MoogleEmpMog
First Post
I think it's safe to say that if any one of your proposed changes (aside, perhaps, from Power Attack) were made, I would never play another game of D&D anything close to by the book again.
Nightfall said:Well if I see a rock fall on someone and kill them, I believe I'm right in assuming it's a bad thing, right?
I'm just saying dice rolling doesn't always work out the way people want or expect.
Psion said:You are right. I expect characters built by point buy to be repetitive, bland pattern characters. I'd rather have what I don't expect in this situation.
The problem of weak characters can be managed in other ways, so I consider your so-called "substantive proof" to exhibit a false dichotomy. If I understand the point you are trying to make (which I am not sure I do.)
ehren37 said:Rolling creates the same characters, just potentially more powerful. Its not like anyone's going to put their 9 they rolled into strength for their fighter. You have your dump stats where you put your low rolls, and your prime stats where you put your better ones.
Aaron L said:1. Multiclassing
OK, first off, you should really start viewing multiclassing not as starting a new career, but players building custom classes for their characters with the tools available to them. Player A isn't a fighter/ranger, he's a militant woodsman scout, a ranger who is more focused on martial arts than the norm.
Greg K said:See, I disagree. There is already a suggestion in the PHB for handling this-customizing the character through class variants. The authors even provide an example of tailorng the fighter to be a former Thieve's guild enforcer.
Whereas, I would only consider multiclassing after the other existing tools have failedPsion said:I'm with AaronL on this one. Though customizing is a useful tool, I would consider it only after the existing tools have failed.
People really need to get over this idea that inhibiting player options is some form of sacrilege. Players options are not RIGHTS.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.
This, of course, is a pet peeve of mine. I like rolling as well as removing a certain amount of free-placement in scores from players to eliminate clone characters and foster creativity. Use the method that works for you or that you simply like over others - but don't try to tell me that it's really doing anything meaningful in the way of establishing "fairness". The notion that NOBODY must EVER have advantages over anyone else is chronically CHILDISH. Even if you're a child there comes a time when you need to start to learn that. The sheer complexity of the game at every point prevents all but the most vague capabilities of establishing equanimity. To suggest that point-buy is a SOLUTION to that is delusional.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.
Or here's an even better solution that I just thought of! Give item-creation characters a set amount of "Item Creation Points" to spend every level that increases relative to the XP amounts for that character level. Characters then do not "unlearn" XP, but are still similarly limited in how many/how powerful magic items they can create. Add in the ability to recoup points for periods of inactivity so that spellcasters (especially NPC's) could consistently create certain items to be able to earn a living at it or maintain consumable magic supplies for an organization.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.
ehren37 said:Rolling creates the same characters, just potentially more powerful. Its not like anyone's going to put their 9 they rolled into strength for their fighter. You have your dump stats where you put your low rolls, and your prime stats where you put your better ones.
Greg K said:See, I disagree. There is already a suggestion in the PHB for handling this-customizing the character through class variants. The authors even provide an example of tailorng the fighter to be a former Thieve's guild enforcer. I don't see how the militant woodsmen be much different. Use the thug example as a starting point, but make the additional skills wilderness related or perhaps use the ranger that receives a bonus feat instead of a new spell level.
Wrong. As the DM it is part of my job to enforce the verisimilitude of the campaign. If I am using the optional training rules (or a variant thereof), I can deny you the multiclassing of your character if you don't have access to a trainer. I can also deny your access to a PrC if your character is unaware of the PrC, cannot find some person or organization to train them, or fails to secure training from said person or organization- let alone if the PrC does not exist in the world.Man in the Funny Hat said:1. Multiclassing
I'm at a loss to see why this is a problem. If it's YOUR character then... don't multiclass. If it's not your character then it's NOT YOUR CHARACTER, and hence it's NOT YOUR PROBLEM and as a DM it is not your choice to make. Let players develop their own characters..