting for the old "3 pamphlets in a box" version that introduced me to D&D back when I was starting out. You never forget your first. ^_~

[Edit]

Undelia,
Those rumors are raw drivel! :mad:

You can thank CBS' 60 Minutes for starting them which is why I was glad to see Dan Rather get his just deserts during Memogate. :)
Enn
31-07-2005, 06:58
The combination of 2nd and 3rd editions used in the Baldur's Gate series. You can't go past them for brilliant gameplay.
Sdaeriji
31-07-2005, 07:09
3rd's great for getting people into the game, since it's so easy to pick up, and they've really made an excellent, streamlined combat system. But there's no real room to customize your character and make him or her the way you really want. You can't mix and match abilities. Once you pick a class, you're essentially stuck with that type of character. That's what I dislike about 3rd.
Airlandia
31-07-2005, 07:15
Sdaeriji,
I'll admit that I like games like Gurps and Champions where character classes don't exist a *lot* but even there the tendency to specialize is pretty undeniable. So in that regard I wouldn't call the character classes unrealistic. And the crosstraining rules in 3.0 are flexible enough to allow you to change your character's career path as you wish.
LazyHippies
31-07-2005, 07:23
Second, although there are much better non-D&D systems. Rolemaster is my favorite.
The Black Forrest
31-07-2005, 08:02
Chainmail was the best :p
Saxnot
31-07-2005, 09:59
3rd ed, I'd say. Easier to start out in.
BackwoodsSquatches
31-07-2005, 10:42
As the parching wind whips the dust and tumbleweeds across the empty road, the bladeslingers stand ready to decide this crossing of fates...the older one, resigned to blood in the dust, asks the final question:

"What's your THAC0?"


It is becuase you are a nerd, that you make that joke.

It is becuase I am a nerd, that I answer "5! ..and I have a +5 Vorpal, bitch!"
New Burmesia
31-07-2005, 10:53
The combination of 2nd and 3rd editions used in the Baldur's Gate series. You can't go past them for brilliant gameplay.

Agreed!

I'm not a nerd, just a dual class thief and mage! ;)
Enn
31-07-2005, 10:57
Agreed!

I'm not a nerd, just a dual class thief and mage! ;)
Ha! My Berserker/Druid would destroy your thief/mage!
BackwoodsSquatches
31-07-2005, 11:02
Ha! My Berserker/Druid would destroy your thief/mage!


Well..at least a mage/thief makes sense....

How many Viking Bezerkers, also wanted to be tree hugging druids?
Hobabwe
31-07-2005, 11:02
3rd's great for getting people into the game, since it's so easy to pick up, and they've really made an excellent, streamlined combat system. But there's no real room to customize your character and make him or her the way you really want. You can't mix and match abilities. Once you pick a class, you're essentially stuck with that type of character. That's what I dislike about 3rd.

With the multiclass system thats in 3rd and 3.5 customizing your char is very easy, cept the multiclass xp penalty. So me and my group have decided that as long as you have a niceoriginal concept, you dont get the penalty.

For real custom build chars i prefer the White Wolf system though.
Enn
31-07-2005, 11:07
Well..at least a mage/thief makes sense....

How many Viking Bezerkers, also wanted to be tree hugging druids?
You'd be surprised. Druids make surpringly good fighters when armed with dragon plate armour, a Staff +5 and enemy mages out of action due to insect swarms. And there's nothing like an Elemental Prince or two to provide back-up.
BackwoodsSquatches
31-07-2005, 11:08
You'd be surprised. Druids make surpringly good fighters when armed with dragon plate armour, a Staff +5 and enemy mages out of action due to insect swarms. And there's nothing like an Elemental Prince or two to provide back-up.


I label thee "Twink".
Enn
31-07-2005, 11:10
I label thee "Twink".
...should I be worried?
BackwoodsSquatches
31-07-2005, 11:11
...should I be worried?


That depends if youve eaten any onions in the last 48 hours....
Neminefir
31-07-2005, 11:31
1st and 2nd, no boubt about it.
After the best part of twenty years, a zillion systems, rulebooks...the first inn in which the first party met, still lingers on.

