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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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<blockquote data-quote="ferratus" data-source="post: 5789332" data-attributes="member: 55966"><p>The DM prep took the most amount of time of all the editions. I've got kids and a job, I can't take the time to create a something that has the same complexity as a PC everytime I create an NPC. I also don't have time to change every monster into the complexity of a PC whenever I want to customize them. The amount of time 4e has saved me ensures I will never DM 3e ever again. </p><p></p><p>As for the fighter/caster imbalance, Fighters are somewhat overshadowed by spellcasters. There is a reason that overpowered builds aren't called FoDzillas. If you want to play the most powerful build you can, generally you start with a druid, wizard or (especially) cleric. </p><p></p><p>As for save or die, it all depends whether the story arc of the characters or the world/dungeon is more important. People have their preferences.</p><p></p><p>The 15 minute adventuring day generally was the biggest problem in AD&D for me, because healing resources were so scarce. Generally running out of spells generally doesn't cause my players to rest, but running out of healing does. If anything, players wait until the boss encounter before "going nova". So in 3e I have long grinding minion fights leading up to the final encounter, followed by a one-round kill of the final boss. The best encounters were always with the cool lieutenant because they didn't go nova, but they treated him as a serious threat and used some good (but not essential) spells on him.</p><p></p><p>I have to say that having the dungeon "change tactics" is generally not feasible all the time. I certainly have allowed PC's to rest where they shouldn't, or come back and find the dungeon hasn't changed much. Why? Because that would take work to rearrange all the encounters, and I got other stuff to do than spend a lot of time on my hobby of playing make-believe. </p><p></p><p>For all the protests on this thread, I think people aren't admitting that they do the same damn thing all the time. </p><p></p><p></p><p></p><p>The problem isn't idiots. The problem is that there are 4 smart players (PC's) trying to get advantages over another player (DM). The DM in turn is constrained by the fact that he wants his players to come back, so he wants to show them a good time. </p><p></p><p>If I was playing a game where the DM resorted to some of the douchey tactics mentioned on this thread to "fix" problems that should have been solved at the design level, I'd probably find something else to do on Sundays. Or else tap into the sentiment of fellow players and stage a coup of the DM's chair.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5789332, member: 55966"] The DM prep took the most amount of time of all the editions. I've got kids and a job, I can't take the time to create a something that has the same complexity as a PC everytime I create an NPC. I also don't have time to change every monster into the complexity of a PC whenever I want to customize them. The amount of time 4e has saved me ensures I will never DM 3e ever again. As for the fighter/caster imbalance, Fighters are somewhat overshadowed by spellcasters. There is a reason that overpowered builds aren't called FoDzillas. If you want to play the most powerful build you can, generally you start with a druid, wizard or (especially) cleric. As for save or die, it all depends whether the story arc of the characters or the world/dungeon is more important. People have their preferences. The 15 minute adventuring day generally was the biggest problem in AD&D for me, because healing resources were so scarce. Generally running out of spells generally doesn't cause my players to rest, but running out of healing does. If anything, players wait until the boss encounter before "going nova". So in 3e I have long grinding minion fights leading up to the final encounter, followed by a one-round kill of the final boss. The best encounters were always with the cool lieutenant because they didn't go nova, but they treated him as a serious threat and used some good (but not essential) spells on him. I have to say that having the dungeon "change tactics" is generally not feasible all the time. I certainly have allowed PC's to rest where they shouldn't, or come back and find the dungeon hasn't changed much. Why? Because that would take work to rearrange all the encounters, and I got other stuff to do than spend a lot of time on my hobby of playing make-believe. For all the protests on this thread, I think people aren't admitting that they do the same damn thing all the time. The problem isn't idiots. The problem is that there are 4 smart players (PC's) trying to get advantages over another player (DM). The DM in turn is constrained by the fact that he wants his players to come back, so he wants to show them a good time. If I was playing a game where the DM resorted to some of the douchey tactics mentioned on this thread to "fix" problems that should have been solved at the design level, I'd probably find something else to do on Sundays. Or else tap into the sentiment of fellow players and stage a coup of the DM's chair. [/QUOTE]
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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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