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Converting to 3.5 woes...
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<blockquote data-quote="rushlight" data-source="post: 985934" data-attributes="member: 3801"><p>I'm really looking forward to 3.5, as it will fix a number of problems that as the DM I've either had to work around, or houserule anyway. </p><p></p><p>One of those problems is the escalation of power for players vs those of the monsters. This gets more pronounced the higher up in levels that you go. Assuming that everyone follows the rules.</p><p></p><p>For those of us who desire some balance, where the PCs aren't unstoppable, these changes are required. For some campaigns where the DM desires unbeatable PCs, you can pick and choose from 3.5 or ignore it all together. But I would imagine that those high-powered campaigns are far fewer in number than those struggling to maintain some balance, while trying to adhere to the rules. </p><p></p><p>Personally, I just started changing rules when necessary. I'm still working on a fix for an 18th level fighter PC who can kill a CR 25 dragon in 3 rounds, by himself. That's a fighter made by the rules. It also destroys the balance and fun for everyone else. Why bother using a party when the fighter can do it all? In order to give the fighter a challange (something that he can't kill in 3 rounds) then the creature would probably slay everyone else in 2 rounds. That isn't fair or fun for everyone else. </p><p></p><p>As for players with story-arc abilities, that's nothing for a DM to fix. Just allow them to keep those abilities. It's the DM's job to preserve the fun for ALL the players, and himself. I feel that 3e was becoming way too overbalanced, and needed a fix. However, it's the DM who can decide exactly WHAT needs to be fixed. I have several players in my group who will be retaining abilities that should go away, because those are not unbalancing, and they are part of that character. I have several other players who are screwing up the balance for the rest of the party, and they will get fixed. </p><p></p><p>Also as part of the conversion process, I'll allow some actual character "retooling" so that players end up with a concept that they like. In some cases this can include actually swapping levels in one class for levels in a new class that better fits the concept of that character. Or in a few cases, the new rules for a class may make a player no longer enjoy his character, so I will allow him to redesign that character so that he will be pleased to continue. By the way, I'm using an in-game event to justify all these changes to magic and the world at large, so everything "feels" right. </p><p></p><p>In the end, I will restore balance to the game, eliminate a majority of the house rules that were required to prop-up 3e, make each player happy, and preserve the fun of my game. It's up to each DM to decide what is required for his game. To that end, I don't think that 3.5 is the problem with most people - it's how they fear it's implementation by their DM that they are afraid of. Sure, if you've designed your character around a central theme and it's removed in 3.5 you have a right to be unhappy. But your DM should either let you keep your guy the way he is (unless that's causing problems for other players) or allow you to fix your guy so that you follow the new rules while keeping your theme alive. Problem solved.</p></blockquote><p></p>
[QUOTE="rushlight, post: 985934, member: 3801"] I'm really looking forward to 3.5, as it will fix a number of problems that as the DM I've either had to work around, or houserule anyway. One of those problems is the escalation of power for players vs those of the monsters. This gets more pronounced the higher up in levels that you go. Assuming that everyone follows the rules. For those of us who desire some balance, where the PCs aren't unstoppable, these changes are required. For some campaigns where the DM desires unbeatable PCs, you can pick and choose from 3.5 or ignore it all together. But I would imagine that those high-powered campaigns are far fewer in number than those struggling to maintain some balance, while trying to adhere to the rules. Personally, I just started changing rules when necessary. I'm still working on a fix for an 18th level fighter PC who can kill a CR 25 dragon in 3 rounds, by himself. That's a fighter made by the rules. It also destroys the balance and fun for everyone else. Why bother using a party when the fighter can do it all? In order to give the fighter a challange (something that he can't kill in 3 rounds) then the creature would probably slay everyone else in 2 rounds. That isn't fair or fun for everyone else. As for players with story-arc abilities, that's nothing for a DM to fix. Just allow them to keep those abilities. It's the DM's job to preserve the fun for ALL the players, and himself. I feel that 3e was becoming way too overbalanced, and needed a fix. However, it's the DM who can decide exactly WHAT needs to be fixed. I have several players in my group who will be retaining abilities that should go away, because those are not unbalancing, and they are part of that character. I have several other players who are screwing up the balance for the rest of the party, and they will get fixed. Also as part of the conversion process, I'll allow some actual character "retooling" so that players end up with a concept that they like. In some cases this can include actually swapping levels in one class for levels in a new class that better fits the concept of that character. Or in a few cases, the new rules for a class may make a player no longer enjoy his character, so I will allow him to redesign that character so that he will be pleased to continue. By the way, I'm using an in-game event to justify all these changes to magic and the world at large, so everything "feels" right. In the end, I will restore balance to the game, eliminate a majority of the house rules that were required to prop-up 3e, make each player happy, and preserve the fun of my game. It's up to each DM to decide what is required for his game. To that end, I don't think that 3.5 is the problem with most people - it's how they fear it's implementation by their DM that they are afraid of. Sure, if you've designed your character around a central theme and it's removed in 3.5 you have a right to be unhappy. But your DM should either let you keep your guy the way he is (unless that's causing problems for other players) or allow you to fix your guy so that you follow the new rules while keeping your theme alive. Problem solved. [/QUOTE]
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