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<blockquote data-quote="Jawsh" data-source="post: 5776985" data-attributes="member: 17061"><p>Okay. I never saw different XP for different classes, so I don't know how that would work. </p><p></p><p></p><p></p><p>Favoured class is not a problem for me either way. I like the idea of there being some reward for picking desirable combinations, something to counterbalance the thinking of "always go with the race that gives you an ability score bonus". </p><p></p><p></p><p></p><p>If that's how you've been playing, you've been doing it wrong. Evil alignment is not a death sentence. </p><p></p><p></p><p></p><p>The only problem with Challenge Rating was that it gave DMs a false sense of security. It's always been better to look at the actual stats. That said, CR was useful for a lot of things. 4E removing it in favour of "level" was, in my opinion, one of the things that made 4E too balanced, too homogeneous, and too predictable. </p><p></p><p></p><p></p><p>Level adjustment worked for me and my group. </p><p></p><p></p><p></p><p>The game is about rolling dice and killing monsters. I don't really care if my class ability list looks like a Christmas tree. Plus, there really needs to be some variation in the complexity of different classes. If every class works on the AEDU model, they become cookie-cutter and interchangeable with each other, and it's boring. </p><p></p><p></p><p></p><p>was fixed in 3.5. However, I still think requiring a unique kind of weapon to kill a monster is good story-telling. I'll grant that it's just not cool to randomly pick something out of the book, when the players have no chance of having the specific weapon needed. What they should have done is create a bunch of resistance templates; when a DM specifically wants to add that element into the game, he can add the template to a monster. </p><p></p><p></p><p></p><p>I like a few save-or-die spells, but it's true they are subject to accidental misuse. Like the damage resistance, I'd like to see these doled out to DMs in a more cautionary way. As far as killing monsters goes though, I'm happy to see PCs throw around save-or-die spells, because those are resources spent. And I always have an infinite supply of monsters. </p><p></p><p></p><p></p><p>Huh. I thought you were pro-orc? Didn't you just say you <em>didn't</em> think all orcs deserved to die? Which is it? I personally don't think an orc-human relationship is a squicky thing. </p><p></p><p></p><p></p><p>Yep. Now monsters are boring. And rogues are boring. </p><p></p><p></p><p></p><p>Meh. I never had a problem in my groups with spellcasters. </p><p></p><p></p><p></p><p>Toughness wasn't necessarily that bad. It was just an unsolvable problem. 3 hp are pretty good at 1st level, which might be what you need to survive to 2nd and beyond. But 3 hp don't mean that much later on. You can't increase Toughness, because then 1st-level dudes become unkillable. And you can't make it scale with level because that would make the feat far too good. </p><p></p><p>I liked that they made Toughness a prerequisite for later, better Toughness feats. That way Toughness didn't feel wasted.</p></blockquote><p></p>
[QUOTE="Jawsh, post: 5776985, member: 17061"] Okay. I never saw different XP for different classes, so I don't know how that would work. Favoured class is not a problem for me either way. I like the idea of there being some reward for picking desirable combinations, something to counterbalance the thinking of "always go with the race that gives you an ability score bonus". If that's how you've been playing, you've been doing it wrong. Evil alignment is not a death sentence. The only problem with Challenge Rating was that it gave DMs a false sense of security. It's always been better to look at the actual stats. That said, CR was useful for a lot of things. 4E removing it in favour of "level" was, in my opinion, one of the things that made 4E too balanced, too homogeneous, and too predictable. Level adjustment worked for me and my group. The game is about rolling dice and killing monsters. I don't really care if my class ability list looks like a Christmas tree. Plus, there really needs to be some variation in the complexity of different classes. If every class works on the AEDU model, they become cookie-cutter and interchangeable with each other, and it's boring. was fixed in 3.5. However, I still think requiring a unique kind of weapon to kill a monster is good story-telling. I'll grant that it's just not cool to randomly pick something out of the book, when the players have no chance of having the specific weapon needed. What they should have done is create a bunch of resistance templates; when a DM specifically wants to add that element into the game, he can add the template to a monster. I like a few save-or-die spells, but it's true they are subject to accidental misuse. Like the damage resistance, I'd like to see these doled out to DMs in a more cautionary way. As far as killing monsters goes though, I'm happy to see PCs throw around save-or-die spells, because those are resources spent. And I always have an infinite supply of monsters. Huh. I thought you were pro-orc? Didn't you just say you [I]didn't[/I] think all orcs deserved to die? Which is it? I personally don't think an orc-human relationship is a squicky thing. Yep. Now monsters are boring. And rogues are boring. Meh. I never had a problem in my groups with spellcasters. Toughness wasn't necessarily that bad. It was just an unsolvable problem. 3 hp are pretty good at 1st level, which might be what you need to survive to 2nd and beyond. But 3 hp don't mean that much later on. You can't increase Toughness, because then 1st-level dudes become unkillable. And you can't make it scale with level because that would make the feat far too good. I liked that they made Toughness a prerequisite for later, better Toughness feats. That way Toughness didn't feel wasted. [/QUOTE]
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