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The Real problem with 3e D&D
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<blockquote data-quote="Hussar" data-source="post: 3379078" data-attributes="member: 22779"><p>A) I agree with this. When you have multiple casters blasting away, it can be very complicated, particularly after about 10th level. Under that, it's usually not a big deal. Then again, prep does figure in here. Cut and paste your spells and print them out onto index cards. As a DM, I use the SRD about 99% of the time because you can do most jobs with just that. So, take the time to prep the spells beforehand instead of just writing the spell titles out.</p><p></p><p>On a side note, because I play on a Virtual Tabletop (OpenRPG) this becomes VASTLY easier. I simply put the pertinent information into a chat node and send it when the spell is cast. The initiative tracker tells me when the spell runs out. This isn't an issue for me, but, I can see how it could be in a tabletop game.</p><p></p><p>B) Again agree. This happens. And, IME, most players are either fairly understanding or pretty quick to point out the mistake and give the answer. A possible fix here is to go the same route as many modules and choose elements that aren't as complicated. Improved Toughness sees use in a lot of Dungeon adventures for a reason. Pick stuff that gives a fixed benefit and don't try getting too cute. Your encounter probably only has to last one fight, so, don't spend a bazillion hours tweaking every last option.</p><p></p><p>C) Possibly agree, but disagree with the example. Maybe it's because I've run SO much combat over the past two years but my group has zero problems with grappling. They know what their grapple mods are, and it's written on their character sheets. Two die rolls and we move on. But, I do see what you are saying. When corner case rules come up, it can be a pain, particularly if the DM is rather shaky on the rules in the first place.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3379078, member: 22779"] A) I agree with this. When you have multiple casters blasting away, it can be very complicated, particularly after about 10th level. Under that, it's usually not a big deal. Then again, prep does figure in here. Cut and paste your spells and print them out onto index cards. As a DM, I use the SRD about 99% of the time because you can do most jobs with just that. So, take the time to prep the spells beforehand instead of just writing the spell titles out. On a side note, because I play on a Virtual Tabletop (OpenRPG) this becomes VASTLY easier. I simply put the pertinent information into a chat node and send it when the spell is cast. The initiative tracker tells me when the spell runs out. This isn't an issue for me, but, I can see how it could be in a tabletop game. B) Again agree. This happens. And, IME, most players are either fairly understanding or pretty quick to point out the mistake and give the answer. A possible fix here is to go the same route as many modules and choose elements that aren't as complicated. Improved Toughness sees use in a lot of Dungeon adventures for a reason. Pick stuff that gives a fixed benefit and don't try getting too cute. Your encounter probably only has to last one fight, so, don't spend a bazillion hours tweaking every last option. C) Possibly agree, but disagree with the example. Maybe it's because I've run SO much combat over the past two years but my group has zero problems with grappling. They know what their grapple mods are, and it's written on their character sheets. Two die rolls and we move on. But, I do see what you are saying. When corner case rules come up, it can be a pain, particularly if the DM is rather shaky on the rules in the first place. [/QUOTE]
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