What made it difficult, imho, was that 3e introduced very clear guidelines about encounter design.
Now, in hindsight most people agree that the challenge ratings given in the various monster manuals weren't particulary accurate, but they were still better than having no guidelines.
Basically, as a DM I felt I had to make sure that if I made changes affecting the PCs, I'd also have to make sure to adjust the encounter levels to keep the balance and vice versa.
I'm sorry, but that sounds like sophistry to me. Giving us tools to help us balance encounters made balancing encounters more difficult, because basically we just didn't care about it until we had rules to help guide us? And now that we have these guidelines, suddenly what was never important before is so important that we're stressed out about it, and feel uncomfortable making changes that would effect these guidelines which... let me reiterate... we never had nor cared about before?
Correct if if I'm somehow fundamentally misunderstanding where you're going with this.
Jhaelen said:
E.g. what's the effect of granting every pc a feat every two levels instead of every three levels. How much more powerful do they get?
What happens if I increase their skill points per level or get rid of non-class skills?
I guess I'm still sufficiently old school enough in my play paradigm to not care.
Jhaelen said:
Normally, you'd think, it wouldn't have much of an effect, but one important side-effect was that it allowed pc's to meet the requirements for prestige classes earlier than expected by the prestige class's designer.
Also not seeing how that's a concern.
Jhaelen said:
And something like this could seriously change a party's power level, trivializing encounters that should have been challenging for them.
First off, you're assuming that prestige classes are more powerful than regular classes. I'd argue that that's only true if the prestige classes are badly designed. Granted, many of them are, but that's not related to how difficult the system is or isn't to houserule. Again, if anything, it's incentive and motivation to houserule, not to
not houserule. Secondly, in my experience, the factor that has the most significant--to the point of completely trivializing any other factors--impact on making encounters more or less difficult than the GM plans them to be, is a handful of rolls during combat. A blown save, a critical hit, a round or two where one side gets a bunch of whiffs and the other side does higher than average damage, etc. Somebody having a level or two of a prestige class earlier than the designer thought they would seems completely inconsequential in comparison.
And lastly, if you're finding that encounters are easier than you think--after a couple of encounters, buff up the NPCs or monsters a bit. Give them a few more hit points, or an extra +1 or +2 to damage. Throw on a template if you feel like you need to go so far as to mechanically represent that "correctly" in the rules.
This kind of ongoing kaizen-style tweaking of encounters throughout a game is a key GMing skill. Always has been. If we've somehow lost that as a community because folks have been leaning on the ECL/CR system instead of using their judgement, well that's not the system's fault.
And it doesn't have anything to do with the system being harder to houserule.
Jhaelen said:
Since monsters used the same rules as pcs, you'd also have to be aware of the effect of making changes to the pc rules. This ís also why it was easier to create monsters in 1e, 2e, and again in 4e: Different systems for monsters and pcs.
No you don't. Why would you assume that because you change rules related to PCs that you need to go update statblocks of monsters? That's a complete strawman. That's not true at all.
Jhaelen said:
I still remember people feeling the monk was overpowered since monks eventually became immune against most anything and didn't really require equipment. Clerics were actually felt to be underpowered and people clamoured for better prestige classes...
It took a while until people had a good idea about what made a class powerful and what didn't. The designers didn't have a clue either. E.g. the front-loaded class abilities that encouraged excessive multi-classing.
Yeah, I remember. **shrug**. I also remember that I didn't start with major houserules the first few weeks or months I played the game either. After 12 years of playing d20 games, though, I'm pretty confident that I can make changes to aspects of the system that I don't like and be pretty confident that I can predict what the impact is going to be. In fact, I consider doing so trivially easy.
Plus, and this is true for any system ever, not just 3e--sure, you never know for sure until you playtest a change. And after playtesting, you may find that additional tweaks are required to get it just right. But again; I don't think that's at all unique to d20. Quite the opposite, in fact.