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D&D Older Editions
Cutting Down the 3.5 Christmas Tree: Decoupling Wealth from Combat Power
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<blockquote data-quote="BriarMonkey" data-source="post: 5403630" data-attributes="member: 95387"><p>For some time I've looked at the whole xmas tree issue without a lot of ability to make any real changes - at least not without it cascading into a whole lot of unintended work. I keep looking at fantasy figures, like Conan, who can still effect great deeds, regardless (or in spite) of what sword he may be weilding - and I want that for my players' characters too.</p><p></p><p>While I whole-heartedly agree that the xmas tree effect needs siginificant attention, I think your layout is a bit, well, cumbersome. At least for me. I can see the desire and the thought that went into the balancing of the various elements - but it seems too much to track.</p><p></p><p>(And yes, I fully realize that what I am about to say is extremely open to power gaming/min-maxing, with the people I tend to game with, 'tisn't too much of an issue.)</p><p></p><p>The system I am going to be using in my next game (still a work in progress) is much simpler. Basically, every couple of levels the character gains an extra point. That point can be used to bump an ability score, or bump a saving throw, or bump their attack bonus, or bump their armor class. (I may do the same with skills, but haven't yet ironed that out.)</p><p></p><p>That will give the players a lot more freedom to tweak their characters without having to worry about too much extra tracking, or worrying about having all the "required" magic items.</p><p></p><p>(shrug) Just my two shekels.</p></blockquote><p></p>
[QUOTE="BriarMonkey, post: 5403630, member: 95387"] For some time I've looked at the whole xmas tree issue without a lot of ability to make any real changes - at least not without it cascading into a whole lot of unintended work. I keep looking at fantasy figures, like Conan, who can still effect great deeds, regardless (or in spite) of what sword he may be weilding - and I want that for my players' characters too. While I whole-heartedly agree that the xmas tree effect needs siginificant attention, I think your layout is a bit, well, cumbersome. At least for me. I can see the desire and the thought that went into the balancing of the various elements - but it seems too much to track. (And yes, I fully realize that what I am about to say is extremely open to power gaming/min-maxing, with the people I tend to game with, 'tisn't too much of an issue.) The system I am going to be using in my next game (still a work in progress) is much simpler. Basically, every couple of levels the character gains an extra point. That point can be used to bump an ability score, or bump a saving throw, or bump their attack bonus, or bump their armor class. (I may do the same with skills, but haven't yet ironed that out.) That will give the players a lot more freedom to tweak their characters without having to worry about too much extra tracking, or worrying about having all the "required" magic items. (shrug) Just my two shekels. [/QUOTE]
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Cutting Down the 3.5 Christmas Tree: Decoupling Wealth from Combat Power
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