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I Have A Problem With 3E
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<blockquote data-quote="FireLance" data-source="post: 3219979" data-attributes="member: 3424"><p>I don't necessarily agree that all of these are problems, but here are some other solutions you can consider:</p><p></p><p><strong>1. Multiclassing</strong></p><p>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.</p><p></p><p><strong>2. Free Metamagic</strong></p><p>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 <em>magic missile</em>, 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 <em>magic missile</em>.</p><p></p><p><strong>3. Synergy</strong></p><p>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.</p><p></p><p><strong>4. Two-Handed Weapons</strong></p><p>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.</p><p></p><p><strong>5. Balancing Per Encounter Instead of Per Day</strong></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>6. Neverending Buffs</strong></p><p>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.</p><p></p><p><strong>7. Combat Expertise and Power Attack</strong></p><p>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.</p><p></p><p><strong>8. Point Buy</strong> and</p><p><strong>9. Rerolls</strong></p><p>Meat. Poison. Bygones.</p><p></p><p><strong>10. Magic Item Creation</strong></p><p>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.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3219979, member: 3424"] I don't necessarily agree that all of these are problems, but here are some other solutions you can consider: [b]1. Multiclassing[/b] 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. [b]2. Free Metamagic[/b] 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 [I]magic missile[/I], 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 [I]magic missile[/I]. [b]3. Synergy[/b] 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. [b]4. Two-Handed Weapons[/b] 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. [b]5. Balancing Per Encounter Instead of Per Day[/b] 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. [b]6. Neverending Buffs[/b] 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. [b]7. Combat Expertise and Power Attack[/b] 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. [b]8. Point Buy[/b] and [b]9. Rerolls[/b] Meat. Poison. Bygones. [b]10. Magic Item Creation[/b] 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. [/QUOTE]
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