Saturday, August 31, 2019

Gaslands: The PIT Crew - Where to buy


 
Welcome back to the PIT Crew!

Today, we're going to talk about how to get started with Gaslands. I know, you're wondering why I'm doing this now, after doing several other articles. Well, since Gaslands: Refueled is coming out soon, I thought now is actually the best time for it. Also, I was really excited with Gaslands and wanted to right to it.

Hopefully, you read my review of Gaslands and got the basics from that. And then read my other PIT Crew articles. Now, let's talk about how you get started with building up a Gaslands team.

The first thing you're going to need is the rule book. Of course, you probably want to wait until Refueled comes out, but there's no reason why you can't throw some money at them for a digital copy of the current version right now. Options are always good. After you finish that, you'll want to download the Time Extended expansions. And the errata. And probably the reference sheets.

Now, it's time for the big questions: What brands to look for and where to buy?

Brands -

Hot Wheels:
This one of the two major brands that makes toy cars and you probably have some laying around from when you were a kid. How Wheels does make a quality product (things I never thought I'd have to talk about...) and they make a wide variety of cars. Hot Wheels is great for finding some important vehicles, such as monster trucks and war rigs. They're also the only one that I've found (so far) that makes motorcycles and ATVs. They also have a wide variety of normal, regular cars you'd see on the street, as well as some more fantastical ones. They also have licenses for some interesting Intellectual Properties, including Marvel and DC characters. You could make an entire team with Justice League cars, if you wanted.
Price: $1-2 for regular cars and like sized vehicles, $4 for monster trucks and themed vehicles, and $6-8 for war rigs.

Matchbox:
This brand has a weird dichotomy. They make some really weird stuff and some realistic stuff. We're talking things like buses, vans, and the like. Really boring stuff. They also have the license for Jurassic Park and Jurassic World, so you can use those to make a team if you want. They're about the same price as Hot Wheels and usually stocked by the same stores. I used the Jurassic World golf carts for buggies and picked up a five pack of “city vehicles” that had a pair of buses in it.
Price: $1-2 for cars and like sized vehicles

Metal Machines:
This is fairly cheap brand I've seen around that doesn't seem to have a lot of variety. However, that price can be nice if you're just getting started. They also seem to be somewhat easy to find, usually stocked with the other brands above.
Price: $0.50-1 for cars and like sized vehicles

Fresh Metal:
I've only found collections of this brand but for very cheap. They're priced about the same as Hot Wheels and Matchbox, but that might only be because I found them for cheap. The collections they sell also have cheap buildings and mats. Two collections (police and fire departments) come with helicopters, each of which are different designs. I've found them easy to take apart without damaging them, which is a good thing if you want to do that sort of thing. Given the cheap price, even if you break some of them, you're not out a whole lot.
Price: $5 for collections of five vehicles, $7+ for collections that include cars and buildings

Where To Buy -

Target:
This is probably the most common places people will go for toy cars. The stores are fairly common across the country and carry several brands. The price point isn't always great, usually charging full retail price. However, around holidays, they'll drop to 30% to 50% off. Buying at that time won't make you look like a total creep if you don't have kids of your own (that's a joke, folks).

Ross:
This is the only place I've found Fresh Metal cars with any regularity. I have found some Hot Wheel and Matchbox stuff here, but it wasn't as cheap as Target when they were on sale there. However, I would at least check here while you're out and about. Just in case.

Dollar Tree/Dollar Store/Dollar General:
This is probably the best place to go if you want to pick up dirt cheap cars. They have a brand that comes in 3-packs, which are great for testing the game and learning how to modify them. They are, as you might imagine, made very cheaply and might fall apart or break. You get what you pay for. You can also find Hot Wheels and Matchbox cars here for $1, but the selection is poor.

Ebay:
While I haven't used this myself, a quick check reveals all sorts of cars from all sorts of companies at all sorts prices. I'm sure you know that “buyer beware” applies when using eBay.

Well, that's all I've got to say about Gaslands for now. I'll be taking a break from this series until Gaslands: Refueled is released and I've had an chance to look it over. When I do, I'll be doing another Let's Review about the new version, and then resume with this series. Let me know what you think about what I've said here, and Gaslands in general, if you would.

