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How to make D&D playable (long)
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<blockquote data-quote="comrade raoul" data-source="post: 267236" data-attributes="member: 554"><p>It seems to me that many of your problems come from rules from various supplements, like Magic of Faerun. Have you considered playing with _only_ the three pure core rulebooks (that is, the PH, DMG, and MM)? In my campaign, almost all of the material comes only from those three, core books. We make some minor changes, revise a few of the classes (specifically, the bard, cleric, and ranger) and add a few new feats (under 20 or so) and setting-specific prestige classes (only a dozen available prestige classes in all, further limited by a character's region, race, and so forth).</p><p></p><p>You'd be surprised at how much fun you have. It simplifies play a great deal -- there's no longer a mind-boggling array of special conditions, weird prestige classes, or unusual spells and feats. And most of the material in those books is very well balanced, and the few "problem areas" (Skill Focus, rangers, and so forth) have been so extensively discussed that a little bit of looking around should reveal some helpful fixes. There are also some significant thematic advantages -- the game doesn't feel bloated at all, and you get something closer to pure, classic D&D.</p><p></p><p>Also, I don't think you're invoking the DM's final word enough on multiclassing and item purchasing. Characters should be prohibited from munchkiny multiclassing that's implausible for the character and setting; and the "Ye Olde Magic Item Shoppe" is one of the really big mistakes in 3e.</p><p></p><p>This is actually one of my pet peeves. Purchasing magical items -- especially valuable magical items -- should be always be roleplayed and sometimes a minor adventure in itself. Every small town does not include a shop that includes every fantastically expensive magical goody that you can think of -- this is not only prone to abusive, it is also wildly implausible. A shopkeeper of a good weapon store in a medium-sized town or city might have picked up perhaps three or four enchanted blades over the years (all of them worth less than 5k), all of them carefully locked away in the backroom, their very existence revealed only to trusted customers. Anything more permissive invites theft or possible violence. Rare and powerful objects (worth more than 10k or so) should be available only in large cities (if at all), sold in super-high security auction houses or brokered among the secret, crime-ridden channels of the black market. Of course, only a fairly small number of items are available in a given city at a given time, and there is no guarantee that those items will be anything like what the PCs happen to want (in fact, it should be quite a coincidence to find exactly what one desires!). I should not decide I want a <em>+2 keen, flaming burst scythe</em>, bring my 50k to the nearest town, and pick it up posthaste.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 267236, member: 554"] It seems to me that many of your problems come from rules from various supplements, like Magic of Faerun. Have you considered playing with _only_ the three pure core rulebooks (that is, the PH, DMG, and MM)? In my campaign, almost all of the material comes only from those three, core books. We make some minor changes, revise a few of the classes (specifically, the bard, cleric, and ranger) and add a few new feats (under 20 or so) and setting-specific prestige classes (only a dozen available prestige classes in all, further limited by a character's region, race, and so forth). You'd be surprised at how much fun you have. It simplifies play a great deal -- there's no longer a mind-boggling array of special conditions, weird prestige classes, or unusual spells and feats. And most of the material in those books is very well balanced, and the few "problem areas" (Skill Focus, rangers, and so forth) have been so extensively discussed that a little bit of looking around should reveal some helpful fixes. There are also some significant thematic advantages -- the game doesn't feel bloated at all, and you get something closer to pure, classic D&D. Also, I don't think you're invoking the DM's final word enough on multiclassing and item purchasing. Characters should be prohibited from munchkiny multiclassing that's implausible for the character and setting; and the "Ye Olde Magic Item Shoppe" is one of the really big mistakes in 3e. This is actually one of my pet peeves. Purchasing magical items -- especially valuable magical items -- should be always be roleplayed and sometimes a minor adventure in itself. Every small town does not include a shop that includes every fantastically expensive magical goody that you can think of -- this is not only prone to abusive, it is also wildly implausible. A shopkeeper of a good weapon store in a medium-sized town or city might have picked up perhaps three or four enchanted blades over the years (all of them worth less than 5k), all of them carefully locked away in the backroom, their very existence revealed only to trusted customers. Anything more permissive invites theft or possible violence. Rare and powerful objects (worth more than 10k or so) should be available only in large cities (if at all), sold in super-high security auction houses or brokered among the secret, crime-ridden channels of the black market. Of course, only a fairly small number of items are available in a given city at a given time, and there is no guarantee that those items will be anything like what the PCs happen to want (in fact, it should be quite a coincidence to find exactly what one desires!). I should not decide I want a [i]+2 keen, flaming burst scythe[/i], bring my 50k to the nearest town, and pick it up posthaste. [/QUOTE]
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