What if Gary, Greenwood,WOTC and the rest of the old farts turned it into a capitalism-fest-driven-simulation, in the name of chasing Pocemon and Yu-Gi-Outch sales?
New Fubaria
31-07-2005, 19:42
I dunno what hurt D&D more - WOTC buying out TSR, or that godawful movie...
CthulhuFhtagn
31-07-2005, 19:44
Rules wise, 3.5 is the best. Flavor-wise, 2e is unbeatable. Ia! Planescape fhtagn!
Saint Curie
31-07-2005, 19:51
anybody play the old pre-D20 system version of Star Wars: The RPG? It was put out by West End Games back in the 80's...really was a good game.

Or Vampire, The Maquerade. In college, we played that all night...I remember one night the local hard-core religious guy came out of his room to take a wizz, just in time to hear one of us say "Sure, you can use blood to become stronger, but remember that then you have to drink more"...
Grampus
31-07-2005, 19:55
What if Gary, Greenwood,WOTC and the rest of the old farts turned it into a capitalism-fest-driven-simulation, in the name of chasing Pocemon and Yu-Gi-Outch sales?

Is this an obscure reference to Papers & Paychecks?*






* Check your 1st Edition DMG.
The Similized world
31-07-2005, 20:13
I loved the old D&D. Simple and fun.

Never played 1st ed AD&D, but read the rules.

I played a ton of 2nd ed AD&D. Lots of fun, but overly complicated and timeconsuming. Eventually scrapped it in favor of D&D and Storyteller.

Never played the new ver 3+ stuff. The rules look too complicated.
UberPenguinLand
31-07-2005, 21:00
3.5 for D&D, Call of Cthulhu overall. It's impossible to find anything that isn't 3 or 3.5 where I live, and when you do, it's only a couple supplements, never core books. I <3 the 3.5 and D20 Modern SRDs, and I wish they had a 2.0 SRD.
Laerod
31-07-2005, 21:03
I preferred the 2nd Edition. The 3rd Edition added a lot of nice things, but I didn't like what they did to the classes.
Kibolonia
31-07-2005, 21:15
I’ve only ever played 3.5, albeit briefly due to the fact that I live in Southern Texas, and if you need further elaboration in that you have obviously never been here for any extended period. I have heard that the older versions tend to be a bit more occult. Though, the origins of such rumors tend to be rather dubious.
They had a little bit more Devils and Demons wise in the less peripheral books back in the day. But the difference is the new version is more commercial, has more abstraction, and in general far better art. But really, there has never been anything even a little bit occult in any incarnation of D&D. The only reason people think that elements of D&D are "occult" is because their definition of well read is limited to a King James bible with greek annotation.

Some of the Basic D&D adventures were the best. Can I get a shout out for Keep on the Boarder Lands? And Castle Amber? Hell ya.

PS- The old Star Wars RPG was beyond classic.
Arakaria
31-07-2005, 21:38
How many Viking Bezerkers, also wanted to be tree hugging druids?
Agreed... That's why they had very few heros ;). Besides, Vikings propably where going berserk after eating Amanita Muscaria (Fly Agaric) muchroom or some hallucionogenic weed that extincted because of extremaly high usage. It's a historical fact that they attacked trees or their mates, propably because of very intense hallucinations.
Shaman is a person that goes into trance via pain, hallucinogens or through other means. Shaman is something very close to Druid and some says that Druids used hallucinogenic Psilocybe Semilanceata (Liberty Cap) mushroom in thier rituals. For example Celtic patterns are very similar to those that apear on walls and other surfaces when you are experiencing hallucinations after Liberty Cap intoxination.
So I would say that Berskerker/Druid is quite realistic as a hero in fantasy RPG.
New Fubaria
31-07-2005, 21:39
Castle Amber was great - based on a Clark Ashton Smith story if I recall correctly?
Intangelon
31-07-2005, 21:45
3.5 Period.

