Psion said:
And as evidence, I'll offer that I disagree with your assessment of wisdom. Could you split them up? Sure. But I think it's perfectly fair to lump in awareness of your surroundings with willpower (awareness of self, I guess). Certainly much better than (shudder) dexterity.
I'll offer complete agreement on that one. Awareness of any kind, Spot, Search, or intuition-related, does not belong anywhere under Dex.
I could, maybe, see moving some of that to Int. That would be the only valid conceptual change I would agree with (on this subject).
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Ferghis said:
I love the vancian system, but I would pare it down to about one spell per spellcaster level, [...]
I would consider any such magic system to be hopelessly crippled and immediately abandon it.
Ferghis said:
There are a few stats that I really don't understand. Why is Reflex different from Dex?
Reflex is a saving throw, and Dex is an Ability score.
Ability scores represent a character's inherent base capability-attributes.
Saving throws are derived statistics based only in part on ability scores. They are also influenced by things other than ability scores. The three saving throws types serve as a game mechanic to keep several modifiers packaged together in a pre-calculated value that is ready to reference at a moment's notice. Technically it could be dispensed with and calculated on the fly when needed, but that would be cumbersome.
Example: You could have a high-Dex individual who took up the Wizard Class, and who therefore received only minor bonuses to the Reflex saving through from the class, or the same individual who took up the Rogue class, and who therefore received high bonuses to the Reflex saving throw from the class. Then you can pile magic item and spell bonuses on top of that.
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Lanefan said:
Slow down level advancement. Or, have a dual-track advancement and ExP table - one track for short (1-2 year) campaigns and one for long (5+ year) campaigns.
I agree that dual-track xp charts should be made official.
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Graf said:
Right now balance is accounted for on a sort of ad-hoc basis.
You are absolutely correct.
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Nifft said:
2: No more gold pieces -- use a resource system like Exalted or d20 Modern.
I have recently had a chance to run some Exalted, and the Resource system was an immense pain in the posterior. Resources 1 and 2 were too low to do anything significant with, and 4 and 5 were overwhelmingly powerful.
I would not wish that system on anyone.
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Glyfair said:
Maybe they should have a completely new encumbrance system to simulate this (similiar to RQ's old "things" mechanic). That or make large unwieldy things "weigh" more systemically (but call it something other than weight).
This idea is cool, and I have thought of doing exactly this several times. The execution is, to me, impossibly cumbersome to execute in game play.
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Upper_Krust said:
What the hell is the point of the core classes if everyone busts into Prestige Classes at 4th-level.
No one should be able to take a Prestige Class until 11th-level. Some, like Archmage should be Epic Prestige Classes and only available at 21st.
This is one of the central 3.5 issues in the overall balancing problems inherent in the current classes and prestige classes. The variances in power levels are in desperate need of flattening.
I don't specifically think that all prestige class access needs to be pushed up to higher levels, but I do think that the choice between taking a core class level and a prestige class level should not be such a no-brainer in almost-certain favor of whatever prestige class is under consideration.
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painandgreed said:
One thing that bugs me is paying of XP to make magic items [...] It's a stupid mechanic and I don't think it serves its supposed purpose of balance.
I agree completely. This mechanic needs to shot into a sun.
painandgreed said:
I'd expand the XP system to give some sort of guideline for DMs to assign XP for non-combat challenges [...]
Excellent idea. I already do this myself, however I just wing it without any formal guidelines or system.
painandgreed said:
Alternate XP chart for somebody who intends on playing a long campaign and doesn't want everybody at 20th level in a year.
Absolutely.
painandgreed said:
Some other multi-class mechanic.
I'm going to have to disagree with that one. An increased XP chart for long-term campaigns will fix a lot of the problems, IMO. That way, character's won't pile on massive capabilities from vast lists of classes in timeframes so short that it makes your head spin.
Ok, I take part of that back. I think there should be a XP penalty (~5%), possibly a cumulative one, for taking more than one prestige class. This is based in the solid reality that the more you divide your attention among multiple pursuits, the more limited your achievement will be in all of them. This will discourage the incredibly silly level lists where a character has core class 5/ prestige class A 2/ prestige class B 1/ prestige class C 1/ prestige class D 1, etc.
