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General frustrations (and solutions) with 3E
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<blockquote data-quote="Kae'Yoss" data-source="post: 3880036" data-attributes="member: 4134"><p>1. Equipment's too important</p><p>2. Some classes could be better</p><p>3. Multiclassing could be better</p><p>4. High-levels get wonky, and require a lot of preparation</p><p></p><p>That pretty much sums it up. And still, it's not that bad, I still think the system's awesome.</p><p></p><p>My solutions:</p><p>1. Get rid of most magic stuff, get rid of stuff like DR (or make it much smaller amounts) and SR, allow high point buy and 3/4 or even full HP, maybe bonus feats, extra boosts, or even gestalt, and you're good to go.</p><p>2. Give those classes some extra punch. Bards with d8 and the ability to do music and magic at the same time as fighting, or maybe full BAB, solve problems.</p><p>3. Give them a partial effective level progression for cross-classing (like the Book of nine Swords does)</p><p>4. If you get rid of magic items, a lot of the work to build high-level NPTs or characters is gone.</p><p></p><p></p><p>As for your problems:</p><p><strong>1) Treasure accumulation and divvying. It requires bag(s) of holding for all the masterwork stuff and me to build a spreadsheet to split it evenly as per the suggested method.</strong></p><p></p><p>Get rid of magic and give them other benefits, then get rid of some monster abilities (see my 1.) </p><p></p><p><strong>2) Rolled HPs and stats. Needs to be mentioned but I won't go there any further.</strong></p><p></p><p>That's beyond easy to fix. Just don't do it. The rules are even in the DMG. Got rif of those years ago. Never had any problems.</p><p></p><p><strong></strong></p><p><strong>4) Class cans and can'ts. It is becoming really pronounced what my Paladin is good at and what he is bad at. He can withstand and slay a Red Dragon, or hold the gate vs Bugbears and armoured Minotaurs, but he'll fail to see a slightly concealed doorway or fall on his backside when on slightly unstable ground. Some parts of his capability have not and will not significantly improve since he was 4th level.</strong></p><p></p><p>Usualy, there's ways to get around the more mundane problems, but anyway, characters should not become better at everything all the time, in my opinion. </p><p></p><p><strong>5) Spellcaster impact. If a spellcaster is not part of the adventure for the session it has a more pronounced impact on the combined heroes capability than if it was a non-spellcaster that was absent. Some spells that feed into this feeling include: find the path, scry, divination, teleport, fly, and commune. </strong></p><p><strong></strong></p><p></p><p>Do you(r playes) really depend so much on divination magic? I always felt that it was "cheating" and taking the fun out of finding out things the old-fashioned way.</p><p></p><p>As for teleport: that was never a problem for us, we always assumed that he'd teleport us there and otherwise keep in the background. We never look too closely at things like that</p><p></p><p><strong>6) Chases. In combat movement gives one side guaranteed success, while ability checks outside of combat introduce a great degree of randomness due to the d20 roll.</strong></p><p><strong></strong></p><p></p><p>Unless one side has spring attack, it has to stop next to the guy every now or then in order to hit, and evenif not, it's going to be a problem to stay out of range while still hitting.</p><p></p><p>The d20 roll is an universal "problem", and if you don't like it, there's always things like rolling 2d10 or 3d6 instead, producing more average results.</p><p></p><p></p><p><strong>7) Flight. My Paladin rides an average flight maneauverability Pegasus. It hurts.</strong></p><p></p><p>My solution: Just ignore flight rules. If you think that makes some things too powerful, decrease their fly speed.</p><p></p><p><strong></strong></p><p><strong>8) Complex stat blocks. To be fair, we've taken the law into our own hands and are dropping info that just isn't relevant.</strong></p><p></p><p>Never had too much problem with these. A lot of stuff I just make up as I go along as DM. The nice thing about being the DM is that you can cheat like that and it won't ruin the game for the rest!</p><p></p><p><strong></strong></p><p><strong>There are plenty of minor other stuff like animated shields but that's quite character specific.