Game Complexity vs. Game Accessibility
Economic Engine vs. Diminishing Returns
ENWorld posted links to the web of all the classes and prestige classes out there. That is a tremendous amount of "official" material to keep track of, and manage in a game. For a new DM, I can't imagine how challenging it might be to know, understand, and plan for all of these things. In the same vane, for an experienced player or group, this versatility is a welcome change, and a fun new way to find this old game accessible and new.
How have all these classes and prestige classes affected your games?
Do you allow material from any (all) books outside the core SRD?
What have you found challenging to manage?
Has the sheer volume of available source information affected your buying? Have you capped out, and if so where? Why?
Do you find it challenging to balance the class and prestige class combinations your players devise? What combinations (c'mon min/maxers) have proven most abusive?
Finally, how has this sheer volume of information changed the meta-game environment? As designers, how do you account for the many varieties and flavors that exist? How has the volume of options available altered your groups game play?
Economic Engine vs. Diminishing Returns
ENWorld posted links to the web of all the classes and prestige classes out there. That is a tremendous amount of "official" material to keep track of, and manage in a game. For a new DM, I can't imagine how challenging it might be to know, understand, and plan for all of these things. In the same vane, for an experienced player or group, this versatility is a welcome change, and a fun new way to find this old game accessible and new.
How have all these classes and prestige classes affected your games?
Do you allow material from any (all) books outside the core SRD?
What have you found challenging to manage?
Has the sheer volume of available source information affected your buying? Have you capped out, and if so where? Why?
Do you find it challenging to balance the class and prestige class combinations your players devise? What combinations (c'mon min/maxers) have proven most abusive?
Finally, how has this sheer volume of information changed the meta-game environment? As designers, how do you account for the many varieties and flavors that exist? How has the volume of options available altered your groups game play?