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General frustrations (and solutions) with 3E
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<blockquote data-quote="FreeTheSlaves" data-source="post: 3881150" data-attributes="member: 9952"><p>Thanks for the responses guys. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>For clarification when I talk about spellcaster impact, I'm talking about the adventure dramatically changes shape when they're not there. E.g. the teleporting Sorceroress was absent the last 2 sessions and it feels like we're 8th level again. We've become dependent on divinations and communes too. Before someone says get over it, we're caught in the vice of needing such tools to battle our recurring enemies and the desire to not have the characters of absent players clogging up mid-high level play... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>I'm unaware how the party fares when my character's not there, but my Paladin is very armoured and can handle the heat. Combat-wise the party will suffer not having someone so durable but his absence lowers combat capability, it doesn't affect the magical information gathering and instant transportation. Maybe his absence is as great as other absences - I'll investigate further.</p><p></p><p>The examples in my class cans and can'ts are simple DC10 stuff. We're talking about a corner temple door covered by an obscuring shadow, and battling on uneven ground in a cave. When the 11th level anything is still blundering over 1st level trivia, it does feel a little odd. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>It's not really about being good at spot or balance, rather it's about not being stuck in 1st level capabilities for the character's lifetime. When the rogue has and needs +20 on these skills to face equal EL challenges, whether my character has +2 or +10 wouldn't step on his toes because either way I'm much less capable. Oh, and putting crossclass skill points into it won't really help, because the same applies to a whole multitude of skills and 2 skill points per level are already getting stretched pretty thin.</p><p></p><p>Thanks also to the whole buff package idea. I'll run it past people and see if we can get some standardisation to the buff spells selected. I think people will come to the party in part at least.</p><p></p><p>To be honest, most of these frustrations look like they need a lot of work to get around... I think my best effort will be spent on buff packages and that's all my time I can spare. The rest I'll just have to get over it and handle.</p><p></p><p>As an aside, we made animated shields act like the dancing property and lowered their cost to +1.</p><p></p><p>Lone wolf play is not something I have seen in a while. One friend as I remember tried to make a self sufficient multi-classed sorc/rogue, that could not do much except a very weak 'invisibility - sneak attack'. You know I don't know why they allowed multiclass options that sucked so badly. It was almost a case of "haha, you chose poorly, now your character will suck, FOR EVARRRR!" <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>Then there was the lone wolf Cleric who joined the party as it was debating the merits of sailing to the undead infested island in the middle of a lake. In a fit of pique he water walked ,alone, across to the island, set up camp on a sunny slope. He joined the undead ranks that night in his sleep, all that remained was his bedroll, and sun umbrella.</p><p></p><p>We're brutal on lone wolves, and we're not even trying to be. Maybe the D&D world/rules are just hardcoded to be nasty to them, if you let it play out naturally?</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 3881150, member: 9952"] Thanks for the responses guys. :) For clarification when I talk about spellcaster impact, I'm talking about the adventure dramatically changes shape when they're not there. E.g. the teleporting Sorceroress was absent the last 2 sessions and it feels like we're 8th level again. We've become dependent on divinations and communes too. Before someone says get over it, we're caught in the vice of needing such tools to battle our recurring enemies and the desire to not have the characters of absent players clogging up mid-high level play... :confused: I'm unaware how the party fares when my character's not there, but my Paladin is very armoured and can handle the heat. Combat-wise the party will suffer not having someone so durable but his absence lowers combat capability, it doesn't affect the magical information gathering and instant transportation. Maybe his absence is as great as other absences - I'll investigate further. The examples in my class cans and can'ts are simple DC10 stuff. We're talking about a corner temple door covered by an obscuring shadow, and battling on uneven ground in a cave. When the 11th level anything is still blundering over 1st level trivia, it does feel a little odd. ;) It's not really about being good at spot or balance, rather it's about not being stuck in 1st level capabilities for the character's lifetime. When the rogue has and needs +20 on these skills to face equal EL challenges, whether my character has +2 or +10 wouldn't step on his toes because either way I'm much less capable. Oh, and putting crossclass skill points into it won't really help, because the same applies to a whole multitude of skills and 2 skill points per level are already getting stretched pretty thin. Thanks also to the whole buff package idea. I'll run it past people and see if we can get some standardisation to the buff spells selected. I think people will come to the party in part at least. To be honest, most of these frustrations look like they need a lot of work to get around... I think my best effort will be spent on buff packages and that's all my time I can spare. The rest I'll just have to get over it and handle. As an aside, we made animated shields act like the dancing property and lowered their cost to +1. Lone wolf play is not something I have seen in a while. One friend as I remember tried to make a self sufficient multi-classed sorc/rogue, that could not do much except a very weak 'invisibility - sneak attack'. You know I don't know why they allowed multiclass options that sucked so badly. It was almost a case of "haha, you chose poorly, now your character will suck, FOR EVARRRR!" :] :lol: Then there was the lone wolf Cleric who joined the party as it was debating the merits of sailing to the undead infested island in the middle of a lake. In a fit of pique he water walked ,alone, across to the island, set up camp on a sunny slope. He joined the undead ranks that night in his sleep, all that remained was his bedroll, and sun umbrella. We're brutal on lone wolves, and we're not even trying to be. Maybe the D&D world/rules are just hardcoded to be nasty to them, if you let it play out naturally? [/QUOTE]
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