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Does 3E/3.5 dictate a certain style of play?

You see people saying that you would "be dumb" to not multiclass in various locations. At the risk of over generalization I will say I've seen it mostly on Character Optimization Boards but most of the stuff I've read on those boards, in my opinion, is dumb.

If you are playing a combat rogue you may want to pick up a fighter level or two. If you are playing a fighting rogue it would make sense and be in character. If you are playing a skill-monkey rogue you would be stupid TO pick up the fighter level. It would be out of character (not to mention the mechanical reasons to not do it as well) and add almost nothing.

As an engineer I do find it interesting to see how high I can get hit points or an Armor Class as a mechanical exersize. But the vast majority (possibly even 'all') of those characters I have seen have so many weaknesses that they would never live to be that level in an actual game. There is a reason there is the MIN in Min/Max. The more you specialize the more likely the DM will throw something at you that will play to your weakness and possibly end up taking you out. (Not with the intention of hurting you personally - mind you. Just do to the fact that they can't play to your strengths ALL of the time the DM will likely end up tossing something at you that you will not be effective against).
 

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Shadeydm said:
I am pretty sure there was a thread like that on this very site reciently belittling people for making suboptimal choices for thier characters race and class combinations.


Even if there was, so what? These aren't the people in your game and they have zeri influence on it. I imagine you as most people would bulk at giving second level characters 30k gold pluse a gem or True Seeing. I did that in my game and had a thread about it. But just becasue it worked and was fun for my game doesn't mean that it would work for everyone. Also, this is the internet and there is a saying don;'t believe everything you read here. So, just becasue someone says it in a thread doesn't make it true.
 

Jedi_Solo said:
You see people saying that you would "be dumb" to not multiclass in various locations. At the risk of over generalization I will say I've seen it mostly on Character Optimization Boards but most of the stuff I've read on those boards, in my opinion, is dumb.

On optimization boards, sure. Those are the same boards where you see mathmatical exercises like how you can do the most amount of damage with a single spell, or people with too much time and an Excel spreadsheet juggle numbers and see what they can come up with.

But most of those characters never see the light of day. They exist as numbers on a page, just like the dozens of characters I wrote up for 1st Edition when I wasn't actually playing the game.

Jedi_Solo said:
If you are playing a combat rogue you may want to pick up a fighter level or two. If you are playing a fighting rogue it would make sense and be in character. If you are playing a skill-monkey rogue you would be stupid TO pick up the fighter level. It would be out of character (not to mention the mechanical reasons to not do it as well) and add almost nothing.

Yeah, but barbarian or ranger?

It's like the characters that people talk about with five or six templates applied. I've found that anything with more than a +1 or maybe +2 ECL tends to have a glass jaw rather than dominating combat. The loss of hit dice hurts too much.
 

Shadeydm said:
I would argue that by rewarding the behavior (cherry picking for optimization) it does in fact encourage it. The very fact the people are described as not carrying thier weight for not optimizing thier characters both disturbs and disappoints me. The notion that one would have to be dumb not to grab a levels of ranger, barbarian and fighter for your rogue is not agreeable to me but is rewarded by the game.

First off, basing your arguments on "stuff I saw people talking about on the internet" rather than, say actual play experience with the system, seems to me to be a dubious way to make an evaluation.

And you keep making statements not actually supported by the rules. "Cherry picking" as you call it usually isn't a particularly rewarding strategy. Compare, for example, a 10th level single classed barbarian with any number of "cherry picking" combinations.

The barbarian has 1d12 HD, +10/+5 BAB, rage 3 times per day, fast movement, uncanny and improved uncanny dodge, trap sense +3, and DR 2/-. He is one level away from the greater rage ability, a highly useful attribute.

Assume, for example, that he had instead "cherry picked" a level of, say rogue to get some skill points, sneak attack and trapfinding, making him a barbarian 9/rogue 1. His BAB goes down to +9/+4. He loses a d12 HD, and replaces it with a d6 HD, and his DR goes down to 1/-. He is now two levels away from greater rage. He gets +1d6 sneak attack and the trapfinding ability.

Suppose he instead "cherry picked" a bunch of classes - a few levels of ranger, barbarian, fighter, and rogue in varying degrees seem to be logical combinations for the most part, and have some synergy. But by taking those levels, he delays or even forecloses obtaining high level abilities. Every level of barbarian puts off getting the ranger's improved combat style, evasion, combat style mastery and so on. Every level of ranger delays greater rage and indomitable will. Every level of fighter puts off the selectable rogue special abilities and sneak attack progression. Yes, you get benefits from multiclassing, but the opportunity costs need to be considered as well.

And this is just melee oriented classes, which generally synergy together reaosnably well. Multiclassing spell casting classes is usually a ticket to suboptimal city. There's nothing wrong with doing that, and many times I (and other people I have gamed with) have had lots of fun playing characters who were built that way, but when your multiclassing makes you a less effective facsimile of a single classed bard, I don't see how you are power gaming.

I must confess that reading the bottom half of this page with all of you posting about single class 3.XE characters does give me a sense of hope.

Hope for what? That people will stop making characters that aren't as Gygax intended them to be?
 

Let's see, in my current WLD game, which is the highest level game I've DM'd in a long time, I've got:

Orc Barbarian 14
Kobold Bard 14
(forget race +1 LA) Fighter 11
Halfling Monk 5/Paladin 5/ Pious Templar 4 (easily the least effective character in the group - although excellent mage killer)
Human Evoker 11
Changeling Rogue/Cleric/Chameleon (new charry just introduced).

