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I Have A Problem With 3E

airwalkrr

Adventurer
I know this is not the first time someone has complained about 3rd edition. I also know that most people have already made up their minds about 3rd edition, whether they like it, hate it, tolerate it, or keep what they like and throw out what they don't. So I do not claim to be the first one to realize 3rd edition has flaws, nor do I expect to alter anyone's opinion. I simply want to lay out a few key problems with the current incarnation of the game as I see them, preferably with the goal of brainstorming simple solutions to these problems. I have a few ideas, although some of them are a bit vague. Please tell me what you think. If you believe there are other major issues with the way 3rd edition works, feel free to discuss them as well. The goal of this thread is identifying problem areas and seeing if there are simple workarounds for them that might not have been considered before (or that someone might have come up with before but hasn't yet shared).

Honestly, I think 3rd edition is a fine system. However, it is marred by a relatively small list of things that have really started to ruin the game for me. I think if they were shored up or limited in some manner, it would make the game a lot better.

(Note: I had considered putting this thread in the House Rules forum, but it isn't just about house rules. It is more about the concepts of 3rd edition that are problematic, as well as the broader implications this might have for 4th edition.)

Anyway, here they are, in order of importance (in my opinion).

1. Multiclassing
AD&D was too strict. 3rd edition is too permissive. In AD&D you couldn't change professions unless you were human; that was a problem. In 3rd edition you can't help but change professions many times, including certain prestigious professions; this is also a problem.
Potential Solution: There needs to be a significant drawback to multiclassing while keeping it viable. Currently, the only drawback (XP penalty) is easily circumvented. Even when it isn't avoided, XP loss isn't fun.

2. Free Metamagic
Metamagic as an idea is great. But there is a reason the designers gave it an opportunity cost in the form of a higher level spell slot. Wizards were not meant to maximize fireballs at 5th level and clerics weren't meant to chain greater magic weapon at 7th level. The current trend of metamagic rods, sudden metamagic feats, and other "free" metamagic effects gives spellcasters too much power.
Potential Solution: I think this aspect just needs to be removed from the game. Metamagic is fine. "Free" metamagic is not.

3. Synergy
I'm not talking about synergy bonuses from skills. I am talking about unintended consequences of mixing and matching sourcebooks. For example, if a dread necromancer (Heroes of Horror) takes the Tomb-Tainted Soul feat (Libris Mortis), he gets unlimited healing. Taken separately, neither of these abilities is overpowered. Taken together, they have synergy that is far greater than the power of their individual components, likely an oversight because the books had different development teams.
Potential Solution: Allow each player access to one sourcebook ONLY outside of the three core rulebooks. This prevents most forms of synergy. Of course it reduces player options so it is not an ideal solution.

4. Two-Handed Weapons
Because of the double bonus from Power Attack, floaty shields, and more beneficial Strength modifier, two-handed weapon wielders have become the staple of melee combat. Forgive me, but this is trite. Two-weapon fighters and sword-and-board style have become comparatively worthless relics in the game.
Potential Solution: (and this is vague) The game needs to support multiple fighting styles by providing viable options for each that don't heavily overshadow the others. Player's Handbook 2 goes a long way towards rectifying this problem, but I don't know if it goes far enough.

5. Balancing Per Encounter Instead of Per Day
This is a horrible idea because it propagates the notion that the world conforms itself to the power level of the player characters. Some encounters are meant to be tougher, and those encounters require greater resources. Others are meant to be more menial and require fewer resources. Properly gauging the difficulty of an encounter and balancing your resources is part of the strategy of D&D. Leave "per encounter" balancing in MMORPGs and keep D&D a strategic game, like it was meant to be. Or at least publish two versions.
Potential Solution: (another vague one) Characters should not be able to use their most powerful abilities without limit.

6. Neverending Buffs
Yet another thing that removes an element of strategy from the game. Clerics are particularly fond of these. Spells like magic vestment, greater magic weapon, and heroes' feast are virtual must-haves for clerics because they last practically all day, especially with extend spell. "Forget situational spells. Just memorize the ones that keep you perpetually powered-up!" That's bland.
Potential Solution: Reduce durations of spells like this, or add costly material or XP costs to reduce their frequency of use.

7. Combat Expertise and Power Attack
These kinds of feats make the game a bit too complicated because of the constant calculation required. A 10th-level fighter with Power Attack has 11 attack options representing the various penalties he can take. A 10th-level fighter with Power Attack AND Combat Expertise has 66 attack options! And he is expected to quickly decide which course of action is best?
Potential Solution: Simplify these kinds of feats with a flat penalty and flat bonus. The decision for the player then becomes merely to use it or not.