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Shalimar said:
1)Hyper HP just break my ability to believe in the system, a man with 20 arrows sticking out of him walking around without a care. Jumping off a 200ft cliff because it can't possibly kill you.
Heroes don't walk around with 20 arrows sticking out of their bodies, most of those arrows
hit in game mechanics terms and reduced the PC's HP total,
but in the game world they actually just barely missed the hero to fly on and land somewhere (even so, the arrows still suffer for having "hit" in game mechanics).
As regards the big jump, don't forget that a DM may rule for instant death for character stupidity at any time.
If
any mortal character (1st level or 50th level would not matter) in
any game I ran attempted such a stupidity, I would rule it a self-inflicted suicide and then have that the player hand over the character sheet and start a new character.
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- Balancing: 3.5 has a distinct concept problem with Balance. The problem is that a lot of the overall system has no balance.
- Class Balancing: The core classes are not balanced, and the core prestige classes are significantly unbalanced. They should all be absolutely equally balanced as a core concept of the game. New classes (and prestige classes) that have been introduced over time have gotten worse and worse in regards to balance. (Duskblade, ugh!)
- Race Balancing: The core races are not too badly unbalanced, but there needs to be a better method of building fairly and equally balanced new races.
- Feat Balancing: At the core of class balancing is feat balancing. So many of the feats are so radically different in their effectiveness that the situation is not amusing. All feats needs to be as close to each other in terms of effectiveness as possible. This does mean no worthless feats, like 3.0/3.5 Toughness, Spell Focus, etc.
- Class Ability Balancing: Class abilities need to be packaged in a way that balances them across the classes. The Red Wizard of Thay prestige class has Spell Power, which is radically more powerful than the absolutely worthless feat Spell Focus. Since feats are common things offered as class abilities, this suggests that class abilities be pinned directly to actual feats (at least to me it does). When one class gains abilities that are radically more powerful than the feats that are available in general, this creates yet more balancing problems.
- Feats and Class Ability Balancing: By accomplishing this, it would be far easier to construct balanced classes.
- Clarity and Accuracy: Concept: How about more thorough reviews of rules by more eyes before release (including WotC actually correcting rules that are reported as badly worded)? This would include the regular usage of known and defined game terminology to describe game mechanics. Vague and undefined terminology would be dumped. Examples need to be given for varying cases. (The entire rules wording for damage resistance comes to mind, especially as applies to touch attacks.)
- Feat Naming: Concept: Feats that are named for what their mechanics suggest. Can we actually try this out instead of using names that suggest something other than what is represented by the actual mechanics? For at least the core feats? Combat Reflexes suggests a mechanic related to Reflexes (which is a game mechanic saving throw type) in combat. It actually affects attacks of opportunity. Reflexes aren't involved (unless you want to claim that the feat is vaguely Dex-based, which is totally insufficient to name the feat). There are a number of feats like this. Fix the names.
- XP Expenditures for Magic Item Creation: Drop kick this detestable and conceptually flawed mechanic into a black hole. One does not decrease one's skill and knowledge by creating something. One increases one's skill and knowledge by creating something. Yes, that's right. When a mage creates a magic item (or invents a spell), that is the pursuit of the class' central nature, and should award XP (in small amounts), not take it away. I repeat, one simply does not get more incompetent and less experienced by working on these types of projects. I am not against XP expenditures for every possible purpose, but for magic item creation, absolutely, positively not.
- Spell Slots: Dump for spell points.
- Alignments: Dump them. Concept: Have everything function off of actual loyalties and allegiances. If you want to retain the subtypes of law, chaos, balance*, evil, and good for monsters, magic item and spell interaction, and pantheons and planar powers, that's something else. But as for alignments, rubbish!
- Psionics: Dump them. Concept: Avoid SF tropes in a Fantasy setting. Ok, that probably isn't going to happen, but I can dream.
* Not neutrality, as that means bystander, someone who does not participate. If a character stood for neutrality, it could not enter play as other than an observer. The whole idea is nonsense.