Well, if IIRC correctly, Monte Cook wrote that they did these things on purpose. The idea was to awared "Rules Mastery". Someone understanding the rules would knew that the 3.0 Skill Focus feat was worthless, and that Dodge was only useful as the "enabler" feat for other feats, but meaningless on its own. Unfortunately, this approach didn't turn out so great, because those people that "mastered" the rules quick enough disliked worthless abilities.Voss said:And yet, the core feats are broken down into roughly three categories.
Really good ( natural spell, power attack, quicken spell, item creation)
Average (disarm, expertise)
and so incredibly bad as to be laughable (dodge, a lot of the dual skill feats)
Any subsystem that can range from extra actions to a measly +1 bonus is pretty much broken by default.
There are two factors to consider:Then why to unbalanced feats and spells come out of WotC on a regular basis?
My guess would be that such items are judged according to "At what point do we want such an ability be widely available". That is more or less random, but there are a few guidelines:Something like a ring of sustnance may pretty usefull for a wide range of levels, but at almost every level, there are "level appropriate" items that are more usefull. Are we just picking a random level for the flexible utility item versus the big immediate power booster?
Groups can get all the time they need. All they have to do is turn to the GM and say "We're doing this now.", and that time is now available. As money has to be in hand to make items, that is a non-issue. Components will not be an issue unless the GM attempts to be a jerk, or he attempts to make it fun, by requiring that PCs acquire them through active gameplay; since most components for items can be had by purchase, legitimate restriction of components cuts down to just those elements that are both very rare and very dangerous to procure, such as a scale from an ancient dragon. (Why? Because the same economics that allow blacksmiths to not mine and smelt their own ore, or barrel makers to not cut trees and process lumber, will invariably arise in magical societies also; historically, and at present, the real world occultists did/do procure many of their components from middleman who in turn got them from suppliers that gathering or produced them- to shut this down for PCs isn't fair, just or belieable.)Andor said:Umm... No? Making magic items requires the nebulous but expensive "magical components" that make up the entire cost of making a magic item outside of the actual item itself. If the GM does not allow them to purchase those components then their Item Creation feat would have been better spent on Toughness. Harsh, but frankly it would make perfect sense for the trade in 'components", whatever they are, to be regulated in a D&D world.
It also requires time, which some groups don't get a lot of to spare. It's actually been a fairly common complaint that Wizards don't get enough downtime to scribe spells and make items.
lol I agree.helium3 said:I'll love it if it's worthy of my love and I'll hate it if it's deserves that instead. I'd rather that I love it but I have no problem with sticking with 3.5.
Yeah, because all of my villains simply stop moving ahead with their plans, tapping their feet and looking at their watches while they wait for the PCs to come up with more equipment to defeat them with...Corinth said:Groups can get all the time they need. All they have to do is turn to the GM and say "We're doing this now.", and that time is now available.
Sir Brennen said:Yeah, because all of my villains simply stop moving ahead with their plans, tapping their feet and looking at their watches while they wait for the PCs to come up with more equipment to defeat them with...

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