1) Prestige classes to make leveling up and planning a character's future more fun and diverse than it ever has been. Endless variation and elevation of the basic classes give a creative reality to character arcs. It makes the basic classes like an undergraduate degree, where the prestige classes are like master's work (more specified and devoted to one or two aspects of your character). Once you get to be, say, a level 5 Ranger and you are looking forward to becoming the duel-wielding Tempest prestige class (or as I call my Tempest, the Cuisinart), you take a couple of levels in fighter to get an extra feat and build your base attack bonus. When you've nailed the prestige class's prerequisites, you cross over and begin reaping the benefits of your chosen career path.

2) Buffed up bards (passive buffs), monks (benefits show up earlier) and druids (wild shape, 'nuff said) so that they're no longer afterthought classes.

3) NO NEGATIVE NUMBERS, for cryin' out loud! Having to remember that a 10AC was worst and a -10AC was best was just plain stupid. Don't get me started on 2nd Edition saving throws.

4) Difficulty Class (DC) for skills, saving throws and other RP events make more sense than ever, once again because of the elimination of negative values. This also makes previously complex or apocryphal attacks like grappling, rushing and sundering far simpler.

5) Adding spell and magic specialization rules along with metamagic feats make RP-ing a spellcaster far more entertaining than it ever was.

6) The Sorceror. A less diverse mage who can actually defend himself physically plays into the warrior-shaman aspect of RP, such as those characters who use tattoo or runic magic (see Weis/Hickman novels like the Death Gate Cycle) in some great works of fantasy (when's the last time you saw Gandalf messing around with material components, and where's he keep his spell book on those long trips?).

7) Let's face it, D&D needed an update. While I'm not a huge fan of WotC, I think they did a very good job. Having to buy 3.5 books was a complete bait-and-switch screw job, though. WotC should have at least given credit to those who returned the 3.0 books.
Grampus
31-07-2005, 22:51
1) Prestige classes to make leveling up and planning a character's future more fun and diverse than it ever has been.

Is it just me, or has the whole new 'leveling up with the option of changing classes' just been heavily influenced by Warhammer FRP?
JuNii
31-07-2005, 22:57
2nd edition was great... each class had their own unique way of gaining XP.
3rd edition simplified the rules and made it easier to play, but extra XP was mainly given to the fighters and theives.
3.5 powered down so many spells that it made the spell casters jokes and the clerics deadlier than most other classes.
JuNii
31-07-2005, 23:02
5) Adding spell and magic specialization rules along with metamagic feats make RP-ing a spellcaster far more entertaining than it ever was.but the spell debuffs in 3.5 make the Mages and Sorcerors weaker in comparsion.

6) The Sorceror. A less diverse mage who can actually defend himself physically plays into the warrior-shaman aspect of RP, such as those characters who use tattoo or runic magic (see Weis/Hickman novels like the Death Gate Cycle) in some great works of fantasy (when's the last time you saw Gandalf messing around with material components, and where's he keep his spell book on those long trips?).read it again. The sorceror still needs spell components. he/she just doesn't need to memorize spells and can cast more times than the Wizard.
Taverham high
31-07-2005, 23:14
excuse my ignorance, but what in the name of jaysus is D&D, WOTC and TSR?

i think i am right in thinking its a computer game of some sort?
JuNii
31-07-2005, 23:37
excuse my ignorance, but what in the name of jaysus is D&D, WOTC and TSR?

i think i am right in thinking its a computer game of some sort?D&D = Dungeons and Dragons. a pen/paper game where a Gamemaster spins a tale of adventure while the players make choices to obtain a goal. if you can find them, Choose-Your-own-Adventure books come close.

WOTC=Wizards of the Coast. a company that now owns D&D. Creators of Magic:the Gathering card game.

TSR = The company that created D&D
Taverham high
31-07-2005, 23:39
D&D = Dungeons and Dragons. a pen/paper game where a Gamemaster spins a tale of adventure while the players make choices to obtain a goal. if you can find them, Choose-Your-own-Adventure books come close.

WOTC=Wizards of the Coast. a company that now owns D&D. Creators of Magic:the Gathering card game.

TSR = The company that created D&D

ah i see, thankyou very much.
Manananana
01-08-2005, 00:16
'Scuse me, all.

