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3.5e -- What REALLY needed fixing?
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<blockquote data-quote="wingsandsword" data-source="post: 4140723" data-attributes="member: 14159"><p>Not a bug, a feature. Wizard's aren't supposed to be doing things all day, they have a finite amount of power to manage. That's the whole idea behind the class. This whole idea of Wizards having infinite power by at-will abilities disturbs me, like it breaks the basic concept of the class.</p><p></p><p>Well, if the alternative is the 1-1-1 from 4e, I'll deal with 1-2-1. 1-2-1 isn't perfect, but the alternatives are far worse.</p><p></p><p>In my statting-up experience as a DM, I typically just max out a number of appropriate skills and leave the fiddly-bit customization for BBEG's. It was never a problem for me.</p><p></p><p>I'll agree with this one, starting a grapple is a quick way to bog down a game.</p><p></p><p>I know they are complicated in theory, but it never seems like we have a problem with it. Then again, we might not be doing it 100% by the RAW.</p><p></p><p>Not a big enough issue IMO to bother with. I see lots of theoretical exploits on message boards, but in practice I've never seen this invincible uber-cleric/druid work. I've seen it tried, but it always fails in execution for various reasons.</p><p></p><p>Easy one to fix, just assume summoned creatures can't summon anything themselves. My group has been doing it that way for years.</p><p></p><p>Such is the lot of a fighter, just as a Wizard has awesome cosmic power for brief bursts but is very weak when they run out, a Fighter has sturdy power more constantly, but doesn't outshine spellcasters when they fire everything they have. If a Wizard can bend reality to the point of a Wish, nothing a Fighter can do should ever be able to compare. Fighters have piles of HP and don't have to worry about running about per-day attack abilities, that's their relative strength.</p><p></p><p>My favorite fix for that is anti-scrying (or false image projecting) or anti-teleport (or teleport-redirecting) warding spells or effects. Every BBEG worth their salt is going to have countermeasures out there to stop a SWAT team of adventurers from knocking down their door like that. If they can't cast them themselves, there are probably high level NPC illusionists and abjurers for hire that can set up all sorts of lair-protecting wards and illusions.</p><p></p><p>What's wrong with Identify? I don't know of any serious issues with that spell.</p><p></p><p>It's a lot better than the old AD&D way of come up with some random rare items to find, then permanently lose a point of constitution to make any permanent non-consumable item. The best solution I've seen is the idea of an XP reserve automatically available to spend on item creation.</p><p></p><p>Then don't take those skills, don't remove them from the system. The flexibility of skills like Craft and Profession to represent a very wide variety of aptitudes is a feature, not a bug.</p><p></p><p>Honestly, while I see lots of little "bug fix" issues with 3.5, none of them are things that I think would warrant massive rewrites.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 4140723, member: 14159"] Not a bug, a feature. Wizard's aren't supposed to be doing things all day, they have a finite amount of power to manage. That's the whole idea behind the class. This whole idea of Wizards having infinite power by at-will abilities disturbs me, like it breaks the basic concept of the class. Well, if the alternative is the 1-1-1 from 4e, I'll deal with 1-2-1. 1-2-1 isn't perfect, but the alternatives are far worse. In my statting-up experience as a DM, I typically just max out a number of appropriate skills and leave the fiddly-bit customization for BBEG's. It was never a problem for me. I'll agree with this one, starting a grapple is a quick way to bog down a game. I know they are complicated in theory, but it never seems like we have a problem with it. Then again, we might not be doing it 100% by the RAW. Not a big enough issue IMO to bother with. I see lots of theoretical exploits on message boards, but in practice I've never seen this invincible uber-cleric/druid work. I've seen it tried, but it always fails in execution for various reasons. Easy one to fix, just assume summoned creatures can't summon anything themselves. My group has been doing it that way for years. Such is the lot of a fighter, just as a Wizard has awesome cosmic power for brief bursts but is very weak when they run out, a Fighter has sturdy power more constantly, but doesn't outshine spellcasters when they fire everything they have. If a Wizard can bend reality to the point of a Wish, nothing a Fighter can do should ever be able to compare. Fighters have piles of HP and don't have to worry about running about per-day attack abilities, that's their relative strength. My favorite fix for that is anti-scrying (or false image projecting) or anti-teleport (or teleport-redirecting) warding spells or effects. Every BBEG worth their salt is going to have countermeasures out there to stop a SWAT team of adventurers from knocking down their door like that. If they can't cast them themselves, there are probably high level NPC illusionists and abjurers for hire that can set up all sorts of lair-protecting wards and illusions. What's wrong with Identify? I don't know of any serious issues with that spell. It's a lot better than the old AD&D way of come up with some random rare items to find, then permanently lose a point of constitution to make any permanent non-consumable item. The best solution I've seen is the idea of an XP reserve automatically available to spend on item creation. Then don't take those skills, don't remove them from the system. The flexibility of skills like Craft and Profession to represent a very wide variety of aptitudes is a feature, not a bug. Honestly, while I see lots of little "bug fix" issues with 3.5, none of them are things that I think would warrant massive rewrites. [/QUOTE]
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