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Examples of Power Creep?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2042931" data-attributes="member: 22882"><p>You're right, tripping is better with various options included (including, in this case, FR material, which appears to have a slightly stronger average than core in both 3.0 and 3.5). 80/20 is already very nasty - and very optimistic. 91/9 is better, but still very optimistic. Tripping, with a +8 or a +12, is a very powerful technique against human-sized opponents, as it should be - but D&D expects a certain mix of encounters every bit as much as a certain mix of treasures, and those encounters include many creatures that are normally untrippable and are only barely trippable with a maxed-out tripper. Good luck tripping a storm giant, for example, much less a dragon 200 ft. above you.</p><p></p><p>The fallacy in your argument is that you declare ALL core options to be equal in power and utility and that anything that rises above them is inherently power creep.</p><p></p><p>A class, feat or race that is better than a substandard core option, or focuses a very specific core option, is not power creep.</p><p></p><p>A class that rises above the core druid would be a power spike - frankly, I see no evidence that even this has happened. Repeated classes that rose above the core druid and subseqeuntly above each other would be legitimate power creep. That's certainly hasn't happened in 3.5 - a sustained pattern of more powerful options stacking on each other.</p><p></p><p>We have the hurler, with his limited but extreme powers of rock-chucking, but Complete Arcane didn't trump it with the mental hurler, whose psychic rock attacks are based off his Int score and who also gets full spellcasting progression and 4 sp/level.</p><p></p><p>In fact, the options you've called "broken" come exclusively from four books - Complete Warrior, Complete Divine, the Miniatures Handbook, and the Player's Guide to Faerun. All "1st generation" 3.5 books. If any real power creep were going on, Complete Adventurer, Races of the Wild, Sharn City of Towers and Lost Empires of Faerun would be the four most powerful books in D&D - they aren't.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2042931, member: 22882"] You're right, tripping is better with various options included (including, in this case, FR material, which appears to have a slightly stronger average than core in both 3.0 and 3.5). 80/20 is already very nasty - and very optimistic. 91/9 is better, but still very optimistic. Tripping, with a +8 or a +12, is a very powerful technique against human-sized opponents, as it should be - but D&D expects a certain mix of encounters every bit as much as a certain mix of treasures, and those encounters include many creatures that are normally untrippable and are only barely trippable with a maxed-out tripper. Good luck tripping a storm giant, for example, much less a dragon 200 ft. above you. The fallacy in your argument is that you declare ALL core options to be equal in power and utility and that anything that rises above them is inherently power creep. A class, feat or race that is better than a substandard core option, or focuses a very specific core option, is not power creep. A class that rises above the core druid would be a power spike - frankly, I see no evidence that even this has happened. Repeated classes that rose above the core druid and subseqeuntly above each other would be legitimate power creep. That's certainly hasn't happened in 3.5 - a sustained pattern of more powerful options stacking on each other. We have the hurler, with his limited but extreme powers of rock-chucking, but Complete Arcane didn't trump it with the mental hurler, whose psychic rock attacks are based off his Int score and who also gets full spellcasting progression and 4 sp/level. In fact, the options you've called "broken" come exclusively from four books - Complete Warrior, Complete Divine, the Miniatures Handbook, and the Player's Guide to Faerun. All "1st generation" 3.5 books. If any real power creep were going on, Complete Adventurer, Races of the Wild, Sharn City of Towers and Lost Empires of Faerun would be the four most powerful books in D&D - they aren't. [/QUOTE]
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