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4th ed, the Good & the Bad?
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<blockquote data-quote="Xanaqui" data-source="post: 3975955" data-attributes="member: 56394"><p>My last significant campaign ended in the low 20s, so that's the reference point that sticks out most in my mind. At that point, a LV 23 spellcaster isn't worried about the low-level spells (which, of course, at LV 7 are all their spells, and then some).</p><p></p><p>Sounds like what I'm thinking of introducing in my present game - I'm thinking knowledge checks to bypass sneak immunity. Maybe 15 + CR for 1/2 sneak dice; 30+ CR for full sneak dice. Or maybe 10 + 5/sneak die.</p><p></p><p>Crits are a regular feature of combat once the party hits with a significant frequency. Even at, say, a 19-20 crit range and 5 hits per average round, there should be a crit every other round. They still aren't a lot of overall damage, unless you stack a couple crit-improving prestige classes on top of a otherwise crit min/maxed PC.</p><p></p><p>It's been decades, but I played a 1st ed Illusionist in a crypt. On the other hand, 3E Illusionists have a lot of non-illusion spells to choose from. I'd say the Illusionist at very low levels; otherwise, the Rogue (unless it's very trap-heavy). I've never had problems feeling useful as a Druid (above LV 1). At low-mid levels, it's hard to make a non-viable fighter build.</p><p></p><p>Yep; perhaps it's just one of the two that gives me (personally) difficulty. I still think that there are too many high-CR creatures with sneak immunity.</p><p></p><p>I've played a number of games with no Rogue; if you allow other classes to gain Trapfinding (or something to replace it, like summons) one way or another, there's really little essential need for a Rogue.</p></blockquote><p></p>
[QUOTE="Xanaqui, post: 3975955, member: 56394"] My last significant campaign ended in the low 20s, so that's the reference point that sticks out most in my mind. At that point, a LV 23 spellcaster isn't worried about the low-level spells (which, of course, at LV 7 are all their spells, and then some). Sounds like what I'm thinking of introducing in my present game - I'm thinking knowledge checks to bypass sneak immunity. Maybe 15 + CR for 1/2 sneak dice; 30+ CR for full sneak dice. Or maybe 10 + 5/sneak die. Crits are a regular feature of combat once the party hits with a significant frequency. Even at, say, a 19-20 crit range and 5 hits per average round, there should be a crit every other round. They still aren't a lot of overall damage, unless you stack a couple crit-improving prestige classes on top of a otherwise crit min/maxed PC. It's been decades, but I played a 1st ed Illusionist in a crypt. On the other hand, 3E Illusionists have a lot of non-illusion spells to choose from. I'd say the Illusionist at very low levels; otherwise, the Rogue (unless it's very trap-heavy). I've never had problems feeling useful as a Druid (above LV 1). At low-mid levels, it's hard to make a non-viable fighter build. Yep; perhaps it's just one of the two that gives me (personally) difficulty. I still think that there are too many high-CR creatures with sneak immunity. I've played a number of games with no Rogue; if you allow other classes to gain Trapfinding (or something to replace it, like summons) one way or another, there's really little essential need for a Rogue. [/QUOTE]
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4th ed, the Good & the Bad?
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