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I Have A Problem With 3E
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<blockquote data-quote="greywulf" data-source="post: 3220011" data-attributes="member: 4285"><p>Airwalkrr, good points all, and I think you've hit upon one problem with D&D as it is written now. One rule that still seems to be under-emphasised in the books it that <strong>everything</strong> is optional. The GM is expected to set restrictions, add limitations and put the controls into his own gameworld. Even the PHB is just a candystore where the GM can chop and change. You could run a campaign where the PCs can't be Druids, where only Elves can be Rangers or no Halfling could be a Rogue (for a change!). If some multi-class and feat combos are too powerful, don't allow them, or set heavy restrictions. What's over-powered for one gaming group might be spot on for another. D&D (especially with all the supplements) offers such a wide choice that it would be crazy to make every option readily available. If you play D&D like that, it's asking for a headache <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>I'll cover each point in turn.</p><p></p><p><strong>1. Multiclassing</strong></p><p>"Prestige" means just that. They have to be earned. Just filling the prerequisites isn't enough - that's machanics. You have to find a group to train you, earn the right to entry and gain their respect. The means every prestige class (barring obscure exceptions) should merit an adventure or two just to get through the door. If you're just giving prestige classes at-will, you're missing out on a lot of gaming opportunity and devaluing the word "Prestige". If you make that player work for his Arcane Archer class, it's worth more to him. It's a badge of honour, a status symbol. There's your restriction to entry, and reward.</p><p></p><p><strong>2. Free Metamagic</strong></p><p>I agree metamagic items are just plain silly. I don't allow 'em. </p><p></p><p><strong>3. Synergy</strong></p><p>I'm not sure about your solution, as synergy can be a good thing too. A blanket "only one book" rule is imposing artificial limits for the sake of the few imbalances that occur. I've seen some imbalances come from just mixing feats in the same book, or with those in the PHB, so it won't stop what it's trying to either.</p><p></p><p>My solution again goes back to point One. Feats have to be learned and earned. If that Dread Necromancer wants Tomb-Tainted Soul they have to work for it; they have to find some place that will taint their soul in that way. It's an adventure again, where the Feat is the reward for that character. Mabe hold back the feat slot for it to be filled when it's gained. Yes, it's powerful, but if it's gained at the potential cost of their soul then it's a fair trade <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>If you're letting players pick feats up from just anywhere, then you're missing gaming opportunities again. </p><p></p><p><strong>4. Two-Handed Weapons</strong></p><p>Again, restrict training. Maybe TWF is only taught in a cloistered martial school high in the mountains. Perhaps it used to be used by a demonic empire in the distant past, so all modern practitioners are hated and feared to the point where people clearly carrying two weapons can't even get a room for the night.</p><p></p><p>I agree that the Prerequisites are low as written. I've seen far too many TWF Sorcerers and Wizards to be plausible. We've House Ruled the prerequisites to "DEX 15, BAB +1" which stops most classes from taking it before 3rd level. That's an improvement.</p><p></p><p><strong>5. Balancing Per Encounter Instead of Per Day</strong></p><p>He're the thing. In role-playing, the world /does/ revolve around the player characters. It's their story, so they should be the centre of attention. That's not the problem, though.</p><p></p><p>The whole EL system is just plain daft. I'm sick to the teeth of the HD/CR/EL/LA/ECL thing; it's a badly put together kludge that should have been drowned at birth. I don't like that a "balanced encounter" means it takes 25% of resources. (I could get all political about US military perceptions influencing RPG design, but I won't). "Balanced" means there's a 50/50 chance of survival!!!! Yes, it's tough. That's what tactics and careful planning is for. A party of four 1-st level adventures clubbing a single Grimlock to death isn't heroic; it's cowardly slaughter, and has no place in my game. </p><p></p><p>Heroisim is those 4 1st-level adventurers taking on 8 grimlocks with a plan, and winning despite the odds. </p><p></p><p>Rant over. I feel better now.