Saturday, August 24, 2019

Setting Showcase: SpellJammer

Name: SpellJammer
Produced By: TSR Inc (now part of Wizard of the Coast)
System: Dungeons and Dragons, 2nd edition
Genre(s): Space Fantasy

Dungeons and Dragons... IN SPAAAAAAAAACE!



Of all the D&D settings, past and present, SpellJammer is quite possibly the most 'What The Fuck' of all of them. It's also one of my favorites.

SpellJammer takes all of the major races and puts them in space. Beholders, Illithids, Elves, Drow, Dragons, Gobliniods, and everything else is thrown in to a interstellar melting pot with new races like Neogi, Giff, and Arcane. These races travel around in 'space ships'. Yes, sailing ships moving between the planets. I'm not making that up. Of course, not every race uses sailing ships, but those are the most common ones you'll see. Or at least things that look an awful lot like a sailing ship.

This setting was developed for 2nd edition AD&D and there doesn't seem to be any attempt to make an official update for any of the newer editions. I know that fans have made some attempts for 3/3.5, and a quick article in a Dungeon magazine, but I'm not sure if there's been anything beyond that. There are some bits and pieces of the setting spread around in the 3.5 source books (the inclusion of the Neogi in the Monster Manual 2, the Mercane in Manual of the Planes, and even the variant Beholders in the Lords of Madness source book. Oh, and a Neogi space ship, too). There's some mentions of things in SpellJammer in 4th and 5th editions, but that appears that's all we're going to get.

You have to love that old D&D art


In SpellJammer, every setting is in the same universe. Yes, the actual universe. You see, each major setting in D&D is inside a crystal sphere. Inside that sphere is the sun and planets of that setting. On the inside of the sphere, the constellations are glowing spots, not stars like in our world. Between the planets, there's vacuum like you might expect. When a SpellJammer (a ship that can travel between worlds) leaves a planet, it takes an amount of air with it. This air only lasts so long before it becomes fouled, so you have to be careful when heading out in to the void. Thankfully, the Pholgiston (which looks like a ProgRock album cover) between the spheres is breathable and you don't have to worry about bringing enough air for interstellar journeys. Of course, the Pholigson is very flammable. That's not a good thing for the setting, as almost every culture in the settings use candles for lighting. How's that for dangerous?
How do you fly a sailing ship through space, I hear you asking? That's a good question. You see, most species have these things called Helms (yeah, I know, just go with it). An arcane magic user powers the Helm which moves the ship through space. There's rating for Helms and a chart for character levels that are manning the Helm. It's as simple as that.
Of course, the next question is, what about divine casters? Well... They have a problem. If they're in a Sphere that their deity is worshiped, they're all good. But, when they leave that Sphere or enter one that doesn't worship their deity, they only have the spells they prayed for before leaving their home, and can't get any more no matter how hard they pray. Thankfully, there's a few fixes: you can spread the word of your deity (because why not?), you can worship the Duality, or you can pick some very popular deities. Otherwise, you are screwed. 

These are Illithid ships. If you see them, RUN!
 

While the line was canceled before too long (and replaced with Planscape as the multiversal hub), they did release a fair number of supplements. There's a book for all of their major settings like Greyhawk, Dragonlance, and Forgotten Realms. I own the “Realmspace” supplement and it's a hoot. Did you know that Elminster has a satellite? Because he does. With a portal to Ed Greenwood's house. There is some other stuff that's actually pretty cool. Like a castle in space. This is why you should be very careful with those wish spells, folks... Waterdeep is also the main hub of interstellar trade and that's one of my favorite things in the book.
They also put out a whole bunch of adventures, including an introduction adventure to bring your merry band of adventurers out into space. Another one deals with a unique solar system that's been screwed with. There's a two-parter about preventing the Goblinoids and Orcs from building a war fleet and taking over the known Spheres. My favorite one involves a giant Beholder ship that has rooms based on their eye beams. Because Beholders are an important part of the setting, it makes sense.