Let me start by saying that I know zilch about D&D, other than the fact that it's always fascinated me and for as long as I've known about it, I've wanted to try.

That said, have any here played World of Warcraft? After a year of sitting through Biology class riddled with "And what level is your druid?", etc, I'm recognizing the same type of wording in refrence D&D as I've had babbled over my head about WoW.

Would I be correct in thinking that WoW is essentially D&D gone hi-tech?
New Fubaria
01-08-2005, 00:24
You mean the computer game? We're talking about pen and paper RPGS here. ;)
Manananana
01-08-2005, 00:29
You mean the computer game? We're talking about pen and paper RPGS here. ;)

I know D&D is pens and paper, and I know WoW is a computer game. So my question is, is WoW a technical upgrade of the idea behind D&D, or are they completely different things?
My apologies if it wasn't clear before.
New Fubaria
01-08-2005, 00:56
I guess they both have a vaguely similar base premise, but I wouldn't call WoW an upgrade on D&D...
JuNii
01-08-2005, 00:58
I know D&D is pens and paper, and I know WoW is a computer game. So my question is, is WoW a technical upgrade of the idea behind D&D, or are they completely different things?
My apologies if it wasn't clear before.you could say that since D&D was the first 'Popular' pen and pencil game to hit the shelves. however, there are basics for every FRP computer or otherwise.
[NS]Canada City
01-08-2005, 01:28
3rd's great for getting people into the game, since it's so easy to pick up, and they've really made an excellent, streamlined combat system. But there's no real room to customize your character and make him or her the way you really want. You can't mix and match abilities. Once you pick a class, you're essentially stuck with that type of character. That's what I dislike about 3rd.

Prestige and multi-classes?
[NS]Canada City
01-08-2005, 01:30
I dunno what hurt D&D more - WOTC buying out TSR, or that godawful movie...

WOTC was the best thing that happened to DnD.

T$R were a bunch of pricks that sued anyone's ass for having a wee bit of info the web.

WOTC made their system open, making it very open for the hoards of fans and writers for the system.
UberPenguinLand
01-08-2005, 01:39
Canada City']WOTC was the best thing that happened to DnD.

T$R were a bunch of pricks that sued anyone's ass for having a wee bit of info the web.

WOTC made their system open, making it very open for the hoards of fans and writers for the system.

I <3 the SRD!
New Fubaria
01-08-2005, 01:51
I have two main beefs with 3/3.5E:

1.) The changes to combat (i.e. no negative AC etc etc). It's hard to go against twenty years of instinct that the lower your AC is, the better. Good for new players, not so good for old gamers. I guess I can't bitch about that too much, really.

2.) Powergaming. Feats, abiility modifiers and prestige classes are all geared at making individual characters much more powerful than they could be under previous editions (unless you were silly enough to allow the more outrageous kits from the various class/race handbooks, or the Skills & Options character point system - which was basically a precurser to 3E). The way they get around this is to beef up the monsters...it all screams Monty haul to me. I'd rather be a humble 3rd level fighter fighting some gnolls, than a 3rd level Samurai/deathmaster/archmage with immortaility feat fighting ninja/shapeshifter/whirlwind attack goblins :p
Grampus
01-08-2005, 01:52
you could say that since D&D was the first 'Popular' pen and pencil game to hit the shelves.

Well, technically the first pen and paper RPG to hit the shelves, never mind 'popular'.
Cadillac-Gage
01-08-2005, 01:58
I started RP'ing with the old "Plain Paper" version of D&D, advanced into the world of "Expert Rules Dungeons and Dragons", played 1st Edition when the books were "New", moved on to 2nd edition. Most of the material and character builds between the ORIGINAL Dungeons and Dragons game, and 2nd Ed. were easy to carry over. (2nd Edition de-powered many classes, a "Feat" that helped keep the game popular for over a decade.)
Most of the WOTC "innovations" were first brought up in the Player's Option bookset put out by TSR right before going bankrupt in the great gaming crash of the early 1990's (a situation brought about, at least in part, by declining literacy rates and the invention of the Collectible Card Crack purveyed by WOTC.)