8. Point Buy
As if we needed more excuses for players to focus on character creation as opposed to actually playing the game. The world isn't that fair. I don't know why we would expect our characters to be "equal" either (as if that ideal were even possible). Besides, it ruins the excitement of rolling up a really nice set of scores.
Potential Solution: Roll ability scores.

9. Rerolls
Various class abilities that allow rerolls greatly reduce the amount of chance in the game. You aren't likely to roll very many 1s during a game session, and if you have one or two reroll abilities (luck domain, luck blade, fatespinner, etc.) you don't need to worry about them. As long as your character is powerfully built, you will almost never need to worry about pesky automatic failures. Additionally, these abilities are greater still in the hands of NPCs, who only usually need them for one battle.
Potential Solution: Don't allow rerolls to change the result of automatic successes or failures.

10. Magic Item Creation
It costs XP to make magic items. So my character unlearns things for succeeding at a task. How on earth does that make sense?
Potential Solution: Just drop the XP cost for magic item creation. It already costs your character a feat. Or make the creation of magic items difficult by requiring rare components that must be quested for.
 
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1. Multiclassing
The solution is to make staying in classes attractive. They've done a lot of this for Fighter with PHB2, and other classes as well. Some classes are too top-heavy (3e Ranger, I'm looking at you) or not significant enough benefits at higher levels (Swashbuckler, I'm looking at you).

2. Free Metamagic
I dislike the current form of non-free Metamagic with a passion; mainly because, unless you're a sorcerer, it isn't worth it. I think metamagic needs an option between free and costly.

3. Synergy
This is why there's a DM who can say "No, not in my game". Seriously, Synergy is a huge part of the fun for many players. Indeed, though I don't engage in much myself - I'm mostly a DM using fairly stock monsters - I delight in seeing what the players can come up with.


4. Two-Handed Weapons
I think everything is as it should be save that animated shields need to go. Big time. Other styles are fine, and gain enough bonuses in supplemental books to remain competitive. And 2-weapon fighting with sneak attack bonuses is great.

5. Balancing Per Encounter Instead of Per Day
Huh? I don't see the problem. Rather, I think 3e has a problem because "per day" means so many different things to different groups.

6. Combat Expertise and Power Attack
The solution is to precalculate common values on the sheet and stick to them. My players do so. (And a PC with CE and PA is very rare indeed).

7. Point Buy
Huh? You can still roll stats. You have been for a long time now. Point Buy is essential for RPGA play, though, and it shouldn't go away.

8. Rerolls
Did someone evade your trap? I'm sorry if that bothers you.

9. Magic Item Creation
It costs XP to make magic items. So my character unlearns things for succeeding at a task. How on earth does that make sense?

Lots. XP can be viewed as life-force. It's not that you have forgotten things, is that you're less capable of them. (See energy drain). This has a lot of literary precedent, especially the Lord of the Rings - Sauron has invested so much of his power in the Ring, that he is greatly diminished without it.

Cheers!
 

1. Multiclassing Agree

2. Free Metamagic Agree

3. Synergy Agree

4. Two-Handed Weapons Agree. Power attack is supposed to be an entry level feat, like dodge. PA is fine as 1 for 1. 2 for 1 with a two handed weapon is strong enough where the chain should be Cleave, Great Cleave then Power attack [Bab+4].

5. Balancing Per Encounter Instead of Per Day Disagree, I'd like to see casters have thier abilities weakened, but refreshing every hour or so. Either that or caster's spell have to be 'charged up', like a once per round channeled pyroburst.

6. Neverending Buffs Agree

7. Combat Expertise and Power Attack Disagree. A cheat sheet solves this problem

8. Point Buy I prefer score 'sets', something like {16, 15, 14, 13, 12, 8]. Rolling makes party imbalance and point buy just encourages stats like {18, 8, 18, 8, 8, 8.]

9. RerollsThese should be ultra rare. Never allow "pick and chose" for cleric domanins.

10. Magic Item Creation Agree on magic items should take rare components that must be quested for.
 

frankthedm said:
10. Magic Item Creation Agree on magic items should take rare components that must be quested for.
That only works if you also drastically reduce the number and variety of magic items available by other means. It's flat-out inconsistent with the level of magic assumed by the "default" game.
 

1. Multiclassing
I like the current system. I only dislike it when multi- or prestige- somehow overpowers the single-class. <cough> Radiant Servant <ahem>.

2. Free Metamagic
For one thing, you must invoke the Incantatrix Rule (level cap) for anything actually cast by the character. For items, you have to either impose the Sorcerer Rule (full-round) or force the rod to be used at memorization for prepared casters.