Now, you're wondering how the setting got its name, there's a box set for that. It's The SpellJammer boxed set. That's right, THE SpellJammer. It's a giant manta ray ship with a city on it's back. Because there's a city there (a literal city) you have a fully fleshed out campaign all but ready to go. It doesn't really explain the history of the SpellJammer, who made it and so on, but does fill in some blanks. I actually like the set and what it gives you to use. You can easily run a campaign around chasing The SpellJammer from sphere to sphere, trying to study it and learn about it from a distance, and then culminate with the party landing on the thing. Or, you could have a campaign start on the SpellJammer, with the party having landed on the SpellJammer and are now living out their lives. You could deal with politics and intrigue, or with having to defend the city (and the ship) from outsiders trying to take it over. Lastly, there's rules in there for being the captain of the SpellJammer. Yeah. How's that for cool?

Undead Space Pirates! Oh.... Shit...


Now, I should probably talk more about why I like this setting so much. Aside from the cool factor, even if the setting seems absurd to you, there's some really good stuff in here. You get to see races you're used to in a whole different light. Beholders, as I've mentioned, are a major part of the setting. They even work together. If you've never seen in, the old D&D Monster Manuals, they said that Beholders were from “The darkness between the stars” and SpellJammer takes that and runs with it. They make the Illithids something even more scary as they can freely travel in ships and away from stars. The Neogi, and their Umber Hulk slaves, make for some truly terrifying enemies. The elves are something akin to the guardians of the stars in their ships, which look like castle towers with huge butterfly wings. But, the one everyone probably knows about are the Gnomes. Yes, Gnomes. In the SpellJammer setting, they're the inventors and tinkerers of the setting. Their ships are powered by giant hamsters. And that's where the joke about Boo in the Baldur's Gate game comes from. Get it? I had a good laugh when I learned about it, so screw you.
To me, the setting has done a great job of bringing together the best parts of fantasy (the magic, the power, etc) and combining them with the best parts of science fiction (the sense of exploration and adventure, etc). And it works. Sure, this is the “metal van art” type stuff, but come on, what's not to like? I admit it is hokey and old, but that's part of the charm.

In the end, SpellJammer is done and gone. Even before Wizard bought TSR, the game line was canceled. Aside from the little allusions here and there, it doesn't look like its coming back. Which is a shame. I don't see why Wizards can't dust the game off and put out one (just one, that's all I'm asking) source book for the setting. If they include a conversion guide for 2e, that would be great. It might not sell a whole lot, but I'm sure they could make more than enough from old fans and new fans alike. Maybe we'll get something for 5e. If so, I'll buy whatever I need to play. That's more sales, too.

Sunday, August 18, 2019

Blast From The Past: Sailor Moon RPG

In the name of the Moon, I will punish you!

That's right, we're doing this...


A while back, I wrote about Big Eyes,Small Mouth. In that article, I mentioned the Sailor Moon RPG and Resource Book. Before you give me any crap, I'm a fan of the show. If you want to know why, it's not just the girls in school girl outfits and magic powers. Way back in the day, there wasn't a lot of anime on broadcast TV. Sailor Moon and Dragon Ball Z were your only options back in those days and they were on the same channel. While my fellow males were fans of DBZ, I never got into it. Instead, I started watching Sailor Moon. And I found it was better than I expected. So, when I found the Sailor Moon RPG and Resource Book, I bought it. For an old friend. I ended up buying my own copy a few years later.

The Sailor Moon RPG and Resource Book is one of the first licensed products released by Guardians of Order, the creators of Big Eyes, Small Mouth and the Tri-Stat system. As it was the first one, it was released using their original Tri-Stat rules, which means no skills and somewhat limited mechanics. However, I do think that it fits the setting and characters. Also, since this was put together between 1998 and 2000, it only includes information for the first two seasons of the Sailor Moon series, the only part released in North America at the time. If you know anything about the show, you know DIC did some butchering of that show. I might get into the whole “kissing cousins” thing later. Depends on my mood.

Can you tell what season this outfit is from? Because I can...