So, about half the party is single classed. And, hands down, single classed characters are more effective. The existence of numerous PrC's like Mystic Theurge and others show that. If you could have an effective multiclassed caster, there would be no need for these PrC's.

I see the addition of Substitution Levels as one of the best innovations in the game in a long time. Now you can switch out some abilities for ones that actually fit with your character without taking levels in classes that screw you over later.
 

Subthread of old, arise from your grave . . . :)

buzz said:
Exactamundo, Mr. Martin. One thing that I've noticed on these boards is that the people I encounter who actually played older D&Ds by RAW tend to be pretty satisfied with 3e... or else don't see it as different enough to bother switching. :)

I think we need to nuance this a bit more, though. It should be remembered that there are three different streams flowing into 3E--AD&D 1E, AD&D 2E, and BD&D. (I seriously doubt that the designers looked at OD&D, and the players still playing it now likely will not switch before the Day of Doom. :-) )

All three had differences not only in mechanics, but in philosophy. 1E, from my limited knowledge of it, seems to be what 3E holds to closest in many ways, but with the Gamist element turned up to 11.

For an example of how things were different, I submit the following selection from an essay by Steve Winter, found in the 1993 TSR Master Catalog, Collector's Edition, titled "Why do I Play the ADVANCED DUNGEONS & DRAGONS Game?"

Steve Winter said:
Three elements of the AD&D game keep me coming back: its simplicity, its flexibility, and its emphasis on heroic adventure.

Some people balk when told that the AD&D game is simple. The two essential rulebooks, the Player's Handbook and the DUNGEON MASTER Guide, contain 450 pages. That number alone makes any claim to simplicity seem a bit incredible.

Yet at its core, the AD&D game is very simple. A character has only three key attributes to worry about: class, race, and level. Most of the other characteristics are window dressing, designed to help visiualize the player charcter and make role-playing easier

. . .

The companion to simplicity is flexibility. Because the rules (or "systems" as we often call them) are simple, they can be bent in numerous ways without breaking.

Consider, for example, a player who announces that his PC is scooping up some dirt to fling in his opponent's face, hoping to blind him. The DM has several options on how to handle this. He might rule that the attack is a called shot . . . or he might allow a normal attack roll but give the victim a saving throw vs. breath weapon to shut or shield his eyes before the dirt blinds him. Either approach is valid; the choice is primarily one of personal preference. And the game can easily accommodate either, or both.

These two features combine to create an outstanding atmosphere for heroic fantasy. The action is fast-paced and anything is possible--two prime qualifications for epic adventure. The characters have clearly defined roles in the struggle between good and evil.

But beyond that, the simplicity and abstractness of the AD&D game's combat and magic rules work to reinforce rather than weaken the players' imaginations. In an ultra-tactical game with pieces and playing maps and movement points and combat turns measured in seconds, the player's attention is focused on the map. Instead of imagining his character facing the towering ogre, instead of smelling its matted hide and hearing its lumbering step, the player sees his inch-tall miniature figure standing next to an inch-and-a-half tall ogre figure. How much more frightening is a dark, web-filled, musty, dripping corridor when it is conjured in the player's mind than when it is reduced to a few paper hexes?

The AD&D game is tailored to be purely imaginary. There are no complex movement rules, no detailed battle options. The heroic feats of the player characters and the images they create in the players' minds are the most important elements. . . . Its richness is what keeps me involved and what has made the AD&D game the cornerstone of role-playing.

Now, you can argue with Winter's characterization of other systems and styles, and you can point out the downside of the virtues he touts: the lack of ways to make characters different mechanically, the reliance on DM judgement which can be a double-edged sword, and the lack of tactical options. You could even argue that this represents a departure from AD&D 1E's wargaming roots.

But what I think this selection does demonstrate, without argument, is a philosophy of the game and its design that is dramatically different from that of today.

buzz said:
It's when I see people who talk wistfully of "sense of wonder" or other Sim- and Nar-drifted experiences that I see dissatisfaction. What I don't get is why these people don't just give all the cool RPGs that aren't D&D, and that fit their needs to a "T", a shot.

One of the unexpected boons of the d20 license, I think, and one that has only really begun to prosper in the past couple years, is the possibility to create variants on the core system that suit different styles of play. If you have a copy of Thirty Years of Adventure, check out Peter Adkison's essay on 3E design philosophy. There were three different schools of thought at WotC--one that just wanted to tune up the rules, one that wanted a more streamlined 'storytelling' game, and one that wanted a fully integrated, systematized, and highly complex system. The third is what Adkison supported, and what won out.

However, I think C&C has filled the niche for the first, and True20 may do the same for the second. I know I'm giving it consideration, although STAR WARS d20 Saga Edition sounds very promising, and BESM 3E is a dark-horse candidate. :-)

Matthew L. Martin
 

Crothian said:
Raven Crowking said:
I just think that the argument that the number of options doesn't increase the capacity for powergaming is pretty strange.


Who made that arguement?


The argument that 1e and 3e are equal in terms of friendliness to powergaming (such as those made by others upthread) almost requires that one disregards the factors that increase the capacity for powergaming in the later system. If options increase the capacity for powergaming, and if 3.x clearly has more options than 1e, then 3.x clearly has more capacity for powergaming than 1e.

That, to my mind, is part of the tradeoff between systems.

If you have good players, and/or can deal with (or enjoy) more powergaming combos, then the additional options are well worth the potential cost. If, however, you are more concerned with potential powergaming combos than options, the cost might seem too high.

Saying that there is effectively no difference, though, is just silly.


RC
 



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