3. Synergy
This is also a matter of the players realizing that anything they can munchkin, the DM can munchkin better. A lot of players will exercise restraint here or get permission first. It's also that damnable power bloat, where WotC forces us to have to say "no" when we want to say "yes" to new material. Nothing will replace DM discretion.

4. Two-Handed Weapons
Scaling Power Attack back to 1.5x bonus instead of 2x bonus goes a long way toward fixing this. Treating Damage Reduction differently (e.g. Monte Cook's hierarchical system) will also help.

5. Balancing Per Encounter Instead of Per Day
You weren't very clear about this; I'm not sure what you mean. One way I'm currently dealing with this is forcing my party to complete an entire adventure in about a day. I like to think I am teaching them restraint, and showing them how much they can accomplish if they don't respond to every mook with a friggin Flame Strike.

6. Neverending Buffs
These are a very good thing, because they keep the party active for more hours per day. See the previous item. It's totally stupid to have the party short-term-buff like crazy and do their entire day's work in ten minutes and then have to rest. Nothing makes this DM angrier. :]

7. Combat Expertise and Power Attack
It's not that complicated. Reduce the PA bonus to 1.5x instead of 2x. Limit PA to a +5 the way Combat Expertise is limited.

8. Point Buy
I have never played a point-buy campaign, so I really don't know what you're talking about. You're in the wrong game or something.

9. Rerolls
Marvel Comics has a character named Longshot. Are you saying that he shouldn't get his, uh, chance? Putting these abilities in the hands of NPCs makes for some fantastic foils! I can't believe you're complaining about this! I managed to kill a cleric of Fharlangn (luck domain) with a death slaad's Implosion. The reroll doesn't always help!

10. Magic Item Creation
XPs are the best component ever. When I cracked the 3.0 DMG for the first time (I skipped 2nd ed entirely), this struck me as genius. I still like it, but I don't like the flavorless gp requirement.

So it seems that what bothers you the most is that the DM has to step in and manage. Rules are the problem, not the solution.
 

jeffh said:
That only works if you also drastically reduce the number and variety of magic items available by other means. It's flat-out inconsistent with the level of magic assumed by the "default" game.

If I used my players for my baseline assumptions about my campaign world only 1 in 10 spellcasters might, MIGHT, have feats for item creation. Then if I also take into account how many items they made that were for use for themselves or their friends rather than for sale, yeah magic items are very rare. At least to buy.
 

airwalkrr said:
1. Multiclassing
AD&D was too strict. 3rd edition is too permissive. In AD&D you couldn't change professions unless you were human; that was a problem. In 3rd edition you can't help but change professions many times, including certain prestigious professions; this is also a problem.
Potential Solution: There needs to be a significant drawback to multiclassing while keeping it viable. Currently, the only drawback (XP penalty) is easily circumvented. Even when it isn't avoided, XP loss isn't fun.

This will vary widely from campaign to campaign. This belongs where it is now, in the DMs hands. If you want to limit certain types of multiclassing as a DM, then require proper training and backstory. Requiring that within the core game is a recipe for headaches. I don't think any mechanical method will really work, and the non-mechanical methods will be ignored. Perhaps an explicit optional method could be mentioned, though.

2. Free Metamagic
Metamagic as an idea is great. But there is a reason the designers gave it an opportunity cost in the form of a higher level spell slot. Wizards were not meant to maximize fireballs at 5th level and clerics weren't meant to chain greater magic weapon at 7th level. The current trend of metamagic rods, sudden metamagic feats, and other "free" metamagic effects gives spellcasters too much power.
Potential Solution: I think this aspect just needs to be removed from the game. Metamagic is fine. "Free" metamagic is not.
Honestly, I think metamagic as written is too weak (just using the core feats). I think a better balance is to require the "free" metamagic to only work if the caster could cast the spell "normally." (Actually, I'd rather it be rebalanced at the core, so a 7th level spell using a metamagic feat was balanced with a similiar 7th level spell approximately)

5. Balancing Per Encounter Instead of Per Day
This is a horrible idea because it propagates the notion that the world conforms itself to the power level of the player characters. Some encounters are meant to be tougher, and those encounters require greater resources. Others are meant to be more menial and require fewer resources. Properly gauging the difficulty of an encounter and balancing your resources is part of the strategy of D&D. Leave "per encounter" balancing in MMORPGs and keep D&D a strategic game, like it was meant to be. Or at least publish two versions.
Potential Solution: (another vague one) Characters should not be able to use their most powerful abilities without limit.

I don't understand how you are going to limit a fighter uses his weapons every day, but if you have a solution.