Let's take some time to discuss the rules and creating characters. While there are stats for the Inner Senshi and Tuxedo Mask, they give you the option to design your own. Which, you know, is the point of role playing games. Players can create Senshi or Knights. Senshi are, of course, female and Knights are male. There's not too much of a difference between them mechanically; they can both transform, do magical attacks, and so on. The only real difference between the two is that Senshi get Elemental Control (water, air, fire, wood, and metal as seen in the series) and Knights get Emotional Control (reflecting Tuxedo Mask's ability to inspire hope in Sailor Moon and the others). While basic, there are enough rules and abilities to cover most everything seen in the series.
While not intend for use for players, there are rules for making “Servants of the Negaverse” like Queen Beryl and so on. These powers are similar to the ones that Senshi and Knights get, but some have a bit of darker twist. As a brief aside, writing this has given me an idea for having players be a group of Negaverse servants fighting the Senshi... I might have to flesh that out...
Anyway. One of the last things is the rules for creating Youma/Yoma, the monsters of the week and servants of the Big Bad Evil Guys of the season. They do have some of them in the core book, as well as compendiums of them they released later, but unless you just want to play through the series, you'd want to create your own.

Best Senshi reporting in. I will fight you if you disagree.


Now, let's talk about what you could do with this thing. As I mentioned above, you can create your own Senshi and Knights for other celestial bodies. Such as the moons of the various planets, comets, and even asteroids. Of course, you could just let people play their favorite Senshi and do some “lost episodes,” an alternate universe, or even a continuation of the series. Personally, I prefer the first option. I'd rather have people have their own stories and their own chances to be heroes. Plus, I find people are more attached to characters they've created on their own. But, it's up to you. Both options are explored in the book and offer suggestions.
Of course, if you really wanted to, you could have the players be normal people in the Sailor Moon universe, but it might not be as fun. To each their own, I suppose.

Second best Senshi right here


Since this is a “resource book,” it includes that list of episodes. It's not just a list, it's a summary of each episode, even the ones DIC skipped. It also have brief description of the Outer Senshi, who hadn't yet been featured in the episodes aired in North America. Mostly because of Sailor Uranus and Sailor Neptune, who were quite clearly lesbians. When DIC (finally) translated and localized the next season, they were included. As very close cousins. This makes me laugh. There's also the Sailor Stars, who are male Sailor Scouts. That means that they're men in their normal form and women in their Senshi forms. While I had known about this beforehand, I'm sure that surprised some fans. Sadly, they didn't include stats for any of these, but at least you have the information you'd need to make them. I'm honestly curious about why they didn't include stats for them. Maybe they were worried about taking away page space from something that was seen as more important for their target audience?



For those of you who are fans of the series, I'd suggest picking this up. In addition to the little facts (such as the blood type, birthdays, and favorite foods) about the characters, there's wonderful full color magazine glossy pages with images from the series, as well as a wealth of other black and white pictures. From the copies I've had a chance to handle, the books are very well put together. There's also some expansions, mostly the Youma/Yoma books, but also little “character diaries” you could use to record your character's stats and blank pages to record what your character has been going through. These were popular for a lot of games back in those days. I don't know if they still are today, as they're basically selling you a blank notebook, but they are fun.

Did you know that her element is wood? No, I'm not kidding!


As a brief note, I'm thinking about doing some exploration of some the games I've reviewed. I'd be looking at the source books I own, experiences I've had, and just more about how the game works. If you're interested, leave a comment below letting me what you think of the idea, and if you're in favor of it, what games you'd like to see me take an in-depth look at.

Cousins. Right. Uh huh. Sure. We believe you...

Saturday, August 10, 2019

Horror Show: Fantasy Wargaming

When I work on this blog, I try to write about things I find exciting or fun, or interesting, at the very least. Not everyone will enjoy the same things I do, but I want to be positive, for the most part. However, sometimes you come across things that you can't stay upbeat about. Today, I'm going to start a new series called Horror Shows where I'm going to talk about the things that don't excite me. The things that make me want to run away screaming.

To kick this off, let's begin with a book I recently picked up called “Fantasy Wargaming.” Published in the shadow of the wild success of the original Dungeons and Dragons, it's... A shitshow No other way to put it. But, let's go into why it's a train wreck.

Jesus Fucking Christ, just look at this cover!


If you're new to gaming, or fairly young, you probably think that RPGs were created and then war games were. Wrong. Other way around. Miniature war games have a very long history, starting in Prussia in 1780. So, that's a damn long time. In entered the English speaking world, resembling what we see now, in the 1800's. That's a lot of history.
In the early days, miniature war games (or just minis games) were purely historical. You would recreate the battles of Medieval Europe, the Napoleonic era, and so on. In America, things revolving around the American Civil War are very popular. For obvious reasons.
But, in the mid 20th century, things began to change. With the mild popularity of The Lord of the Rings, the fantasy genre started to slowly invade the mini game community. Before long, Warhammer Fantasy (or just Warhammer, as it was in those days) and others started to turn up. Eventually, Gary Gygax and Dave Arneson cooked up a little game called Dungeons and Dragons and the world changed. At first, just the nerd world, but then the Satanic Panic happened... Anyway, back to the point.

When Fantasy Wargaming was published in 1982, the Role Playing Game was a relatively new concept. As I mentioned, Dungeons and Dragons popularized this concept, but some people didn't think it was “realistic” (as you'll see below). It appears that they wrote some stuff out and it became this book. It's very focused on the “real” history of Europe... Based on the knowledge of the 1970's. Which, as I'm sure we can all appreciate, is different than what we understand now. Doing just a tiny bit of research (watching some documentaries on YouTube and some quick searches on Wikipedia), I've discovered that what I learned in school was incorrect. Because knowledge evolves as we find more and more out. This is why I generally avoid historical stuff...

The first 75 pages are a history lesson and pretentious critique of the fantasy genre. The authors don't seem to be able to accept that FANTASY isn't realistic. A true crime that must be corrected! You can't see it, but I'm rolling my eyes.
I'm not the biggest fan of the fantasy genre. When I was younger, I read The Hobbit and Lord of the Rings. When I was playing D&D regularly, I would read some of the Forgotten Realms novels, and even read some Dark Sun and Dragonlance. Hell, I even read all six Spelljammer books! But, the genre grew stale for me. I don't even enjoy playing D&D anymore. Sure, I like some “Swords and Sorcery” stuff. But, it's always the weirder, mostly out there stuff. That said, I do appreciate the genre and don't see anything wrong with having people fighting creatures that have only a passing resemblance to the monsters of myth. I don't mind having wizards being powerful enough to change the fundamentals of the universe to heat up their tea in the morning. I'm not bothered by people worshiping a whole pantheon of gods that regularly muck around with the mortal world. None of that bothers me. It's NOT realistic. Which is why I don't have a problem with it. I can suspend my disbelief enough to put whatever problems I do have with that sort of stuff (which I do have a few minor ones) aside to enough that it is: Escapism. That's why we play these games. And to have fun. Clearly, these people don't think it's very fun to explore the fantastical in the fantasy.

Now, I'm going to go on a tangent here and I'm going to apologize for it now.... I'm sorry. You've been warned.
One of the things I see tossed around online is people complaining that non-white people, gay/bi/trans persons shouldn't exist in the fantasy genre because it's not “realistic.” To that, I can only roll my eyes. Because I can't slap the living shit out of them. You're pretending to be an elf in someone's basement. Realistic checked out some time ago. Stop being a bigot and using “realism” as an excuse. Just because most fantasy stuff is based on Western European history doesn't mean that it can't depart from that source as much as people want it to. Also, you're clearly looking through a lens of White European Christian history. The real history of our planet is much more complex.
But, I do have good news for these nerd bags! You can buy this book and run a game in it. Because it's REALISTIC! And you can't play anything else. Because this is the steaming pile of shit that you wanted. So, find yourself a copy, put on your MAGA cap, and shut the fuck up. You play this and only this and then go fuck yourself with a rusty chainsaw.

Ahem. My apologies for that rant, but I'm sure you can understand where I'm coming from...

Moving on. I'd love to discuss the rules of this game, but I'm not sure what they are. When you create your character, you have to roll for their astrological sign, because it has effects on your stats. To use my sign as an example, Pisces, I would get -2 Physique, -2 Endurance, +1 Selflessness, -2 Lust, -1 Bravery, +3 Faith, and -1 Social Class. Mechanically, I have no idea what any of this means. I don't know what die to use for these, I don't know when to roll them, and I don't really know what effect this has on the game. I can figure out some of it, like the Social Class part, but I really wonder why being a Pisces effects my standing in society (as you can just lie about it if you leave your home town). After looking through the book more, I was able to find what some of these do, but it's laid out in such a weird order and not very well labeled so you have to do a lot of searching and reading. It's not laid out in a way to make quick reference possible, making it all the harder to read. I have to admit right now that I haven't finished reading the book as I just couldn't take it anymore. After those first 75 pages, my desire to keep reading was pretty low.
To continue, there's a table you can roll on called the Bogey Table. The VERY FIRST RESULT is “homosexuality” so you know this is high class. Not far below it is “Sexual Fetish” which includes the following note of “Leather, transvestism, etc” further proving how classy these people are. Towards the end, there's three in a row of “Jewish, Heretic, Atheist” and the note “You will be persecuted and shunned by all right-minded Christians.” I swear to sweet zombie Jesus I'm not making that up...

Eventually, this book does delve into magic and creatures. Because those are SO REALISTIC! I'm tempted to burn the damn thing at this point...
But, they are based more on the original myths of Old World cultures, rather than being adapted to be more enjoyable and fun like in D&D. To cast a spell, it appears that you have to call upon the Christian God, the Norse Gods, or demons... Wait, what? Yeah, okay, this actually does make sense from a historical perspective. I've recently done some research on occultism for something else, and there were a fair number of Christians who got demons to do their bidding because of some stuff with Solomon. If you want to know more about it, you can look it up yourself. In this book, it looks more like you're more a demon worshiper, but I'm not going to really look it up...

Okay, okay, I really need to wrap this up. I'm tired of even thinking about this monstrosity. I actually wrote part of this review several months ago and am only now forcing myself to finish it. I think it's starting to stain my hard drive...

To bring this to some sort of conclusion, Fantasy Wargaming is vile. It's part of what caused the Satanic Panic, with it's provocative cover and mentions of demons and monsters. And all the while, it tries to present itself as “historically accurate” which is a terrible idea. To add to the pain, it does nothing but insult its origins, namely Dungeons and Dragons and the fantasy genre as a whole. I bought this knowing it was probably a train wreck, but thought it might have something interesting or useful in it. There's nothing here for me but hatred and rage. I HATE this book with the burning passion of a thousand vengeful suns. If you ever see this book on someone's self, walk away. Quickly.

Saturday, August 3, 2019

Blast From The Past: D&D 3.5

If you haven't played D&D, are you a real roleplayer?

This joke never gets old for me


Like many people in my generation, I started playing Dungeons and Dragons in the mid 1990's. Back then, it was Advanced Dungeons and Dragons, 2nd edition. Or, 2nd Edition AD&D. Or much more simply, 2nd Ed. Second Edition is very different then the modern incarnations (at the time of this writing, D&D is on its fifth edition). It was... Clunky. It was a bit unbalanced and didn't have much for rules outside of combat. However, it was amazing to my young self. As I grew older, and discovered other games and systems, I started to like D&D less and less. While fun, especially with my old friends (who were once part of this blog), it just didn't work for me anymore.

Then, Wizards of the Coast dropped Dungeons and Dragons 3rd Edition, having bought the rights from TSR sometime before.

And it was good. For a while.

Don't get me wrong, 3rd Edition was amazing and almost revolutionary. But, it had flaws. Some minor, some major. Wizards realized this and launched 3.5 in a timely manner.

And it was very good.

From a mechanics perspective, 3.5 did a lot of things right. They simplified things down to a single d20 roll. Both combat and skills were a simple check. These checks required meeting or beating a Difficulty Class (DC). Which was the same as hitting someone, you would meet or beat their Armor Class (AC). This easy and streamlined system made D&D much more accessible to new players, as all you had to do was roll a d20, add some numbers, and see if you hit or not. Goodbye, THAC0, we don't miss you here.
This ease of play also got added to the DM's side of the table. The DMG contained a new mechanic called Challenge Rating (CR) for monsters and traps. A CR of 5, for example, was a solid threat for an average party of four 5 level characters. Now, you didn't have to worry about killing the whole party because what you thought was an easy monster was actually a real threat to them. It also gave you tables for how much treasure each encounter should contain, based on the level of the party. The tables also included totals of gold for characters beyond 1st level, as well as a great tool for creating magical weapons.