3rd Edition kept most of what was wrong with "Original" through "Second Edition", and added complexities along with the ability to get Munchy to a whole new level (one unseen save in games like GURPS Rifts!)

"Game Balance" was chucked out the window by WOTC with 3rd Edition-prior to that, you had to meet certain standards before you could dual-class or multiclass, there was a genuine penalty for "Early withdrawal", characters advanced at different rates, and it was nearly impossible to create godlike beings without bending the rules. 3rd Edition ended that.

Game systems I grew to prefer to D&D, AD&D, etc. included the late West-End Games "Star Wars" system. sure, dicepools and wild die meant you had to carry a few extras, but gamers in my generation generally did anyway.
White Wolf's "World of Darkness" system was good, even though the setting was, put bluntly, whiny and preachy to a nauseating degree. Over time, most of us "Old school'' gamers migrated from Class-based games to Skill-based games. (D&D to Palladium, Palladium to...other game systems) 3rd Edition was, I guess, meant to try and recapture that market or something. Unfortunately, it simply took the worst from both styles and called it the "D20 Gaming System", then, with the marketing might of a fad (WoTC's Magic: the Gathering was a fad, sorry folks.), they shoved it out onto the market, grabbed up the license to the Star Wars universe and voila'-you will note that Wizards of the Coast is in financial trouble these days...
JuNii
01-08-2005, 02:02
Well, technically the first pen and paper RPG to hit the shelves, never mind 'popular'.I think Tunnels and Trolls came out earlier by a couple of years. very simple game... 2d6 were needed... and that was it.
New Fubaria
01-08-2005, 02:19
I think Tunnels and Trolls came out earlier by a couple of years. very simple game... 2d6 were needed... and that was it.
Nope. It wasn't far behind, but was defnitely post-D&D...

http://www.gamebooks.org/show_series.php?name=Tunnels+and+Trolls
New Fubaria
01-08-2005, 02:23
<snip>
Actually, you brought up the other main thing that irks me about 3E...the whole new multiclass system is ludicrous. In theory, there is nothing to stop a character from taking ten different classes - it reminds me a bit of Roger M. Wilcox's IUDC stories...

http://pw1.netcom.com/~rogermw/ADnD/

And so, hitting the centaur pits on her tenth birthday (only one day after her sister did), Ridiculous Sword emerged as a 23rd level druid, a 15th level assassin, a 17th level monk, a 17th level ranger, a 17th level thief, a 23rd level bard, a 20th level paladin, a 31st level illusionist, a 38th level cleric, a 49th level magic-user, and a 60th level weapons mistress. She would have gone farther in that last class had not the . . . Dungeon Master . . . set the maximum half-point-per-level damage bonus for weapons masters at +30 points. :D
JuNii
01-08-2005, 02:27
Nope. It wasn't far behind, but was defnitely post-D&D...

http://www.gamebooks.org/show_series.php?name=Tunnels+and+TrollsAhh I stand corrected... (untill I can find my copy of Tunnles and Trolls that is. :p )

:( Got more RPG's than I have time to play :(
JuNii
01-08-2005, 02:40
Actually, you brought up the other main thing that irks me about 3E...the whole new multiclass system is ludicrous. In theory, there is nothing to stop a character from taking ten different classes - it reminds me a bit of Roger M. Wilcox's IUDC stories...

http://pw1.netcom.com/~rogermw/ADnD/

:DActually there is... the favored class rule. all classes must be within 1 level of the other. the only exception is the favored class and the prestige class. otherwise you take an XP penalty per class. and monks, once you leave the monk class, you cannot go back. Once you break the Paladin's oath, you cease being a paladin and become a fighter.

And so, hitting the centaur pits on her tenth birthday (only one day after her sister did), Ridiculous Sword emerged as a 23rd level druid, a 15th level assassin, a 17th level monk, a 17th level ranger, a 17th level thief, a 23rd level bard, a 20th level paladin, a 31st level illusionist, a 38th level cleric, a 49th level magic-user, and a 60th level weapons mistress. She would have gone farther in that last class had not the . . . Dungeon Master . . . set the maximum half-point-per-level damage bonus for weapons masters at +30 points.
break it down.
23 - druid
15 - assassin
17 - monk
17 - ranger
17 - theif
23 - bard
20 - paladin
31 - illusionist
38 - cleric
49 - mage
60 - Prestige class.

now you know the person is bsing. for useing the 3rd editon rules, her level is 310 and if she's only 10, then WTF is she?