Really I don't find what you are looking for here. Some encounters are supposed to be tougher, some are supposed to be weaker. They are that now. Typically a CR 8 encounter will be tough for a 5th level party and a CR 1 will be weaker. What's wrong with that?

8. Point Buy
As if we needed more excuses for players to focus on character creation as opposed to actually playing the game. The world isn't that fair. I don't know why we would expect our characters to be "equal" either (as if that ideal were even possible). Besides, it ruins the excitement of rolling up a really nice set of scores.
Potential Solution: Roll ability scores.

I disagree strongly. It's the "jackpot syndrome" again. Let's roll up characters so I can get a chance of having a much more powerful character than everyone else. I'll risk the weak character for that chance (especially since I can often convince the DM my character is too weak and get another chance to roll a huge character).

In fact, I'd argue that randomness should go out the window in character creation. Maybe allow an optional method where you roll your stats, class, alignment, sex, etc.
 
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jeffh said:
That only works if you also drastically reduce the number and variety of magic items available by other means. It's flat-out inconsistent with the level of magic assumed by the "default" game.

Depends on how rare you make it. To take real world examples, if you require a 1000 carat diamond, then yes they would be very rare. If you require a 20 caret diamond, then it's not so bad.

The main disadvantage is that it would likely, within the world, create a trade in these rare goods and there are many side effects (including making the PCs more interested in becoming traders than adventurers, which you might like or hate). It also means the game will get sidetracked by the actual creation of magic items. Again, depending on your campaign this can be good or bad. I think most would find more than a small amount of distraction bad.
 

I'll disagree on the multiclass principal. I think if you keep the xp cost for multiclassing, its not a problem. If you take that away, lots of people will multiclass. Its like there's a purpose to the cost!!

As for metamagics, I agree there should be a middle ground. Free metamagic is too strong, base metamagic too weak.
 

I don't necessarily agree that all of these are problems, but here are some other solutions you can consider:

1. Multiclassing
Characters can only advance in one class in addition to their racial favored class. In order to advance in a prestige class, the character has meet the mechanical requirements and fulfill some roleplaying requirement determined by the DM.

2. Free Metamagic
This is one of the things I actually have a problem with. A quick fix is to cap the total "spell level equivalent" possible with "free" metamagic to half character level, or the highest level spell that the character is able to cast. Hence, a 5th-level wizard could use Sudden Empower on magic missile, since he can cast 3rd-level spells, but he cannot Sudden Empower a 2nd or 3rd level spell. A 6th-level character such as a Ftr4/Wiz2 could also Sudden Empower a magic missile.

3. Synergy
Have a system that limits the number of non-core options that a character can use (e.g. 1 per level). It won't prevent the dread necromancer + Tomb-Tainted Soul combination, but I see that as more of a resource issue than a synergy issue.

4. Two-Handed Weapons
We also need encounters and challenges that subtly reward various fighting styles. Creatures that take extra damage whenever hit (like the bloodhulks from MMIV) reward characters fighting with two weapons. Creatures that have low hit points but hit the two-handed weapon fighter twice as often as the sword and shield fighter reward the latter style.

5. Balancing Per Encounter Instead of Per Day
The objection to this seems to be on the basis that "every encounter must be equally tough". I don't think that is the central idea behind balancing per encounter instead of per day. Rather, the idea is that every character starts each encounter with roughly the same level of resources. Individual encounters can still run the range from very easy to very difficult.

Even within the core rules, we have characters with mostly constant abilities (fighters, rogues), characters that work more on a per day basis (clerics, wizards) and characters with abilities that have a theoretical daily limit that tends to become irrelevant at high levels because it is hardly ever reached (barbarian rage, bardic music, monks' Stunning Fist). Ideally, I think all characters should have a good mix of constant abilities and some daily use abilities. That way, there is an element of strategic resource management for them to use their daily abilities in tough fights, but can they still contribute meaningfully even when out of daily uses.

6. Neverending Buffs
Another possibility is for clerics and other spellcasters to have a special buff slot so that they can only keep one buff active at a time. If they cast multiple buff spells, they just get the option of switching out one buff for another as the situation demands it (swift action). Another possibility is to limit the number of buffs affecting a character and his equipment.

7. Combat Expertise and Power Attack
I like the flat penalty and flat bonus idea, with one modification. I'd make it a scaling bonus (with level, BAB, number of fighter feats, whatever) so that high-level martial characters (especially pure-classed fighters) get a higher bonus for the penalty. I've proposed such a solution before, actually.

8. Point Buy and
9. Rerolls
Meat. Poison. Bygones.

10. Magic Item Creation
In my campaigns, I use the rule that magic items you can create cost you 75% of the market value, instead of 50% market value and xp.
 

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