Hey dante dude!
dante58701 said:
Of those I definitely have to agree with this one in particular. PC vs. NPC? As far as I'm concerned the only difference between a PC and an NPC is which side you just so happen to be on. It is severe dumbing down to eliminate this factor and quite the regression indeed.
Despite the fact that in 3/3.5E the difference between PC and NPC is massively pronounced because of the wealth/equipment factor.
dante58701 said:
Dumbing something down in the name of "simplification" only complicates things down the road in a campaign when you begin to run out of OPTIONS. I prefer my NPCs to be just as threatening and as dangerous as PCs. I also prefer them to have just as many options.
NPCs will have as many options as PCs. More so than 3/3.5E because there will no longer be the need for arbitrary NPC wealth caps, since magic equipment will no longer be so overbearing to the system.
Furthermore, those simplified stat blocks are just another excuse for WOTC to NOT use their imaginations. Which is pure laziness from my perspective. Ambiguously talented Monsters simply makes for an ambiguously lame campaign session.
On the contrary, the previous stat blocks were needlessly overcomplicated, and at high-level were
ridiculously complicated to the extent that even experienced DMs were forgetting abilities in mid-play.
Also the fact that so many monsters had the same powers and spell-like abilities really softened their identities. Thats where the real laziness of design came from, 3/3.5E.
Lets try you mean.
1. Less reliance on magic items? Sure, we could do with a few less.
Okay, so you concede the point, fair enough.
But there is no reason why DMs can't simple declare them to be a lot rarer.
Is there any reason why DMs cannot declare items more prevailant (except for the fact that it will only lead to undermining their system)?
I say if you find a magic item, you obviously earned it and should be able to use it. Who cares if by 50th level you have 20 magic items.
Its more a case of you having 20 magic items at 20th-level which means that all other PCs and NPCs need 20 magic items at that level just to keep up and stop you from automatically defeating them by virtue of the magic items arms race.
Then the difference between those 20 magic items comes into play because of the massive discrepancy (still) between min/maxing magic items and someone who doesn't min/max. SO the system not only forces magic items upon you, but forces you to min/max. to stay competitive.
Most of them will be worthless anyways. Nice keepsakes from your younger years as an adventurer.
Except for the fact that magic item creation rules and magic item shops easily allow for unused magic items to be converted into useful magic items.
2. I love those feats. They let you customize your character in a manner akin to the way some people customize their cars. If you don't like using a lot of feat, put them all into stackable feats like toughness. It's a lot easier to figure out where to spend them if you know what you already want. And if you don't...then wtf are you doing playing an Epic Level Character? Epic is for experienced gamers, not novices. It never was for novices. The D20 is always relevant when you are combating creatures in your own power tier. If you aren't combating creatures in your own power tier, you are either a bully or just begging to die.
Theres no reason why you couldn't still customise monsters with new feats or abilities. But there was no reason for them to be built in to monster stat blocks. If anything they only dilute the individual identity of the monster.
Its stupid design. Why the hell worry about the feats for the Tarrasque for instance when you can just hardwire what you want into the actual mechanics from the start. Instead of Toughness just give it more hit points, instead of weapon focus just give it a higher attack bonus and so forth.
3. Yeah, I covered this one above. Let's not rape the monsters and NPCs. They have enough problems without being turned into useless blocks of immalleable text.
We already have that, its called 3rd Edition.
4. Balanced? From who's perspective?
From the perspective of anyone familiar with the lack of balance in 3/3.5E.
And how can you say this, when none of us has seen these so called "balanced" classes.
You would almost have to go out of your way to unbalance the classes to get them as badly balanced as 3/3.5E.
And Interesting? Yet again...from who's perspective?
From the perpective of anyone thinking rationally.
Classes that gain some new unique power each level are more interesting than those who don't.
From what little I've seen the classes they have made are no more than Diablo/WOW remakes with different names and slightly different abilities all rearranged and resorted into different level slots.
Even though the Warlock and Marshal (aka Warlord) have appeared in 3.5E to some extent already, to you WotC simply ripped them right out of WoW. Utter rubbish.
I don't know about you, but I'd rather play the He-Man Masters of the Universe Boxed Set tabletop RPG than waste my time with poorly designed classes that have ability names that sound like they came out of a box of Magic cards.
Given that you have been playing 3/3.5E for some years now and it has horrendously designed and badly balanced classes tells me that you should go play the He-Man RPG.
5. Races are already relevant.
On the contrary, they are mechanically irrelevant.
Your race is supposed to be minor flavor text that you build your classes on top of.
No, thats what you THINK its supposed to be derived from past 'sacred cows'. But race could be so much more than that.
The point of D&D is to transcend racial limitations and become more than just a racial stereotype. Not some tired old race based board game where all elves are frivolous idiots and all dwarves are cranky heartless gold stealing jerks. The point of race is to say...this is where I started...not what I'm limited to.
So why make races interesting when we can make them boring...is that what you are saying?