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I Have A Problem With 3E
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<blockquote data-quote="Aaron L" data-source="post: 3220226" data-attributes="member: 926"><p>1. Multiclassing</p><p>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. </p><p></p><p>2. Free Metamagic</p><p>Metamagic rods aren't any more "free" than magic swords are. There is already a nice balancing factor built into them, it's called the recommended wealth per level guidelines. </p><p></p><p>3. Synergy</p><p>This is a simple matter of the DM looking over and approving any feats or skills or whatever players take for their characters. </p><p></p><p>4. Two-Handed Weapons</p><p>Realistically, a big two handed weapon will do more damage than a smaller one handed one. I don't see a big problem with the rules reflecting that. </p><p></p><p>5. Balancing Per Encounter Instead of Per Day</p><p>Huh? How does having abilities usable a certain number of times per encounter rather than per day affect anything? You've discovered this secret "way the game was supposed to be" that the rest of us have somehow missed and gotten wrong? Fighters aren't limited in the number of times they can swing their weapon. </p><p></p><p></p><p>6. Neverending Buffs</p><p>Again, how does this remove any elements of strategy from the game? Do you not still have to decide if you want to use these spells or not? And when to use them? What is the problem with having long lasting beneficial spells? Every "buff" spell taken is one less attack spell. </p><p></p><p>7. Combat Expertise and Power Attack</p><p>Subtracting a number from one column and adding it to another is pretty basic stuff. </p><p> </p><p>8. Point Buy</p><p>This is total personal preference and has no bearing on anything. It isn't even the default rule, rolling for stats is. I personally don't use point buy, but many people prefer it. </p><p></p><p> </p><p>9. Rerolls</p><p>Why? This ability is such a rarity anyway, and the ability to redo one roll per day is hardly going to hurt a game. Are you really that worried that someone who fails a saving throw can get the chance to make it instead once per day? One re-roll per day is really a harmful problem? One re-roll per day does not qualify for a great reduction in chance. In fact, it doesn't reduce chance one little bit. It creates more chance because their are more rolls. </p><p>But seriously, it's a rare ability that can be used once per day on one die roll. It has a negligible total effect on the game. </p><p></p><p>10. Magic Item Creation</p><p>The only way you would "unlearn" anything is if you lost a level. Since you can't lose a level from making magic items, this doesn't happen. Experience Points are a measure of a character's life force. Thats why undead suck out XP and levels. They aren't taking away memories, they're draining life force.</p></blockquote><p></p>
[QUOTE="Aaron L, post: 3220226, member: 926"] 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. 2. Free Metamagic Metamagic rods aren't any more "free" than magic swords are. There is already a nice balancing factor built into them, it's called the recommended wealth per level guidelines. 3. Synergy This is a simple matter of the DM looking over and approving any feats or skills or whatever players take for their characters. 4. Two-Handed Weapons Realistically, a big two handed weapon will do more damage than a smaller one handed one. I don't see a big problem with the rules reflecting that. 5. Balancing Per Encounter Instead of Per Day Huh? How does having abilities usable a certain number of times per encounter rather than per day affect anything? You've discovered this secret "way the game was supposed to be" that the rest of us have somehow missed and gotten wrong? Fighters aren't limited in the number of times they can swing their weapon. 6. Neverending Buffs Again, how does this remove any elements of strategy from the game? Do you not still have to decide if you want to use these spells or not? And when to use them? What is the problem with having long lasting beneficial spells? Every "buff" spell taken is one less attack spell. 7. Combat Expertise and Power Attack Subtracting a number from one column and adding it to another is pretty basic stuff. 8. Point Buy This is total personal preference and has no bearing on anything. It isn't even the default rule, rolling for stats is. I personally don't use point buy, but many people prefer it. 9. Rerolls Why? This ability is such a rarity anyway, and the ability to redo one roll per day is hardly going to hurt a game. Are you really that worried that someone who fails a saving throw can get the chance to make it instead once per day? One re-roll per day is really a harmful problem? One re-roll per day does not qualify for a great reduction in chance. In fact, it doesn't reduce chance one little bit. It creates more chance because their are more rolls. But seriously, it's a rare ability that can be used once per day on one die roll. It has a negligible total effect on the game. 10. Magic Item Creation The only way you would "unlearn" anything is if you lost a level. Since you can't lose a level from making magic items, this doesn't happen. Experience Points are a measure of a character's life force. Thats why undead suck out XP and levels. They aren't taking away memories, they're draining life force. [/QUOTE]
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