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D&D 3.5 - splatbook power creep or no?
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<blockquote data-quote="TwoSix" data-source="post: 9878144" data-attributes="member: 205"><p>A smart player, who knows their character is going to be acting as party face, certainly does. </p><p></p><p>People don't make their characters in a vacuum; they discuss who's going to handle what role and plan for it. At least my groups do.</p><p></p><p></p><p>A delta of a couple of points on a Diplomacy roll simply isn't that meaningful, ultimately. It's pretty darn rare in D&D play for the resolution of an adventure to turn on one skill check. </p><p></p><p>Does a rogue have some utility? Sure. But over the course of an adventure, you want a wizard or a sorcerer (maybe with a 1 level rogue dip) or a beguiler, with a focus on utility magic, over the pure rogue if you think the adventure is actually challenging and carries a non-zero risk of a TPK or narrative failure. </p><p></p><p></p><p>You don't need magic mart to load yourself up with a dozen invisibility and knock scrolls. That's baseline available out of the PHB.</p><p></p><p>You don't need unlimited downtime; you just need some. And yes, if the game features heavy amounts of urgent time pressure, than focusing on domination through item crafting isn't the smart play. But we can't assume that any more than we can assume no time pressure. I've had 3.5 games with a lot of urgency, and 3.5 games that were basically "choose-your-own adventure" sandboxes.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 9878144, member: 205"] A smart player, who knows their character is going to be acting as party face, certainly does. People don't make their characters in a vacuum; they discuss who's going to handle what role and plan for it. At least my groups do. A delta of a couple of points on a Diplomacy roll simply isn't that meaningful, ultimately. It's pretty darn rare in D&D play for the resolution of an adventure to turn on one skill check. Does a rogue have some utility? Sure. But over the course of an adventure, you want a wizard or a sorcerer (maybe with a 1 level rogue dip) or a beguiler, with a focus on utility magic, over the pure rogue if you think the adventure is actually challenging and carries a non-zero risk of a TPK or narrative failure. You don't need magic mart to load yourself up with a dozen invisibility and knock scrolls. That's baseline available out of the PHB. You don't need unlimited downtime; you just need some. And yes, if the game features heavy amounts of urgent time pressure, than focusing on domination through item crafting isn't the smart play. But we can't assume that any more than we can assume no time pressure. I've had 3.5 games with a lot of urgency, and 3.5 games that were basically "choose-your-own adventure" sandboxes. [/QUOTE]
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D&D 3.5 - splatbook power creep or no?
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