</p><p></p><p><strong>6. Neverending Buffs</strong></p><p>I think 3.5E fixed the worst of this by reducing the durations of most of the buff spells. That was a good change. So I think this one has pretty much been repaired now. The ones that are left still take a valuable spell slot, to I'm not too worried if they want to use Magic Vestment for an AC bonus for most of the day if it means they can't Speak with Dead (or whatever) in return. </p><p></p><p>I don't like buffs in magic items though; that's another one of those "game changing" things I try to stear clear of.</p><p></p><p><strong>7. Combat Expertise and Power Attack</strong></p><p>I like that, a lot. I like the tactical choices of whether to make sure the blow hits, or swing wild for a powerful hit. It's one of the better things added to D&D combat, and I welcome it. It's like Rolemaster's tactical use of OB to parry (add to your defensive bonus) or attack. </p><p></p><p>If the choices aren't that overwhelming. By 10th level, you're probably thinking in multiples of 5 anyway. Assuming your numbers are correct (I'm too lazy to check) that fighter will probably use 3 options with Power Attack - no change, -5, or -10. Same logic for Combat Expertise.</p><p></p><p>If the choices are complicated you can always jot on the character sheet a set of "standard" combat options for the character and just pick among them during combat. That would be quicker.</p><p></p><p><strong>8. Point Buy</strong></p><p>Roll ability score is the default for D&D, so I don't see the problem here.</p><p></p><p>In our games we use a standard array of 10,12,13,14,15,16 for character generation so all characters /are/ created equal <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><strong>9. Rerolls</strong></p><p>The rerolls are usually allowed once a day (or even once a week), so it's not something that comes into play every time, and fate will catch up with them at some point anyhow. Most say you have to take the result of the second roll whatever it is too, so the odds aren't quite as favourable as they first look either. </p><p></p><p>I don't think I've ever seen an NPC using one of these ablities (I've certainly never GM'd one), but if they did I've see it as a legitimate use of their class abilities. No problem there.</p><p></p><p></p><p><strong>10. Magic Item Creation</strong></p><p>I agree. XP cost for magic items doesn't make sense. The problem is that no one has yet found a better solution <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>I don't like that Magic Item Creation are feats at all; what's the point in having a feat that's only usable outside the game?! It's like having a "Going Shopping" feat!</p><p></p><p>I'd just say that making Magic Items is what Wizards and Clerics do; it's a class ability (at given levels) that means that after that level they can "buy" magic items of that type for half cost. After all, the Wizard list of class abilities is kinda sparse <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></blockquote><p></p>
[QUOTE="greywulf, post: 3220011, member: 4285"] Airwalkrr, good points all, and I think you've hit upon one problem with D&D as it is written now. One rule that still seems to be under-emphasised in the books it that [b]everything[/b] is optional. The GM is expected to set restrictions, add limitations and put the controls into his own gameworld. Even the PHB is just a candystore where the GM can chop and change. You could run a campaign where the PCs can't be Druids, where only Elves can be Rangers or no Halfling could be a Rogue (for a change!). If some multi-class and feat combos are too powerful, don't allow them, or set heavy restrictions. What's over-powered for one gaming group might be spot on for another. D&D (especially with all the supplements) offers such a wide choice that it would be crazy to make every option readily available. If you play D&D like that, it's asking for a headache :) I'll cover each point in turn. [b]1. Multiclassing[/b] "Prestige" means just that. They have to be earned. Just filling the prerequisites isn't enough - that's machanics. You have to find a group to train you, earn the right to entry and gain their respect. The means every prestige class (barring obscure exceptions) should merit an adventure or two just to get through the door. If you're just giving prestige classes at-will, you're missing out on a lot of gaming opportunity and devaluing the word "Prestige". If you make that player work for his Arcane Archer class, it's worth more to him. It's a badge of honour, a status symbol. There's your restriction to entry, and reward. [b]2. Free Metamagic[/b] I agree metamagic items are just plain silly. I don't allow 'em. [b]3. Synergy[/b] I'm not sure about your solution, as synergy can be a good thing too. A blanket "only one book" rule is imposing artificial limits for the sake of the few imbalances that occur. I've seen some imbalances come from just mixing feats in the same book, or with those in the PHB, so it won't stop what it's trying