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I Have A Problem With 3E
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<blockquote data-quote="RFisher" data-source="post: 3220328" data-attributes="member: 3608"><p>I've never found multiclassing in 3e to be a problem. At most, there is the "front-loaded" problem, but I've never seen that be much of a problem in actual play. I dropped the multiclass restriction whenever I ran 3e rather than add more. Have you tried <em>not</em> multiclassing to see what a single-classed character v. a multiclass character of the same level is like?</p><p></p><p></p><p></p><p>I figured nobody would let metamagic magic items into their game the moment I saw them.</p><p></p><p></p><p></p><p>That's not a bad solution. It's better for the DM to just rule on a case-by-case basis, but it can be hard to know what's going to be a problem until it becomes a problem.</p><p></p><p>There are plenty of very enjoyable games, however, that don't use <em>anything</em> outside the core books.</p><p></p><p></p><p></p><p>Hmm...this seems like another thing that has to do with supplements. In the games I've played in--which have stuck pretty much to the core rules, I haven't seen this problem.</p><p></p><p>Of course, the proper solution to balancing different fighting styles--if you think they should be balanced--is to use the same mechanics for all of them & leave the style differences to window dressing.</p><p></p><p></p><p></p><p>I didn't really follow this, but I think I agree. This solution is also to vague to comment upon.</p><p></p><p></p><p></p><p>I'm not a big fan of buff spells. But I'm also not a fan of the trend of reducing spell durations. Costly material components or XP cost to make them less attractive would work for me.</p><p></p><p></p><p></p><p>That seems reasonable to me.</p><p></p><p></p><p></p><p>I completely agree. Point buy is handy for some situations--like pbem. Retrofitting a point buy system on D&D generally just doesn't work for me, though. When I want to craft a character, I want a system designed to let me do that. I want a system that lets me make trade-off between different aspect of the character (e.g. ability scores, skills, & feats) instead of just between ability scores. For D&D, I prefer either roll or freely pick.</p><p></p><p></p><p></p><p>Another problem caused by using too much from too many supplements? While I haven't seen the problem, that solution seems perfectly fine to me.</p><p></p><p></p><p></p><p>Don't take mechanics too literally. For this is the <em>last</em> thing about D&D you'll end up saying "How on [E]arth does that make sense?" about. That said, replacing the XP cost with questing for rare components is an oft used option that works just fine.</p></blockquote><p></p>
[QUOTE="RFisher, post: 3220328, member: 3608"] I've never found multiclassing in 3e to be a problem. At most, there is the "front-loaded" problem, but I've never seen that be much of a problem in actual play. I dropped the multiclass restriction whenever I ran 3e rather than add more. Have you tried [i]not[/i] multiclassing to see what a single-classed character v. a multiclass character of the same level is like? I figured nobody would let metamagic magic items into their game the moment I saw them. That's not a bad solution. It's better for the DM to just rule on a case-by-case basis, but it can be hard to know what's going to be a problem until it becomes a problem. There are plenty of very enjoyable games, however, that don't use [i]anything[/i] outside the core books. Hmm...this seems like another thing that has to do with supplements. In the games I've played in--which have stuck pretty much to the core rules, I haven't seen this problem. Of course, the proper solution to balancing different fighting styles--if you think they should be balanced--is to use the same mechanics for all of them & leave the style differences to window dressing. I didn't really follow this, but I think I agree. This solution is also to vague to comment upon. I'm not a big fan of buff spells. But I'm also not a fan of the trend of reducing spell durations. Costly material components or XP cost to make them less attractive would work for me. That seems reasonable to me. I completely agree. Point buy is handy for some situations--like pbem. Retrofitting a point buy system on D&D generally just doesn't work for me, though. When I want to craft a character, I want a system designed to let me do that. I want a system that lets me make trade-off between different aspect of the character (e.g. ability scores, skills, & feats) instead of just between ability scores. For D&D, I prefer either roll or freely pick. Another problem caused by using too much from too many supplements? While I haven't seen the problem, that solution seems perfectly fine to me. Don't take mechanics too literally. For this is the [i]last[/i] thing about D&D you'll end up saying "How on [E]arth does that make sense?" about. That said, replacing the XP cost with questing for rare components is an oft used option that works just fine. [/QUOTE]
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