If he can prove that the character does exsist, then expect that heavy favors passed between player and GM.
JuNii
01-08-2005, 02:45
3rd's great for getting people into the game, since it's so easy to pick up, and they've really made an excellent, streamlined combat system. But there's no real room to customize your character and make him or her the way you really want. You can't mix and match abilities. Once you pick a class, you're essentially stuck with that type of character. That's what I dislike about 3rd.I agree with the Skills but 3rd offers more opportunitys to "Multi-class" then 2nd, and allows faster growth then second edition.
New Fubaria
01-08-2005, 02:48
It's not a real character, it a satyrical story about ridculously overpowered D&D characters. Quite good stories, too.
Grampus
01-08-2005, 02:55
now you know the person is bsing. for useing the 3rd editon rules, her level is 310 and if she's only 10, then WTF is she?

Whoosh. The whole point of those web pages flew right over your head there obviously.
JuNii
01-08-2005, 02:56
It's not a real character, it a satyrical story about ridculously overpowered D&D characters. Quite good stories, too.There's a compendium out there that lists everything... weapons, armor, spells all from various Fantasy areas... they included a sword with this ability.
once per day, this sword can unleash a devistating blast. 100d20 damage at ground 0 and remove 1 die for every 20 feet... continue untill you run out of dice... with this note at the bottom.
"note to game masters, this sword is the winner of Dragon magazine's "name the sword contest and included only for completion sake, do not give this weapon to your players as it is a game unbalancing weapon"

I really wanna see the 3D stats for the "What's New Dragon"

Growf?
JuNii
01-08-2005, 02:57
Whoosh. The whole point of those web pages flew right over your head there obviously. hey so i'm short... leave me alone! :D
Eris Illuminated
01-08-2005, 21:02
2nd edition was great... each class had their own unique way of gaining XP.

As I recall you got XP by killing things, end of story.
Eris Illuminated
01-08-2005, 21:07
Actually there is... the favored class rule. all classes must be within 1 level of the other. the only exception is the favored class and the prestige class. otherwise you take an XP penalty per class. and monks, once you leave the monk class, you cannot go back. Once you break the Paladin's oath, you cease being a paladin and become a fighter.


break it down.
23 - druid
15 - assassin
17 - monk
17 - ranger
17 - theif
23 - bard
20 - paladin
31 - illusionist
38 - cleric
49 - mage
60 - Prestige class.

now you know the person is bsing. for useing the 3rd editon rules, her level is 310 and if she's only 10, then WTF is she?

If he can prove that the character does exsist, then expect that heavy favors passed between player and GM.

Posibly of a sexual nature.
Ay-way
01-08-2005, 21:23
The 1st edition AD&D was the best, like what they had in about 1980 or so, before Unearthed Arcana. At that point they began to add too much useless crap in order to sell books and it took away from the game.

Like the rules are just guidelines anyway. Why all these friggin rulebooks that half the group doesn't own or won't read? And why do we need like 75 different character classes? When I read Unearthed Arcana and it started laying thief/acrobat and crap on me I was done.

I just like to play the game simply. Get a group that's good aligned (or at least co-operative with each other), go into some ruined castle or cave complex and kick some asses, level up and buy new shit (if you're not dead) then find some other ruined castle or cave complex. Maybe when you're level 10 you get a castle of your own that isn't ruined and you can have wargames and such against other powerful PC's with some real influence on the world at large. And thats all there is to it.

Ah.... good times!

Tho I do like the 2nd Edition Monstrous Compendium much better than the 1st edition MM1, MM2, and Fiend Folio books, and in all honesty I haven't gotten into the 3.5 edition yet.
JuNii
01-08-2005, 21:27
As I recall you got XP by killing things, end of story.
in second editon...

