Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="hanez" data-source="post: 5830442" data-attributes="member: 82160"><p>I wont respond to most of your part of the statement because I havent gotten past the first couple of years of 4e, so I dont have much to refer to. But I would disagree that looking at both PHs the classes compare well for 4e. Its all from my point of view but in 3e the separate mechanics, the different ways things work from class to clas, the alignments, the different focuses on strengths, the fluff IN the text, all serve to make it something I would MUCH rather give to my players to create deeper PCs with. Thats just my opinion though.</p><p></p><p>As for CODzilla and the balance of 3e I would agree they were some problems, most of them are in my mind easy fixes without changing the structure of the class. </p><p></p><p>First I would remove scroll writing, and magic item creation, leave this up to a splat book or a DM. Or find some other way to do it so that a mage doesn't wander around with a chest of scrolls. This was beggin for a houserule in 3e. </p><p></p><p>Second any spell that makes a wizard a better fighter then a fighter needs to be removed or toned down, that include summoning and any type of transformations (I think Pathfinder did some work with this). </p><p></p><p>Third, I really like save or dies, they are an awesome part in an adventures, where the character tries something, and sometimes they work, but sometimes they dont. But I know there were builds that maximized your DC so that they always works. This needs to be fixed. I would think against a foe at equal level, a save or die, or save or blind type thing, the absolute MAX chance for success should be 50%. If the foe is lower level, it might go up but there needs to be some hard math work in making sure this isnt abused.</p><p></p><p>I'm less concerned about the fighter being a better rogue then a rogue, because the spells had to be memorized for this, and the wizard lost other power for it... but still it does encroach on the rogues area which could ruin some fun for a rogue player. In my campaign I solve this with magic being semi available, so the rogues dont worry about invisibility spell because they have a scroll if they wanted one. Still I could see some work toning this down a bit.</p><p></p><p>Other things I would include is:</p><p>-Spells fizling when they are hit, the concentration skill etc</p><p>-Spell book reliance, I like this traditional weakness of the class. Great story hooks and gives the fighter something to laugh at the wizard about while they search for his spellbook, (or while the wizard rebuilds his list). -Perhaps there can be some middle ground where the wizard remembers one per level or something, so that even if a spellbook is destroyed the wizard may still carry on. This may make the weakness useable in campaigns.</p><p>-memorizing spells. if you dont memorize the right spell you dont have it. and you must memorize all spells at rest</p><p>-adding the at will power (as an option) from 4e.</p><p>-Im of two minds of rituals. I like the intent, but I dont like the seperation in the book or in the game mechanics. I dont like them being accessible to every class, or how they are not really related to class spells/powers. I prefer all wizard spells being "spells". I would much prefer a mechanic for casting a "non combat spell in casting" E.g. this takes 3 rounds to cast, and your going to be vulnerable doing it. Having a way of saying that in the spell so that a wizard can still try it if they need to.</p><p></p><p>I also think some changes and options need to be brought to martial classes. 4e did well in this regard in many ways.</p></blockquote><p></p>
[QUOTE="hanez, post: 5830442, member: 82160"] I wont respond to most of your part of the statement because I havent gotten past the first couple of years of 4e, so I dont have much to refer to. But I would disagree that looking at both PHs the classes compare well for 4e. Its all from my point of view but in 3e the separate mechanics, the different ways things work from class to clas, the alignments, the different focuses on strengths, the fluff IN the text, all serve to make it something I would MUCH rather give to my players to create deeper PCs with. Thats just my opinion though. As for CODzilla and the balance of 3e I would agree they were some problems, most of them are in my mind easy fixes without changing the structure of the class. First I would remove scroll writing, and magic item creation, leave this up to a splat book or a DM. Or find some other way to do it so that a mage doesn't wander around with a chest of scrolls. This was beggin for a houserule in 3e. Second any spell that makes a wizard a better fighter then a fighter needs to be removed or toned down, that include summoning and any type of transformations (I think Pathfinder did some work with this). Third, I really like save or dies, they are an awesome part in an adventures, where the character tries something, and sometimes they work, but sometimes they dont. But I know there were builds that maximized your DC so that they always works. This needs to be fixed. I would think against a foe at equal level, a save or die, or save or blind type thing, the absolute MAX chance for success should be 50%. If the foe is lower level, it might go up but there needs to be some hard math work in making sure this isnt abused. I'm less concerned about the fighter being a better rogue then a rogue, because the spells had to be memorized for this, and the wizard lost other power for it... but still it does encroach on the rogues area which could ruin some fun for a rogue player. In my campaign I solve this with magic being semi available, so the rogues dont worry about invisibility spell because they have a scroll if they wanted one. Still I could see some work toning this down a bit. Other things I would include is: -Spells fizling when they are hit, the concentration skill etc -Spell book reliance, I like this traditional weakness of the class. Great story hooks and gives the fighter something to laugh at the wizard about while they search for his spellbook, (or while the wizard rebuilds his list). -Perhaps there can be some middle ground where the wizard remembers one per level or something, so that even if a spellbook is destroyed the wizard may still carry on. This may make the weakness useable in campaigns. -memorizing spells. if you dont memorize the right spell you dont have it. and you must memorize all spells at rest -adding the at will power (as an option) from 4e. -Im of two minds of rituals. I like the intent, but I dont like the seperation in the book or in the game mechanics. I dont like them being accessible to every class, or how they are not really related to class spells/powers. I prefer all wizard spells being "spells". I would much prefer a mechanic for casting a "non combat spell in casting" E.g. this takes 3 rounds to cast, and your going to be vulnerable doing it. Having a way of saying that in the spell so that a wizard can still try it if they need to. I also think some changes and options need to be brought to martial classes. 4e did well in this regard in many ways. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
Top