MrGrenadine
I Cast...Brainstorm!
Hi! OP here.
I really wanted to hear about reasons why folks thought 3.5 fun suffered at high levels, so thanks to everyone who posted about that. I'm not so interested in hearing why 4e is supposedly better than 3.5, but hey, life in these times, I guess.
Anyway, a couple questions:
1. For those who feel that creating complicated monsters was a pain--why do it? Doesn't anyone just have their players run up against a group of monsters right out of the MM? Do monsters need to have class levels to be challenging? Or is it a boredom thing, as in "<yawn> another group of Storm Giants. Ho hum." I can't imagine a stock monster couldn't be made into an interesting, long-lasting villain by just adding a strong personality and some clear goals.
2. For those who feel that 3.5 combat was bogged down by too many choices--on the player side, this is something thats really going to depend on the player, obviously. As someone mentioned, players who aren't interested in reading and remembering rules and spell effects and whatnot just aren't going to do it, which leads to either a lot of page flipping, or missed opportunities from not knowing all of the available options. Has anyone fixed this problem? (By making simple stat blocks for spells or powers, clearly laid out, to avoid flipping through books, or something?)
And on the monster side, would it be boring or helpful to limit monster feats and spells to a few optimal choices, along with some good strategy based on the location, height, allies, etc?
3. I'm really surprised to read that anyone was loathe to fudge stats, etc, because they felt that the rules should be followed verbatim. In 22 years, I've never played a campaign without the DM picking and choosing of which Core rules to include, which 3pp to include, and/or adding houserules on top. I honestly thought RAW was for RPGA events and thought experiments. For everyone else, there was "take what you want and leave the rest." Has anyone out there played in or DM'd a strictly RAW long-term campaign?
I really wanted to hear about reasons why folks thought 3.5 fun suffered at high levels, so thanks to everyone who posted about that. I'm not so interested in hearing why 4e is supposedly better than 3.5, but hey, life in these times, I guess.
Anyway, a couple questions:
1. For those who feel that creating complicated monsters was a pain--why do it? Doesn't anyone just have their players run up against a group of monsters right out of the MM? Do monsters need to have class levels to be challenging? Or is it a boredom thing, as in "<yawn> another group of Storm Giants. Ho hum." I can't imagine a stock monster couldn't be made into an interesting, long-lasting villain by just adding a strong personality and some clear goals.
2. For those who feel that 3.5 combat was bogged down by too many choices--on the player side, this is something thats really going to depend on the player, obviously. As someone mentioned, players who aren't interested in reading and remembering rules and spell effects and whatnot just aren't going to do it, which leads to either a lot of page flipping, or missed opportunities from not knowing all of the available options. Has anyone fixed this problem? (By making simple stat blocks for spells or powers, clearly laid out, to avoid flipping through books, or something?)
And on the monster side, would it be boring or helpful to limit monster feats and spells to a few optimal choices, along with some good strategy based on the location, height, allies, etc?
3. I'm really surprised to read that anyone was loathe to fudge stats, etc, because they felt that the rules should be followed verbatim. In 22 years, I've never played a campaign without the DM picking and choosing of which Core rules to include, which 3pp to include, and/or adding houserules on top. I honestly thought RAW was for RPGA events and thought experiments. For everyone else, there was "take what you want and leave the rest." Has anyone out there played in or DM'd a strictly RAW long-term campaign?