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D&D 3.5: Fake Choices Abound?
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<blockquote data-quote="irishfast" data-source="post: 2965652" data-attributes="member: 40543"><p>As a player-only (never DMed), i'm going to take heat for this, but...</p><p></p><p>there's too much power creep in the new feats and especially in the new spells. for damage spells, it's almost like <em>scorching ray</em> became the standard, rather than <em>fireball</em> (whether or not that's a viable complaint, with <em>fireball</em> being 5d6 when you get it, it subject for another discussion).</p><p></p><p>for the feats, a little power creep is good; the feats in the PHB were somewhat weak and had limited choices. having more options, especially for any character with levels in fighter, is a good thing. the spells, well... i think game balanace went out the window with many of the spells in the SC.</p><p></p><p>anyway, my original point was going to be this: if you plan your character ahead, post it to your groups website as soon as you can, and talk with your DM about what you're playing and why, then there is no reason why he should not incorporate your build into his adventures. if you want to take something like Keen Eared Scout, and let him know ahead of time, then your ranger should be making listen rolls each second at the table, and the DM should be showing a preference towards your build in that respect. likewise, if you take ranks in Craft (carpetweaving), then, lo and behold!, an NPC wizard you meet wants to make a magic carpet, and is willing to pay you (perhaps in magic items) for a fantastic carpet.</p><p></p><p>true, it is possible for a player to make a mundane character. and you all know as well as i do that this toolbag is going to get killed off in a few sessions. DnD is about adventuring and about roleplaying; it's wrong to ignore one in favor of the other. the DM should have fun nearly killing off the players as often as he can, and the PCs should have fun taking their character, working together, thwarting the DMs plan, and saving the day (or ushering in an unheard of era of evil, depending on the campaign). in any case, if you talk to your group and your DM about what you want to take and why, then there's no reason why you shouldn't be presented with the opportunity to use it every so often. DMs who throw nothing but undead and non-flankable monsters at a party just because they don't like rogues are inexcusable. they should be tossed at the PCs because it's good for them to overcome a challenge and use their other skills, not because the DM doesn't like sneak attack damage. the same is true for each other skill in the game.</p><p></p><p>when you get to use your special abilities, it's fun. when you get to use your wits to overcome something your abilities can't handle, it's fun. when your DM nearly kills you all off, and the party cleric staggers back into town dragging a cart full of unconcious PCs, your DM had fun. but if you're not having fun, if your DM is so obsessed with the story and can't handle the PCs in it, then leave. find another table. there's no reason to spend a few hours every week getting mad at some jerk who thinks that tee shirts with wrap-around dragon graphics are cool.</p><p></p><p>so take ranks in Profession (lawyer). take skill focus. specialize in anything you want, and let your DM know ahead of time so he can start thinking about how to work it in. nothing says "fun" like convincing the magistrate to let the light-fingered party rogue go free.</p></blockquote><p></p>
[QUOTE="irishfast, post: 2965652, member: 40543"] As a player-only (never DMed), i'm going to take heat for this, but... there's too much power creep in the new feats and especially in the new spells. for damage spells, it's almost like [I]scorching ray[/I] became the standard, rather than [I]fireball[/I] (whether or not that's a viable complaint, with [I]fireball[/I] being 5d6 when you get it, it subject for another discussion). for the feats, a little power creep is good; the feats in the PHB were somewhat weak and had limited choices. having more options, especially for any character with levels in fighter, is a good thing. the spells, well... i think game balanace went out the window with many of the spells in the SC. anyway, my original point was going to be this: if you plan your character ahead, post it to your groups website as soon as you can, and talk with your DM about what you're playing and why, then there is no reason why he should not incorporate your build into his adventures. if you want to take something like Keen Eared Scout, and let him know ahead of time, then your ranger should be making listen rolls each second at the table, and the DM should be showing a preference towards your build in that respect. likewise, if you take ranks in Craft (carpetweaving), then, lo and behold!, an NPC wizard you meet wants to make a magic carpet, and is willing to pay you (perhaps in magic items) for a fantastic carpet. true, it is possible for a player to make a mundane character. and you all know as well as i do that this toolbag is going to get killed off in a few sessions. DnD is about adventuring and about roleplaying; it's wrong to ignore one in favor of the other. the DM should have fun nearly killing off the players as often as he can, and the PCs should have fun taking their character, working together, thwarting the DMs plan, and saving the day (or ushering in an unheard of era of evil, depending on the campaign). in any case, if you talk to your group and your DM about what you want to take and why, then there's no reason why you shouldn't be presented with the opportunity to use it every so often. DMs who throw nothing but undead and non-flankable monsters at a party just because they don't like rogues are inexcusable. they should be tossed at the PCs because it's good for them to overcome a challenge and use their other skills, not because the DM doesn't like sneak attack damage. the same is true for each other skill in the game. when you get to use your special abilities, it's fun. when you get to use your wits to overcome something your abilities can't handle, it's fun. when your DM nearly kills you all off, and the party cleric staggers back into town dragging a cart full of unconcious PCs, your DM had fun. but if you're not having fun, if your DM is so obsessed with the story and can't handle the PCs in it, then leave. find another table. there's no reason to spend a few hours every week getting mad at some jerk who thinks that tee shirts with wrap-around dragon graphics are cool. so take ranks in Profession (lawyer). take skill focus. specialize in anything you want, and let your DM know ahead of time so he can start thinking about how to work it in. nothing says "fun" like convincing the magistrate to let the light-fingered party rogue go free. [/QUOTE]
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