I don't punish cool and creative character concepts.
Actually you are punishing them by removing their uniqueness in order to make them "the same" (=balanced) as everyone else.
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I don't punish cool and creative character concepts.
Not always true. The trick is to work out what the monster's plan will be and be one step ahead of them. Grabbing multiple groups of enemies before breaking out the AoE works.
Yup...Say living rather than humanoid. There are few powers that differentiate between humans, dogs, and rats. In short unless it's Undead Fest...
This drives me up the wall. But in this case terrain is the casters' best friend.
And there goes the Hexcrawl. Hexcrawls are a gift to casters. One hex explored per day.
Basically by now you've cut out just about everything except hard core dungeon crawling - something that was the 3.0 tagline but was in full retreat by the time 3.5 was published.
Mage Armour only has a very limited level range of usefulness (especially when Twilight was added in the BoED and readded in the PHB2). I've never had a caster prepare Shield.
And eventually the fighters take a crit.
And fighters who dump Wis get mind controlled.
Second, yes, the cleric normally heals the fighter. But that just means that the fighter isn't bringing the resilience - the cleric is and only a cursory glance misattributes this to the fighter.
If you're casting CLW in combat you're already in trouble. CLW is best used after the battle (and that was another vast change 3.0 made by accident - the easily creatable Wand of Cure Light Wounds freeing up the cleric's spells)
I'm not sure I agree Wizards pull away faster than clerics. Wizards are really squishy. Clerics can rely on normal armor items. Clerics can replace non-casters far sooner than Wizards can barring optimal abuse of shape changing spells (particularly the 3.5 revision of Alter Self).
I can agree with squishy wizards. In our first 3e campaign, my 1st level half-orc barbarian killed an 18th level wizard in the first round of the first encounter of the campaign. It set the tone for my PC, so for me, that was great.
From a game design standpoint, all I can say is wizards are squishy.
You'd probably be surprised about how fast I caught that mistake and fixed it at my table. It was probably owing to the fact as a player I had owned a ring of regeneration in 1e, which - for a more reasonable price - gives you a similar effect. But, now we are getting into how to fix the problems you are rightly raising, rather than saying they aren't problems. Yes, I agree that the Wand of CLW is one of the most significant oversights in 3e, although by the same token it means that a rogue with a few ranks in UMD is a cleric.
Actually you are punishing them by removing their uniqueness in order to make them "the same" (=balanced) as everyone else.
Until the wizard gets bracers of defense, rings of protection, belts of health and so forth to reduce their squishiness, they are not only more likely to straight up die to an unlucky critical, they are more likely to receive a critical.
So my position is fairly clear - balance is OK to an extent, and extreme imbalance is a problem. but when it is the dominant factor in a game, it starts to bore the heck out of me.
What do you think?
If the only way I could balance two weapons (or races, classes, whatever) was by making them "the same", I'd give up game design and find something else to spend my time on.Actually you are punishing them by removing their uniqueness in order to make them "the same" (=balanced) as everyone else.
Still don't understand this mindset!
If the only way I could balance two weapons (or races, classes, whatever) was by making them "the same", I'd give up game design and find something else to spend my time on.
The idea of balanced weapons is that each has its own pros and cons. Some might be more accurate, or cause more damage, or have better reach, or have better armour penetration, or be concealable, or provide a better defence, or be throwable, etc - but that might be balanced against requiring two hands, or being slower to draw, or heavier for encumbrance purposes, or dangerous to nearby allies, or more easily broken, etc.
Each weapon is different, but they're all viable options for a character concept.
... the Hell? Did you crit with a scythe against a wizard with 4 Con or something? Because that's about the only way I see this working.
Its actually very easy to understand.
With this mindset being weaker in combat than a other player character is just an other defining trait of the character your play just like the race or gender is. And how this character deals with this trait during his adventure is part of playing this role. By ensuring balance (something impossibly to do anyway unless you reduce the whole RPG experience to just a small subset of what is possible, like combat) you remove one of the defining traits of this character.
Of course this mindset only works when your reason for playing an RPG is the role playing itself and not for example by earning XP to levelup or other metagame reasons which can only be achieved by successful combat.
I applaud your sense of priority. It doesn't apply to the characters that were discussed previously - "why should a dervish swordsman be worse than a BSF" - but still.
That said, why not play a character who's still good in combat but in ways that other characters don't cover? For example, your character is terrible as a swordsman but is skilled at persuasion and can talk their enemies down better than the other characters, provided they don't get stabbed to death first. No, you're not doing damage to their HP, but you're still contributing at all times.
Conversely, why should the guy who's good at combat be useless outside of combat?