13+ Reasons why 3rd Edition is worth sticking with


3.5/d20/OGL

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1. You can generate any type of NPC using the rules for classes/racial HD that you wish. You want a kobold barbarian, no problem, you want a gnoll wizard, go for it.

2. The game is fun at all levels, just in different ways.

3. At high levels, the PCs can handle whole armies of mooks, and can often deal with hugely powerful creatures.

4. At low levels, there is a lot of tension around single attacks, is it going to crit, is it going to drop the character.

5. The CR system works reasonably well, especially if people understand that when you double the foes, you add 2 to the EL. True, not all EL 14 encounters are the same, some are tougher than others, but you know a hydra in an enclosed area is pretty nasty, yet in an open area with everyone flying, a hydra isn't that scary at all. It is the nature of the "beast".

6. All classes have things to contribute. Yes spellcasters can be powerful, but one thing to keep in mind, a greataxe never runs out of swings.

7. Multiclassing works good for creating unusual types of characters. True, fighter/mages aren't as good at fighting as straight fighters or at casting as straight mages, but then again, why should they be?

8. Characters choose which skills to train each level, and can even put points into skills that aren't typical for the class. This leads to more creativity for players. If someone thinks there are not enough skills per class (something I agree with), you certainly don't need a whole new book to give each class 2 more skill points per level.

9. Different monsters have different abilities. This gives monsters unique feels. I mean do you really want to play a game where every monster is basically just a bigger or smaller version of an orc?

10. Feats are valuable, but ultimately are not even necessary to play the game. A fighter that spends all of his feats on a greataxe, can still fight effectively with a longsword.

11. Attacks of opportunity aren't too complicated, especially once you play a little bit. They also reward characters for being strategic.

12. There are a variety of magic items, some of them if not all that effect are at least fun to use (wand of wonder?). Even better is the fact that PCs can craft their own for exactly what they want and don't have to depend on the whims of a DM.

13. There are several different alternative types of attack actions, many of which are not necessarily lethal. This gives PCs more options on what to do.

Jon Brazer Enterprises

*Applause*

Liberty's Edge

THAT is what I'm talking about. Positive thinking towards a game that works and is fun to play.

Outstanding.

14) Regardless of the story you concoct you can make the rules work for you.

15) Characters can try all sorts of special maneuvers of swashbuckling adventure, from tripping to grappling, disarming and bull rushing to make combats interesting and fun.

16) Success is sweet because there is also a fair chance of failure.

-DM Jeff


17) I already have WELL OVER A THOUSAND DOLLAR'S WORTH of 3.0 and 3.5 books that I know and love!

Liberty's Edge

18) Ample support in the past has meant a whole host of rules variants and options that I can mix and match in my home games.

19) Consistent rules design allows you to understand exactly how the bits and pieces work. It is clear how things work and why they work the way they do. The abandonment of exception based design that plagued earlier editions means a the DM has reliable tools with which to build his campaign.

20) Intergrated modularlity allows to "sub-out" new systems so long as you understand what that change will do to the game.

21) A strong line of tradition stretching back to the earliest forms of D&D gives players a "common" language with which to speak.

Liberty's Edge

22, Compatibility with older systems which allows for conversion of materials giving both DMs and players a huge wealth of material to work with.


23) Five years of game testing for 3.5 or eight years for 3rd.

24) Huge number of different companies products all with a consistent rule base to choose from.


25) It's fair. What works for the PC's, works for the monsters and vice versa.

26) The OGL means that anybody can add to the enjoyment of the entire gaming community.


ghettowedge wrote:
26) The OGL means that anybody can add to the enjoyment of the entire gaming community.

27) The OGL/SRD means if 10 years from now I meet someone that wants to play and can't find a PHB, I can print off the SRD and they can use that. I am no longer dependent on some company to supply the basic rules.

Dark Archive

It saves you money on your car insurance...wait no, thats Geico, my bad

Liberty's Edge

28.) Some of the best adventures are written for 3.5 (SC, STAP, AoW, PF1-6)


Savage_ScreenMonkey wrote:
It saves you money on your car insurance...wait no, thats Geico, my bad

29) I can play an awakened geko if I want.


That's just it too...truly endless variety. God I love this game.


31) The editions of Dragon and Dungeon magazines that are relevant can be read in the bathroom without the need of a power cord. ... Perhaps that's just me.

Scarab Sages

Bravo! One of the best 3.x posts, ever.


1) I want to.


Kruelaid wrote:
0) I want to.

Fixed it for you.

Paizo Employee Chief Creative Officer, Publisher

Don't you know Rule 0 was edited out of 3.5?

Scarab Sages

Erik Mona wrote:
Don't you know Rule 0 was edited out of 3.5?