</strong></p><p></p><p>Yeah, animated shields. I made that enhancement +4 in my games.</p><p></p><p></p><p></p><p>Not really frustrations. Minor annoyances.</p><p></p><p></p><p></p><p></p><p>Personally, I plan to play it for more than that. I'm not sure I'm giving it up when 4e arrives. In fact, it's more likely that I skip 4e.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 3880036, member: 4134"] 1. Equipment's too important 2. Some classes could be better 3. Multiclassing could be better 4. High-levels get wonky, and require a lot of preparation That pretty much sums it up. And still, it's not that bad, I still think the system's awesome. My solutions: 1. Get rid of most magic stuff, get rid of stuff like DR (or make it much smaller amounts) and SR, allow high point buy and 3/4 or even full HP, maybe bonus feats, extra boosts, or even gestalt, and you're good to go. 2. Give those classes some extra punch. Bards with d8 and the ability to do music and magic at the same time as fighting, or maybe full BAB, solve problems. 3. Give them a partial effective level progression for cross-classing (like the Book of nine Swords does) 4. If you get rid of magic items, a lot of the work to build high-level NPTs or characters is gone. As for your problems: [B]1) Treasure accumulation and divvying. It requires bag(s) of holding for all the masterwork stuff and me to build a spreadsheet to split it evenly as per the suggested method.[/B] Get rid of magic and give them other benefits, then get rid of some monster abilities (see my 1.) [B]2) Rolled HPs and stats. Needs to be mentioned but I won't go there any further.[/B] That's beyond easy to fix. Just don't do it. The rules are even in the DMG. Got rif of those years ago. Never had any problems. [B] 4) Class cans and can'ts. It is becoming really pronounced what my Paladin is good at and what he is bad at. He can withstand and slay a Red Dragon, or hold the gate vs Bugbears and armoured Minotaurs, but he'll fail to see a slightly concealed doorway or fall on his backside when on slightly unstable ground. Some parts of his capability have not and will not significantly improve since he was 4th level.[/B] Usualy, there's ways to get around the more mundane problems, but anyway, characters should not become better at everything all the time, in my opinion. [B]5) Spellcaster impact. If a spellcaster is not part of the adventure for the session it has a more pronounced impact on the combined heroes capability than if it was a non-spellcaster that was absent. Some spells that feed into this feeling include: find the path, scry, divination, teleport, fly, and commune. [/B] Do you(r playes) really depend so much on divination magic? I always felt that it was "cheating" and taking the fun out of finding out things the old-fashioned way. As for teleport: that was never a problem for us, we always assumed that he'd teleport us there and otherwise keep in the background. We never look too closely at things like that [B]6) Chases. In combat movement gives one side guaranteed success, while ability checks outside of combat introduce a great degree of randomness due to the d20 roll. [/B] Unless one side has spring attack, it has to stop next to the guy every now or then in order to hit, and evenif not, it's going to be a problem to stay out of range while still hitting. The d20 roll is an universal "problem", and if you don't like it, there's always things like rolling 2d10 or 3d6 instead, producing more average results. [B]7) Flight. My Paladin rides an average flight maneauverability Pegasus. It hurts.[/B] My solution: Just ignore flight rules. If you think that makes some things too powerful, decrease their fly speed. [B] 8) Complex stat blocks. To be fair, we've taken the law into our own hands and are dropping info that just isn't relevant.[/B] Never had too much problem with these. A lot of stuff I just make up as I go along as DM. The nice thing about being the DM is that you can cheat like that and it won't ruin the game for the rest! [B] There are plenty of minor other stuff like animated shields but that's quite character specific.[/B] Yeah, animated shields. I made that enhancement +4 in my games. Not really frustrations. Minor annoyances. Personally, I plan to play it for more than that. I'm not sure I'm giving it up when 4e arrives. In fact, it's more likely that I skip 4e. [/QUOTE]
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