In my mind the point of DS is that folks are very different and aren’t balanced in any given situation. As others have noted, clerics were a bit weak, but you had to have one.
The Psionic rules of 3.0 seem to close to the general caster rules. Again, D.S. demands something different. Having a very few huge powers is fine in DS where it would be unbalancing in the Realms.
The key to D.S. is that no matter how powerful you are there are things that can kick your rear without a thought
Mach2.5 said:Most of those aspects that you mention though are gameplay elements, not true mechanic elements.
Character classes and races are as different from the PH as you present them either as a DM or player. This is an example of where role-playing superceeds roll playing.
Clerics were weaker in a fight, but because of the restrictions on other spell casters (defiling, general dislike of defilers, weakness of preservers) clerics were not in that bad of shape. At lower-levels they were fine. At higher levels is where the problems occured. But even there the ability to summon powerful elementals was pretty darn handy. I enjoyed by elven cleric a lot in DS.As to the second point, yes, clerics were weak. And honestly, who wants to play a weaker class, get womped on constantly, or be outshined by the other PCs? Not anyone that I have ever gamed with.
Since both FR and Dark Sun use the same core rule books, mega powerful psionics would be unbalancing in both settings.
Plus, the 2e psionics were a prime example of a well thought out yet broken system. With the right tweaks, a psionicist dominated any other equal level class twice over. Sorry, but if that is the type of game you want to run, then its your choice. It just tends to not be the majority opinion. Lets both hope though that the revised psionics handbook does things in a slightly better fashion. Bruce Cordell doesn't make trash![]()
Not to mention taking every unbalancing factor into consideration . . . . sorry, but that's a migrain that I would much rather avoid.
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I feel that attempts at balance in DS are actively harmful to the game. As long as each PC can contribute, both in combat and outside of it, all is good. Consider a standard champion's supers game. The pure skill-based char (aka batman) is usually the leader, handles much of the party interaction with outsiders, etc. In a fight the char. is not useless but is a far cry in combat power from his peers. The characters aren't balanced in combat but yet lots of people play the "weaker" skill-based characters.
Same thing happened (in my experiance) in DS. The humans were weaker than the rest, but usually were treated better by those in power (other humans).
When the NPCs see the party, the half-giant should worry them much more than the human he is with. If most human warriors are just as good of fighters as their half-giant counterparts then the difference is lost. Futher, the human has a lot more potential in non-combat situations than the half-giant will. Heck, the half giant can't even enter a huge number of places.
My point is that DS should use a different system than FR.
Consider a standard champion's supers game.
Mach2.5 said:
What suggestions do you have then to make the system better, using 3rd edition?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.