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4th Edition and the Immortals Handbook
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<blockquote data-quote="Upper_Krust" data-source="post: 3884419" data-attributes="member: 326"><p>Hey dante dude! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Despite the fact that in 3/3.5E the difference between PC and NPC is massively pronounced because of the wealth/equipment factor.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>On the contrary, the previous stat blocks were needlessly overcomplicated, and at high-level were <u>ridiculously </u> complicated to the extent that even experienced DMs were forgetting abilities in mid-play.</p><p></p><p>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. </p><p></p><p></p><p></p><p>Lets try you mean. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p> </p><p></p><p>Okay, so you concede the point, fair enough.</p><p></p><p> </p><p></p><p>Is there any reason why DMs cannot declare items more prevailant (except for the fact that it will only lead to undermining their system)?</p><p></p><p> </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>We already have that, its called 3rd Edition.</p><p></p><p> </p><p></p><p>From the perspective of anyone familiar with the lack of balance in 3/3.5E.</p><p></p><p> </p><p></p><p>You would almost have to go out of your way to unbalance the classes to get them as badly balanced as 3/3.5E.</p><p></p><p> </p><p></p><p>From the perpective of anyone thinking rationally.</p><p></p><p>Classes that gain some new unique power each level are more interesting than those who don't.</p><p></p><p> </p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p> </p><p></p><p>On the contrary, they are mechanically irrelevant.</p><p></p><p> </p><p></p><p>No, thats what you THINK its supposed to be derived from past 'sacred cows'. But race could be so much more than that.</p><p></p><p></p><p></p><p>So why make races interesting when we can make them boring...is that what you are saying?</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 3884419, member: 326"] Hey dante dude! :) Despite the fact that in 3/3.5E the difference between PC and NPC is massively pronounced because of the wealth/equipment factor. 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. On the contrary, the previous stat blocks were needlessly overcomplicated, and at high-level were [U]ridiculously [/U] 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. ;) Okay, so you concede the point, fair enough. Is there any reason why DMs cannot declare items more prevailant (except for the fact that it will only lead to undermining their system)? 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. 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. 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. We already have that, its called 3rd Edition. From the perspective of anyone familiar with the lack of balance in 3/3.5E. You would almost have to go out of your way to unbalance the classes to get them as badly balanced as 3/3.5E. From the perpective of anyone thinking rationally. Classes that gain some new unique power each level are more interesting than those who don't. 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. 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. On the contrary, they are mechanically irrelevant. No, thats what you THINK its supposed to be derived from past 'sacred cows'. But race could be so much more than that. So why make races interesting when we can make them boring...is that what you are saying? [/QUOTE]
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