I thought it was updated to rule 0.5?


Erik Mona wrote:
Don't you know Rule 0 was edited out of 3.5?

Well this Reason 0, not Rule 0. And Rule 0 wasn't edited out of 3.5, it was just not addressed by name. See p.6 in the 3.5 DMG under Adjudicating.

RPG Superstar 2009 Top 8

32. Because I'm still having fun.

Pro-4th Talk spoilered.

Spoiler:
I may think about converting, but that doesn't mean 3rd edition has stopped being fun or ever will.

Sovereign Court

pres man wrote:

31) The editions of Dragon and Dungeon magazines that are relevant can be read in the bathroom without the need of a power cord. ... Perhaps that's just me.

Absolutely not! Well, not necessarily the bathroom, but in the front room by the fire in the comfy chair. I miss that. The laptop is just klunky.

But this isn't necessarily a 3.5 thing. I would have been happy to see Paizo publishing 3.5/4.0/4.5/5.0/5.15/5.25/etc. Dragon/Dungeon forever! :-)

Liberty's Edge

33) Third-Party material. Not all the best stuff for 3.x was made by WotC. Some of it was made by Green Ronin, Malhavoc, Paizo, Privateer Press... ...and it ALL WORKS TOGETHER!!!!! MWAHAHAHAHAHAHAHAAAAA!!!!!!!

Liberty's Edge

34 - The rules are easy to utilize in different settings/time eras (see D20 Modern, Past, Future, Star Wars, Mafia, etc)

Liberty's Edge

Coridan wrote:
34 - The rules are easy to utilize in different settings/time eras (see D20 Modern, Past, Future, Star Wars, Mafia, etc)

This same principle makes steam fantasy like the Iron Kingdoms or my homebrew game work nicely.


35 the system is very plug and play friendly and easy to change and modify

great thread by the way

Liberty's Edge

36: I'm designing Tyrra around it.

Dark Archive

37. Unearthed Arcana allows me to mod the game to my tweaky hearts content. Urban Rangers? Yes! Battle Sorcerers? Sho nuff. Vitality Points? There if ya want em. Action Points? Whahoo! Injury Rules? Yeah! Incantations? Evil grin.

Liberty's Edge

38. The Book of Experimental Might makes my 3.5 game even more adjustable. I love it, that players can never be sure of who or what is facing them. That little kobold there could easily be a high-level wizard as well. That's what my players love about the game. And I as the DM can say you see a Kobold, without my players telling each other:"You take him out, I am too tired right now! No, you do it, it's just a little kobold!".


Dryder wrote:

38. The Book of Experimental Might makes my 3.5 game even more adjustable. I love it, that players can never be sure of who or what is facing them. That little kobold there could easily be a high-level wizard as well. That's what my players love about the game. And I as the DM can say you see a Kobold, without my players telling each other:"You take him out, I am too tired right now! No, you do it, it's just a little kobold!".

Rise of the Runelords Spoiler:

Spoiler:
Ah, that kobold barbarian in the tunnels underneath Jorgenfist....

39. Saving throws allow the players a sense of having some say in their character's own destiny. And they offer the DM's beloved villains a chance to (albeit temporarily) resist the PC's most powerful attempts to meddle with their plans.

Notes the mention of the Wand of Wonder made by Pres Man earlier.

40. Oh yes. Charged items add depth to issues of resource management.

41. Wish, the ultimate non-epic attempt-whacky-things-for-a-price spell.

42. Magic is divided, thematically, into 'schools' which add flavour to magic-use and offer a basis upon which spells and/or items can be developed to support or oppose a particular type of magic. Schools of magic also facilitate some spell-casters having options to focus their studies on particular areas of magical study, sometimes at the expense of other areas.


43 (I think) - Supports multiple settings via the d20 engine, ranging from Star Wars to Modern to Ravenloft to Eberron. Many of them, IMO, better than it does a "classic" D&D setting, but most of them well.

44) Call of Cthulhu d20 - one of the WORST CoC books ever, but, IMO, one of the BEST books for adding horror elements to D&D ever, better even than the Ravenloft ones I own.

Liberty's Edge

CEBrown wrote:
(...)44) Call of Cthulhu d20 - one of the WORST CoC books ever, but, IMO, one of the BEST books for adding horror elements to D&D ever, better even than the Ravenloft ones I own.

You're so right there, CEBrown!!!


45.) I only just learned 3.5 last September 2007, and just hit the point that I feel fairly comfortable with it.

(My players are exceptionally fair and familiar with the rules, so they've helped me along. Plus an AP makes your first game easy.)


46) Planar set up. 3rd has alot of planar stuff, and I find it easier to remove what I don't want to use, then to build up what I do. If I wanted to write a bunch of material myself, why would I buy the books?