Clerics get additional XP for Furthering their Dieties work/getting converts.
Theives get additional XP for proper application of Theiving Skills
Mages get additional XP for innovative use of magic
Fighters get additional XP for killing stuff

all that went away in 3D. (except Thieves get xp for defeating traps and picking locks... anything with a DC Value)
Zaxon
01-08-2005, 21:31
2.) Powergaming. Feats, abiility modifiers and prestige classes are all geared at making individual characters much more powerful than they could be under previous editions (unless you were silly enough to allow the more outrageous kits from the various class/race handbooks, or the Skills & Options character point system - which was basically a precurser to 3E). The way they get around this is to beef up the monsters...it all screams Monty haul to me. I'd rather be a humble 3rd level fighter fighting some gnolls, than a 3rd level Samurai/deathmaster/archmage with immortaility feat fighting ninja/shapeshifter/whirlwind attack goblins :p

coughcoughcough2ndeditionpsionicscoughcoughcoughcough....

Oh I feel another fit coming on....

coughcoughgottenactionsduringasingleroundinmentalcombatcoughcoughcough...

:D
Eris Illuminated
01-08-2005, 21:54
in second editon...

Clerics get additional XP for Furthering their Dieties work/getting converts.
Theives get additional XP for proper application of Theiving Skills
Mages get additional XP for innovative use of magic
Fighters get additional XP for killing stuff

all that went away in 3D. (except Thieves get xp for defeating traps and picking locks... anything with a DC Value)

Where was this written? I played for ten years read both the PHB and the DMG and I don't recall reading that you got XP for any of that.
JuNii
01-08-2005, 22:04
Where was this written? I played for ten years read both the PHB and the DMG and I don't recall reading that you got XP for any of that.
Look in the Gaining XP section... can't remember where exactly but in the 2nd edition books but it does state how each class can get additional XP.

It's buried in one of the paragraphs, so you can't look for a heading or topic pointer..
New Fubaria
02-08-2005, 00:22
As I recall you got XP by killing things, end of story.
Nope. If I dig out my 2nd ed DMG, I'd find the exact quote, but it's something like -

Wizard: 100xp/per spell cast
Priest: 100xp/per use of granted power, 50XP per spell cast
Thief: 100 xp/per use of thief skills

...and then there is a whole section on "goal XP", and also a guide on rewarding people with XP for good roleplaying of their characters...
New Fubaria
02-08-2005, 00:26
coughcoughcough2ndeditionpsionicscoughcoughcoughcough....

Oh I feel another fit coming on....

coughcoughgottenactionsduringasingleroundinmentalcombatcoughcoughcough...

:D
Well, I guess I forgot about that, because my group never used the psionics rules.

Anyway, unless you chose a psionicist as a class, you only ever had a miniscule (1-5%) chance of having psionic powers anyway. From memory, the psionicist class was roughly on a par with wizards for power - although, I've never played one...
Zaxon
02-08-2005, 00:31
Well, I guess I forgot about that, because my group never used the psionics rules.

Anyway, unless you chose a psionicist as a class, you only ever had a miniscule (1-5%) chance of having psionic powers anyway. From memory, the psionicist class was roughly on a par with wizards for power - although, I've never played one...

It was on par with wizards for power, but because they got their 10 "spells" off when a wizard could only get one, the battles were really short. :)
New Fubaria
02-08-2005, 00:36
Wow, like I said I never played a psionicist, but I had no idea they could pull crap like that. :p
[NS]Lafier
02-08-2005, 00:44
Wow, like I said I never played a psionicist, but I had no idea they could pull crap like that. :p
the one time we had Psionicists in our group... three out of four and Psi abilities...

stupid idiot begged the DM for a quick pickup fight... "Make it hard he says..."
so we went up against 4 Illithids... (mind flayers) and he wouldn't let me run. :(

well one round (10 Psi rounds) later... 1 head exploded, 2nd went nuts, and I committed suicide... (1 point left... like hell I'll give them the kill points.) then they turned to the non psi and smiled.... He didn't last long. :rolleyes: