Zerovoid
First Post
There are alot of places in the DnD rules where it matters when a character gains a certain ability or class. Making choices that are powerful early on means making great sacrifices later. I'm not just talking about a Sorceror who takes sleep at 1st level because its a powerful spell at that time, and then finds it useless.
What about anyone who multiclasses to rogue after first level, and doesn't get their skill points multiplied by 4.
What about somone who takes extra slot or extra spell, and then finds that to be underpowered later on.
What about the new Toughness feats in MotW, which essentially give you more Hp for taking toughness at a later point than an earlier one.
These inconsistencies are really bothering me. I think characters should be independant of path. A character with a given set of classes and feats should have all the same opportunities no matter when they were taken. I don't think players should have to make sub-par characters early on to have powerful characters later on. The thing that really bothers me, is when a character dies, and I see a replacement character come in who is totally optomized for a new level, even though their set of skills would never let them get to that level alive. I wouldn't be as bothered about this in a non-level based system, where characters could just spend a few more points later on to offset the advantages, but when a characters advancement potential is finite at any given level, it seems wrong to have characters that are strictly better than others.
Rather than create a long list of exceptions, I'm thinking about implementing the following rule: Whenever a PC gains a new level, that PC can be completely redesigned from the ground up, as long as they don't lose any abilities that were posessed previously. This would ensure consistency in advancement, but not penalize players for making optimal choices early on.
What about anyone who multiclasses to rogue after first level, and doesn't get their skill points multiplied by 4.
What about somone who takes extra slot or extra spell, and then finds that to be underpowered later on.
What about the new Toughness feats in MotW, which essentially give you more Hp for taking toughness at a later point than an earlier one.
These inconsistencies are really bothering me. I think characters should be independant of path. A character with a given set of classes and feats should have all the same opportunities no matter when they were taken. I don't think players should have to make sub-par characters early on to have powerful characters later on. The thing that really bothers me, is when a character dies, and I see a replacement character come in who is totally optomized for a new level, even though their set of skills would never let them get to that level alive. I wouldn't be as bothered about this in a non-level based system, where characters could just spend a few more points later on to offset the advantages, but when a characters advancement potential is finite at any given level, it seems wrong to have characters that are strictly better than others.
Rather than create a long list of exceptions, I'm thinking about implementing the following rule: Whenever a PC gains a new level, that PC can be completely redesigned from the ground up, as long as they don't lose any abilities that were posessed previously. This would ensure consistency in advancement, but not penalize players for making optimal choices early on.