to either. My solution again goes back to point One. Feats have to be learned and earned. If that Dread Necromancer wants Tomb-Tainted Soul they have to work for it; they have to find some place that will taint their soul in that way. It's an adventure again, where the Feat is the reward for that character. Mabe hold back the feat slot for it to be filled when it's gained. Yes, it's powerful, but if it's gained at the potential cost of their soul then it's a fair trade :) If you're letting players pick feats up from just anywhere, then you're missing gaming opportunities again. [b]4. Two-Handed Weapons[/b] Again, restrict training. Maybe TWF is only taught in a cloistered martial school high in the mountains. Perhaps it used to be used by a demonic empire in the distant past, so all modern practitioners are hated and feared to the point where people clearly carrying two weapons can't even get a room for the night. I agree that the Prerequisites are low as written. I've seen far too many TWF Sorcerers and Wizards to be plausible. We've House Ruled the prerequisites to "DEX 15, BAB +1" which stops most classes from taking it before 3rd level. That's an improvement. [b]5. Balancing Per Encounter Instead of Per Day[/b] He're the thing. In role-playing, the world /does/ revolve around the player characters. It's their story, so they should be the centre of attention. That's not the problem, though. The whole EL system is just plain daft. I'm sick to the teeth of the HD/CR/EL/LA/ECL thing; it's a badly put together kludge that should have been drowned at birth. I don't like that a "balanced encounter" means it takes 25% of resources. (I could get all political about US military perceptions influencing RPG design, but I won't). "Balanced" means there's a 50/50 chance of survival!!!! Yes, it's tough. That's what tactics and careful planning is for. A party of four 1-st level adventures clubbing a single Grimlock to death isn't heroic; it's cowardly slaughter, and has no place in my game. Heroisim is those 4 1st-level adventurers taking on 8 grimlocks with a plan, and winning despite the odds. Rant over. I feel better now. [b]6. Neverending Buffs[/b] I think 3.5E fixed the worst of this by reducing the durations of most of the buff spells. That was a good change. So I think this one has pretty much been repaired now. The ones that are left still take a valuable spell slot, to I'm not too worried if they want to use Magic Vestment for an AC bonus for most of the day if it means they can't Speak with Dead (or whatever) in return. I don't like buffs in magic items though; that's another one of those "game changing" things I try to stear clear of. [b]7. Combat Expertise and Power Attack[/b] I like that, a lot. I like the tactical choices of whether to make sure the blow hits, or swing wild for a powerful hit. It's one of the better things added to D&D combat, and I welcome it. It's like Rolemaster's tactical use of OB to parry (add to your defensive bonus) or attack. If the choices aren't that overwhelming. By 10th level, you're probably thinking in multiples of 5 anyway. Assuming your numbers are correct (I'm too lazy to check) that fighter will probably use 3 options with Power Attack - no change, -5, or -10. Same logic for Combat Expertise. If the choices are complicated you can always jot on the character sheet a set of "standard" combat options for the character and just pick among them during combat. That would be quicker. [b]8. Point Buy[/b] Roll ability score is the default for D&D, so I don't see the problem here. In our games we use a standard array of 10,12,13,14,15,16 for character generation so all characters /are/ created equal :) [b]9. Rerolls[/b] The rerolls are usually allowed once a day (or even once a week), so it's not something that comes into play every time, and fate will catch up with them at some point anyhow. Most say you have to take the result of the second roll whatever it is too, so the odds aren't quite as favourable as they first look either. I don't think I've ever seen an NPC using one of these ablities (I've certainly never GM'd one), but if they did I've see it as a legitimate use of their class abilities. No problem there. [b]10. Magic Item Creation[/b] I agree. XP cost for magic items doesn't make sense. The problem is that no one has yet found a better solution :) I don't like that Magic Item Creation are feats at all; what's the point in having a feat that's only usable outside the game?! It's like having a "Going Shopping" feat! I'd just say that making Magic Items is what Wizards and Clerics do; it's a class ability (at given levels) that means that after that level they can "buy" magic items of that type for half cost. After all, the Wizard list of class abilities is kinda sparse :) [/QUOTE]
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