RangerWickett
Legend
Falling Icicle said:Am I the only one
Nope. You are not alone.
Falling Icicle said:Am I the only one
RangerWickett said:From a logical standpoint, the possibility of a +12 item being broken is slim. Take the least offensive stat, Strength. A +12 Strength is about the same as a +6 weapon. Now, of course the strength gives you more flexibility since it helps a few skills and applies to any weapon, but a +5 weapon is 50,000. All epic x10 cost multipliers aside, a +6 weapon oughta cost 72,000. Compare this to 256,000 for a +12 Strength item, and it ain't so bad, especially when even a 20th level PC should top off at 760,000gp.
"This EoM"... It seems to me that you never saw the tidbits of its rules, which have been published so far - otherwise you wouldn't push away the system metaphorically. You are the first person, too, who don't like the rules - A LOT of people have exactly the opposite opinion as you. So it looks to me, that you don't want EoM because you want rules which give more or less the same result like the core rules - personally, I don't know a (point-based or slot-based) magic system, which makes the wizard a spontanous caster, keeps the spells as they are AND is good, too (I don't know Unearthed Arcana's system, so it is excluded from this statement). If I had to choose a system, which is most similar to the core rules, then I would take Arcana Unearthed (which nonetheless eliminates the distinction between arcane and divine).Pax said:No; now I like this "EoM" even less. IT sounds, to me, like a VERY badly-thought-out idea that I would never even consider allowing at my table. No offense, mind.
Correct.RuleMaster said:"This EoM"... It seems to me that you never saw the tidbits of its rules,[...]
Um. From what I've been told here, I don't like the sounds of the "EoM", and to me, it sounds like something I wouldn't likely allow IMC.RuleMaster said:[...]which have been published so far - otherwise you wouldn't push away the system metaphorically.
I sincerely doubt it. The first person you have heard from who doesn't like it? Sure. But I truly doubt that everyone else in the world likes it. *shrug*RuleMaster said:You are the first person, too, who don't like the rules -[...]
"A LOT" != "all".RuleMaster said:[...] A LOT of people have exactly the opposite opinion as you.
Um, well ... yes, actually, when playing with the core rules, I want to keep to things which are compatible with same.RuleMaster said:So it looks to me, that you don't want EoM because you want rules which give more or less the same result like the core rules [...]
And why should I want to make the Wizard a spontaneous caster? The Sorceror already fits that bill, and does it just fine, thanks!RuleMaster said:[...] - personally, I don't know a (point-based or slot-based) magic system, which makes the wizard a spontanous caster, [...]
I don't like point-system adaptations of AD&D's magic at all, regardless of where from.RuleMaster said:[...] keeps the spells as they are AND is good, too (I don't know Unearthed Arcana's system, so it is excluded from this statement).
No, it doesn't. Where did you get that? Even the UA/Spellpoint system preserves class spell lists. It just uses spell-points to cast them.RuleMaster said:If I had to choose a system, which is most similar to the core rules, then I would take Arcana Unearthed (which nonetheless eliminates the distinction between arcane and divine).
I've already decided to avoid the XPH, actually - largely because it is a spell-point-based system.RuleMaster said:[...] and if you still don't like it, then don't buy the revised psionics, too. [...]
Yes, I meant that.Pax said:The first person you have heard from who doesn't like it? Sure.
The true goal for point-based systems is to provide the wizard the flexibility of sorcerors, while maintainíng the availability of the spells (and that in a balanced way, too). This makes the sorceror superfluous with such systems.Pax said:And why should I want to make the Wizard a spontaneous caster? The Sorceror already fits that bill, and does it just fine, thanks!
I said Arcana Unearthed, not Unearthed Arcana. Those are two different books. There are certainly reviews on the net, if you want more information.Pax said:No, it doesn't. Where did you get that? Even the UA/Spellpoint system preserves class spell lists. It just uses spell-points to cast them.RuleMaster said:If I had to choose a system, which is most similar to the core rules, then I would take Arcana Unearthed (which nonetheless eliminates the distinction between arcane and divine).
And why is that? No, I don't want to persuade you anymore - you made your stance very clear and I won't waste my time on trying to change it (although EoM isn't really AD&D magic). It is simple a personal interest.Pax said:I don't like point-system adaptations of AD&D's magic at all, regardless of where from.
Then eitherRuleMaster said:Yes, I meant that.
IOW, to re-invent the wheel - IMO, a wasted effort.The true goal for point-based systems is to provide the wizard the flexibility of sorcerors, while maintainíng the availability of the spells (and that in a balanced way, too). This makes the sorceror superfluous with such systems.
Because D&D 3.X - and by extension, all of d20 - is a class-based system. What you can do is more determined by yoru class(es), than by your skill(s).And why is that? No, I don't want to persuade you anymore - you made your stance very clear and I won't waste my time on trying to change it (although EoM isn't really AD&D magic). It is simple a personal interest.
Then either
- you must live a very sheltered life;
- you associate almost exclusively with people who share remarkably similar tastes and opinions to your own;
- not that many people have looked at the EoM, or at least the parts of it which have been described here.
I eventually plan to make my home game classless, so EoM fits perfectly. Kind of GURPSy D&D. Last words said.Because D&D 3.X - and by extension, all of d20 - is a class-based system. What you can do is more determined by your class(es), than by your skill(s).
Point-based spell mechanics fit better, IMO, in truly skill-based systems. GURPS, for example.