City of the Spider Queen is one of the best adventures ever


There was also new, quality rules for character classes and leveling. Instead of what we had in 2nd edition, in which different classes had different experience points (XP) for different levels, every class now needed the same amount of XP to reach the next level. This was one of the best changes they made, in my opinion. Having played more than one 2nd edition games in which everyone started out at level one, we would end up with a level 7 fighter, a level 6 thief, and the cleric and wizard at level 5, even though we had received the same amount of XP. This new system made it easier to keep everyone on a level playing field (pun mildly intended). Of course, different classes had different hit dice, different skill points and all that good stuff, it still kept everyone equal to a degree.
Another change was Prestige Classes. While multiclassing was in the core book, and looked to be handled very well, the addition of Prestige Classes allowed you to create characters that could start at the same point (two wizards, for example) and end up in totally different places. Of course, some of these classes were clearly better than others, they did add a lot of flavor to the game. Many of the supplements added new Prestige Classes, making some books must-haves.
With Feats, skills, and these new rules for multiclassing, as well as Prestige Classes, made for a greater degree of customization when creating your characters, from level one all the way to 20 and beyond. This, I firmly believe, is one of the best things about 3/3.5. It allowed you to make a different character each time, even if you played the same class every game you played.
The game also expanded the core classes. In 2nd edition, you had Warriors (Fighter, Paladin, Ranger), Wizards (Mage, Illusionist), Priests (Cleric, Druid), and Rogues (Thief, Bard). In 3.5, you got all of these plus Sorcerers, Barbarians, Monks, and renamed the Thief to Rogue. Well, the illusionist went away and became a specialization for Wizards.

Truth

While the combat system was excellent, the roleplaying systems were bare bones. Which I suppose makes sense for D&D. As much as we remember our characters and the hilarious in-jokes (“It's not Thursday yet!”), D&D wasn't really about roleplaying. The joke is that it's all about Roll-Playing. You kick in the door, kill the monster, and check for loot. I have played such games, and can find them enjoyable, it's also great to have games that are about the characters and the world they live in.

Which brings me to my next point. In the core books, the setting presented is the Greyhawk campaign setting. Many of the supplements were based around this setting. From what I remember, Wizards did a contest for the setting of this edition. While Greyhawk won, many people wanted Forgotten Realms (which is my personal favorite), some wanted Dragonlance, and others wanted Dark Sun. Eberron, which later became a very successful setting and a fan favorite, was in the running but didn't win. They did go on to release supplements of the various settings, including Oriental Adventures (which was based on Legend of the Five Rings, that also got its own supplements and I do plan on covering the OA campaign settings in the future), it was Greyhawk in the beginning.

God damn Halflings!


D&D 3rd and 3.5 created the core of the new “open source” system of the “D20 System” that was free to use and publish. This caused a deluge of unbalanced and weird books released by third parties. These supplements included books on monster races, explored in detail. And in very different directions than we saw in the core books. However, this did allow for Drangonlance to finally get updated to 3.5.
Because of the popularity of 3.5, many companies who had properties using unique systems went on to release D20 versions of their games (Deadlands, looking at you right now). This may have caused not only the collapse of 3.5, but some of these companies as well. I think that some of them were so busy chasing these new “D20 kids” that they made some of their older fans feeling neglected and forgotten.
These factors may have caused the downfall of 3.5 as a system. Since they had let their system out there to be used by anyone, they lost control of what was other there. They had to update the Open Game License because the infamous Book of Carnal Knowledge finally got an “official” release. In fact, there are several games with very heavy sexual and disgusting natures out there that use the OGL. Since Wizards had been acquired by Hasbro, they needed to keep a much cleaner image for their new parent company. Having games that involved “Shit Armor” (no, I'm not joking) be attached to their name wasn't going to help them with that. And don't forget that there are still people out there in the world who still believe the Satanic Panic propaganda. 



When you get down to it, D&D 3.5 is a classic. It's still played by a lot of people, myself included. Is it perfect? No, not at all. But it is fun and, aside from some parts, very easy to learn and play.
One final point I'd like to address. Many people I knew weren't very impressed by 4th edition. I never played it, so I can't say much about it. I didn't play it for one major reason: Investment. I've sunk a lot of money into 3.5, both official releases and third party, so I couldn't afford to pick up yet another new system. Given how many books Wizards had printed for 3.5, I knew that it would be even more so with 4th. Do I hate 4th edition? Not really. I don't like it, but I don't hate it. From what I've been told, it was a very bland system. Which is a shame.
I've heard good things about 5th edition and may end up trying a game in it, but it'll be like how I played 2nd edition back in the day; I'll by the PHB and leave it at that.