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Class Balance - why?
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<blockquote data-quote="SlyDoubt" data-source="post: 5792063" data-attributes="member: 6667337"><p>Mallus that sounds about right. In my case since I began with 3E, it was a lot to take in at once. </p><p></p><p>Because of that, from the beginning there was a level of leniency. We knew the game was complex and had many parts that weren't clear but we simply wanted to get to the playing. Over time I kept reading so we could fill in spots we had improved with some guiding rules (if everyone thought they made sense).</p><p></p><p>So yes, I think it is almost being able to relax in 3E. I think the people who are really bugged by 3E saw it as kind of taking D&D off in a different direction and making it more about rules and less about RP. I understand how people see that but it's really just a matter of being comfortable and having the players on your side. Since I grew up with 3E D&D I am comfortable with all the issues it has and through overall system knowledge am able to simply roll with things (which is what I think should always be the case).</p><p></p><p>I think when presented with so many rules for so many specific things some people feel the need to know everything. Maybe they feel a duty to their players, or just a compulsion, I don't know. But as has been stated many times here, it really can be boiled down to trust between DM and players, and players to players. If everyone knows they're all there to enjoy the game which means not stepping on toes constantly and everything being in good fun then really anything works.</p><p></p><p>Majoru Oakheart,</p><p></p><p>As for designing the world and such. If you're designing things without knowing your PCs potential don't blame the system. The system gives you a bunch of tools to make things with and gives you rough estimations of power by level. If you know the wizard can do x y z then it's in part your job to give the wizard a challenge. Maybe those spies have simple magical stones that block scrying or teleporting within a certain range. That's not absurd, it's logical if the person controlling the spies lives in the same world as the PCs. If they don't have anything of the sort than your players would be smart to take advantage where they can.</p><p></p><p>That's not an arms race, it's just intelligent creation. If the world itself doesn't recognize the PCs as part of the world, it's silly. Why wouldn't the big bad guy know that wizards are powerful foes and can turn invisible, shoot fireballs, teleport, etc? Yes you're designing around the wizard, just like by having guards you're designing around the rogue or the fighter. By having traps you're designing around the rogue. This is all completely normal. A good world combines everything so nothing seems made for anyone specifically, it seems like a natural creation to living in a magical setting.</p><p></p><p>If all you're saying ultimately is that it just takes a bit more time, that's totally understandable. But really it's just a level of consideration. Wizards are insane but if you assume the world also knows that, it isn't so weird to have elements designed to hinder them sometimes. Just like sometimes the rogue has no trap to disable or lock to pick, because instead it's magical. It's really no different.</p><p></p><p>Sorry for the essay and sorry if something sounded snarky or harsh, it wasn't meant to be. You make a lot of great posts that clearly illustrate things and I respect that.</p></blockquote><p></p>
[QUOTE="SlyDoubt, post: 5792063, member: 6667337"] Mallus that sounds about right. In my case since I began with 3E, it was a lot to take in at once. Because of that, from the beginning there was a level of leniency. We knew the game was complex and had many parts that weren't clear but we simply wanted to get to the playing. Over time I kept reading so we could fill in spots we had improved with some guiding rules (if everyone thought they made sense). So yes, I think it is almost being able to relax in 3E. I think the people who are really bugged by 3E saw it as kind of taking D&D off in a different direction and making it more about rules and less about RP. I understand how people see that but it's really just a matter of being comfortable and having the players on your side. Since I grew up with 3E D&D I am comfortable with all the issues it has and through overall system knowledge am able to simply roll with things (which is what I think should always be the case). I think when presented with so many rules for so many specific things some people feel the need to know everything. Maybe they feel a duty to their players, or just a compulsion, I don't know. But as has been stated many times here, it really can be boiled down to trust between DM and players, and players to players. If everyone knows they're all there to enjoy the game which means not stepping on toes constantly and everything being in good fun then really anything works. Majoru Oakheart, As for designing the world and such. If you're designing things without knowing your PCs potential don't blame the system. The system gives you a bunch of tools to make things with and gives you rough estimations of power by level. If you know the wizard can do x y z then it's in part your job to give the wizard a challenge. Maybe those spies have simple magical stones that block scrying or teleporting within a certain range. That's not absurd, it's logical if the person controlling the spies lives in the same world as the PCs. If they don't have anything of the sort than your players would be smart to take advantage where they can. That's not an arms race, it's just intelligent creation. If the world itself doesn't recognize the PCs as part of the world, it's silly. Why wouldn't the big bad guy know that wizards are powerful foes and can turn invisible, shoot fireballs, teleport, etc? Yes you're designing around the wizard, just like by having guards you're designing around the rogue or the fighter. By having traps you're designing around the rogue. This is all completely normal. A good world combines everything so nothing seems made for anyone specifically, it seems like a natural creation to living in a magical setting. If all you're saying ultimately is that it just takes a bit more time, that's totally understandable. But really it's just a level of consideration. Wizards are insane but if you assume the world also knows that, it isn't so weird to have elements designed to hinder them sometimes. Just like sometimes the rogue has no trap to disable or lock to pick, because instead it's magical. It's really no different. Sorry for the essay and sorry if something sounded snarky or harsh, it wasn't meant to be. You make a lot of great posts that clearly illustrate things and I respect that. [/QUOTE]
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