Markn said:
Zelda Themelin,
In fact, as I have stated in other posts, what disappoints me the most is how sloppy the books are. Poor designs/wording of spells are my biggest pet peeves. The blurring of class spells is another. Why should a warmage be able to heal if an evocation spell allows healing? Why should healing spell be evocation? Why does Murderous Mist give a ref save vs the blindness effect, shouldn't it be fort? It's things like this that just kills consistency that the original designers created with 3.5...
I agree that some feats and spells are created sloppy, and I too dislike it, because it really points out that creators haven't bothered to learn the rules. Or don't so much care for them.
Worst spells I've seen are from varous Sword & Sorcery book, but so are some of the best. Best are either interestingly creative and or powerful spells (meant to be so), and worst are sloppily too powerful (by accident) or too weak in lame way.
All in all it's painfully obvious that there are just so many spells and feats, that there are bound to be those that are repentive, those not meant to be combined and many lame ones exist as well as too powerful ones.
I dislike most those those that are described (or just appear to be) powerful, when they are actually lamer than core stuff, or those that are supposed to be in line with core rules, but are mistakingly much more powerful, because of some little slight in ruling.
Yep, and I agree with Murderous mist and many other spells that don't work logically.
I don't mind blurring the class spells at all. I've never liked so much idea that only priest can heal. But need to create new spells that arcane casters can use to heal is just blah. Unless those spells do it in some new way, aka vampiric healing.
There are also too many damage spell that do the exactly same thing, but wow, then they suddenly have different saving methods, or other one can't be saved at all.
Recent conjuration vr. evocation stuff comes to mind. And how many lightning spells with 10d6 or 15d6 max damage we need?
It's rare to see spell which's damage can honestly rise above those "holy rules", but then they go around changing other things that shoudn't be changed anyway.
Ok, I kinda agree there is some kinda power creep. But it's kinda time-consuming to find. Complite books have avarage of one to two feats/spells/prc:s that are more powerful, or even at par with core stuff.
I've noticed that every power gamer discussion goes through the same motions, same classes, spells, feat every time. Most of that stuff in them isn't even mentioned after review listing.
I mean, especially since magic is weaker than in 3.0 who would want to shoot himself in a leg and pick prestige class which only gives 5 to 7 caster levels in 10 levels. And I have yet to find one of those in say... in Complite Arcana, that gives something good enough as trade off.
And who fighter wants to loose more than 2 of base attack and all those cool fighter's free feat picks.
Most so called power creeps are just cool refreshing sfuff to find among all that "blah". After seeing my players and myself mostly pick same core stuff over and over again.
And those who find power creepy stuff by combining things like FR/Eberron/Miniatures Handbook/D20 Modern are just asking for it. Those shoudn't even be compared to anything else than core rules, and in last two cases mentioned, not even to them.
So, if that is only way to find power creepiness, there isn't. 3rd party products added, sure there is. With Wotc complite books, yep, couple of badly planned spells mostly.
And there lies my true problem with complite books. They bore hell out of me, and some things are badly planned, though very rarely powerful because of it.
And they are killing the consistency. And that is problem. Power creeps are just thing people like to point fingers at, when there are errors in the system.