Saeviomagy
Adventurer
diaglo said:had one player in a game i was a player in... say his character would rather die than lose his stuff.![]()
i don't think i've ever heard anyone have such a hissy fit.
heck, if he felt that strongly about his things... he shouldn't be an adventurer. there is risk to adventuring. you are risking more than just your items when you go bumping around in the dark.
That's probably because of the following:
1. Equipment is every bit as important to a character as his stats, classes, experience and the like.
2. DM's tend to feel that they don't need to make anything up to a character when they take away their equipment.
3. DM's typically allow a character to be raised or resurrected or alternately allow another character into the game.
4. Raised characters tend to keep all their stuff. New characters get new stuff.
Conclusion: Lose your gear and you've lost the character for all time. He will NEVER compete, he will NEVER get a chance to catch up again. Die and it can be fixed. You have a method of catching up built into the system.
Baron Opal said:Not really. Once the fighter reaches the wizard, he beats the magician to paste with comfortable regularity. How does the fighter find / close with the wizard with all of his formidable powers? That's why they call it adventure.
I think mayhaps that you missed the point.
A fighter without any gear is outperformed BY HIS FRIEND the wizard with only his spells. Basically full stop. There will be an awful lot of situations where the fighter simply cannot contribute, while the wizard is unlikely to ever be in that situation.
Lets analyse the problem:
1. There are situations which, under the current rules, can only be circumvented by magic.
2. Spellcasting classes have magic.
3. Non spellcasting classes require magical items to have magic.
So - the possibilities to address this problem:
1. Give non-spellcasting classes some sort of pseudo-magical abilities that make up for their shortcomings.
To me, this could be done ENTIRELY by implementing skills properly so that the stupid epic DC's are reachable by normal characters, and that high skill ranks provide magic-like abilities.
As is - the epic DC's are way too high to be at all useful.
To balance on a tightrope, it apparently takes a DC of 40!
What??
To stand and take a full action, it's a DC 35! To perform jackie chan-style wall climbing, DC 50!
In short, noone who has skills at these levels will have used them in around 20 levels of progression, because magic is just better.
My suggestion would be to go through them all, and reduce every single DC so it fits in the range of 20-50. And I really mean that. I want the results that are currently set at a DC of 120 (such as wiggling through a wall of force) to be attainable with a natural 20 by a 20th level character with max ranks, skill focus, the best natural attribute at that level and no other bonuses.
Now. What do we see? Animals being trained in a minute (original DC? around 110). Comparable with a dominate animal spell I think.
The best performance the world has ever seen turns a hostile crowd into fanatics for a cause (original DC 150). Comparable with mass dominate, which while not a spell in the SRD is certainly possible.
The worlds greatest climber slithers his way across a totally flat, glassy ceiling (original DC 100).
I'd also probably set jump and spot to non-linear scales.
ie - a 40+ on spot should be seeing perfect detail miles away, not 400ft away.
Jump of 40+ should be more than 10 feet in the air. I'm thinking something that makes a real difference in the game here.
I mean really - someone who can hit 40 on a jump check with any regularity has really put some serious thought, time and preparation into jumping. I wanna see him hit 100ft plus, straight up. Magic is still better, but the jumper gets SOMETHING