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<blockquote data-quote="Nonlethal Force" data-source="post: 4576271" data-attributes="member: 35788"><p>Wow! Thanks for the complement. I really appreciate the words.</p><p></p><p>As to your two points, you are absolutely right. Complete Control does not address racial building nor does it reduce magic dependency.</p><p></p><p>The reason for the magical dependency has a simple answer and a more complex answer. The simple answer is that the book was designed to function within the paraments of 3.x. Now, that's honestly a bit of a cop-out. But, it is also the truth. The majority of people looking to play with Complete Control are going to want to continue with their 3.x game and simply redesign how they build characters.</p><p></p><p>The complex answer is that I wanted to make sure the base product was as solid as possible. Changing how magic items function is a complex problem; however it would be an excellent supplement, though. Perhaps I'll chew it around for a little while. </p><p></p><p>[EDIT: As I reread your post, Alzrius, I was hit by a question I'd like to reflect back to you. I've heard many people talk about how to take a character and replace magic items with extra abilities, etc. However, what about this solution? What if the answer isn't found in boosting characters with no magic items but in scaling down the power of monsters? Personally, I think this is why 3.x has a sweet spot that typically ends at level 12 or 13. At higher levels, monsters become powerful enough that an encounter could go TPK with a few bad rolls. But by scaling back, you essentially take the higher levels and pull them back to where the sweet spot exists. Instead of having an arms race with PCs vs. Monsters you end up with an attempt to hold onto the power level of the sweet spot. Thoughts? END EDIT]</p><p></p><p>As for racial redesigning ... unfortunately that also comes out of a problem in how the game is built. Just as there are some differences as to how powerful abilities of certain levels are, there is an even greater range of power between what constitues a balanced race. There are LA +1 classes out there that shouldbe LA +0 and LA +2. I think that same comparison can be made for just about any LA +x. The divergence makes it difficult.</p><p></p><p>However, I'll put out an interesting offer. If there is a thread out there with any definitive means of valuing racial abilities, I'd be happy to look it over and come up with a system for racial builds as well {Even if that means one gets started if one doesn't exist}. It's just not a task that I feel qualified to do without input from a broad spectrum of games as to what each racial ability is worth.</p><p></p><p>Again, though, thank you very much for your words. I appreciate the praise and the honest appraisal of where supplements to the work could be useful.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 4576271, member: 35788"] Wow! Thanks for the complement. I really appreciate the words. As to your two points, you are absolutely right. Complete Control does not address racial building nor does it reduce magic dependency. The reason for the magical dependency has a simple answer and a more complex answer. The simple answer is that the book was designed to function within the paraments of 3.x. Now, that's honestly a bit of a cop-out. But, it is also the truth. The majority of people looking to play with Complete Control are going to want to continue with their 3.x game and simply redesign how they build characters. The complex answer is that I wanted to make sure the base product was as solid as possible. Changing how magic items function is a complex problem; however it would be an excellent supplement, though. Perhaps I'll chew it around for a little while. [EDIT: As I reread your post, Alzrius, I was hit by a question I'd like to reflect back to you. I've heard many people talk about how to take a character and replace magic items with extra abilities, etc. However, what about this solution? What if the answer isn't found in boosting characters with no magic items but in scaling down the power of monsters? Personally, I think this is why 3.x has a sweet spot that typically ends at level 12 or 13. At higher levels, monsters become powerful enough that an encounter could go TPK with a few bad rolls. But by scaling back, you essentially take the higher levels and pull them back to where the sweet spot exists. Instead of having an arms race with PCs vs. Monsters you end up with an attempt to hold onto the power level of the sweet spot. Thoughts? END EDIT] As for racial redesigning ... unfortunately that also comes out of a problem in how the game is built. Just as there are some differences as to how powerful abilities of certain levels are, there is an even greater range of power between what constitues a balanced race. There are LA +1 classes out there that shouldbe LA +0 and LA +2. I think that same comparison can be made for just about any LA +x. The divergence makes it difficult. However, I'll put out an interesting offer. If there is a thread out there with any definitive means of valuing racial abilities, I'd be happy to look it over and come up with a system for racial builds as well {Even if that means one gets started if one doesn't exist}. It's just not a task that I feel qualified to do without input from a broad spectrum of games as to what each racial ability is worth. Again, though, thank you very much for your words. I appreciate the praise and the honest appraisal of where supplements to the work could be useful. [/QUOTE]
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