47) Half-orcs. Yeah I said it, I love 'em. Big, badass, and with a serious chip on their shoulders. Yeah, he may be good and a cleric of Kord, but you get in his face, and you better expect to get beat down. (And no, they don't have to be the product of rape. What do you get from a half-orc and a half-orc union? Probably another half-orc.)


48)Midnight.
49)Rokugan d20.
50)Power Attack.


51) No conversion for Red Hand of Doom.

Grand Lodge

52) Because I choose to.


53)Because it provides a precise (but also flexible) rule system which offers tons of character options, and yet still manages to maintain the feel of the game I have loved since I was a kid.

54)Because Paizo supports it, and Paizo is the best in the biz.


55) because you can have fantastic encounters using 3.x! From the top of my head: the warf chase in "mad god's key", and the fight with the assassins on stilts (STAP). (I'm sure we can make a loooong thread of this subject in itself)

Hagor


56) Because I can find new players for 3.5 in minutes, while I had to "teach" new players, when I wanted to play GURPS, Traveller, Elric!, RuneQuest or other fine games (OK, since the fine german Cthulhu translation, it is as easy to find Cthulhu-Players ...)

Dark Archive

57) Because not everything is required to justify its existence by having a role, and meeting someone else's idea of "fun". There are loads of interesting things out there that are what you make of them.

For example achierai (or however you spell them) come in for a lot of criticism, but they featured prominently in one of our most fun sessions ever.


Pathfinder Adventure Path Subscriber

58) Because you can realistically still play in the Forgotten Realms w/o it having been turned on its head?

59) Because for the first time in what?(15+ years), Greyhawk has become a more viable setting than ever with its 3.5 ed update.

On a random question, has anyone ever gotten around to "unoffically" tweaking Planescape or maybe even Spelljammer? I couldn't recall if RPGA journal did or not?

Sorry if my post is a little off base there. Great thread there!

Scarab Sages

60. PCs, NPCs, and monsters all work the same, which makes for a more believable and consistent campaign setting.

61. Some classes are more "normal" than others. This is okay! It's okay to just be a regular guy with a big sword and no special powers.

EDIT: changed numbering


Pathfinder Adventure Path Subscriber

Whoops...looks like we had cross posts there. I'll differ my reasons 60 & 61 if it matters as courtesy to the maiden. :-)

Scarab Sages

Alex Martin wrote:
Whoops...looks like we had cross posts there. I'll differ my reasons 60 & 61 if it matters as courtesy to the maiden. :-)

Ooh! Sorry about that! The site was going really slow for me and I was hoping that wouldn't happen.

I can change mine, since my post comes after yours. But thank you for the courtesy. Such a gentleman!

62. Some really nice guys play 3.X and are sticking with it ;-)


Pathfinder Adventure Path Subscriber
MetalMaiden wrote:


I can change mine, since my post comes after yours. But thank you for the courtesy. Such a gentleman!

62. Some really nice guys play 3.X and are sticking with it ;-)

Thanks...and:

62b. Some really nice gals play 3.X and are also staying with it.

Want to be fair about it! :-)


On a random question, has anyone ever gotten around to "unoffically" tweaking Planescape or maybe even Spelljammer? I couldn't recall if RPGA journal did or not?

For Planescape, the answer is yes. The absolutely astounding team at http://www.planewalker.com/index.php has released a FULL conversion of Planescape for 3.5. You can download all the fluff and crunch you need to play in Sigil and beyond! You have a large community which keep improving all the stuff and keep ading conversion.

Planescape was already fantastic and Planescape with 3.5 is...a blast :-)).

For Spelljammer i'm not sure but it seems to me that another site do it too. There is something like Planewalker for Birthright too!

So!

63. You can play one of the best universe ever created, Planescape, with 3.5 :-). No need to do all the dirty work with the rules^^.


Alex Martin wrote:
On a random question, has anyone ever gotten around to "unoffically" tweaking Planescape or maybe even Spelljammer? I couldn't recall if RPGA journal did or not?

For Spelljammer there is this:

http://www.spelljammer.com/
It looks like someone tried to update to 3rd but it doesn't look like it made it to 3.5. Also I believe there was an issue of a magazine (Polygon?) with some updated material.

64. If I want a spellcaster to get "4th edition" feel, with never running out of magic, I can just use wands.

Spoiler:
Last session in a game I am playing a cleric. We were fighting a basilisk and I had my eyes closed and kept summoning celestial dogs with my summon monster 1 (most of which immediately turned to stone. My DM asks, "How many of those can you cast?" I replied, "Well I am using a wand and am down to only 45 charges left, so 1 a round for another 45 rounds."

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