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I Have A Problem With 3E
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 3220547" data-attributes="member: 32740"><p><strong>1. Multiclassing</strong></p><p>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.</p><p></p><p><strong>2. Free Metamagic</strong></p><p>Can't really address this one. I can tell you that metamagic didn't do anything for me right from the outset. Apparantly it never did much for my players either. The result is that neither side ever uses it.</p><p></p><p><strong>3. Synergy</strong></p><p>Core Rules only.</p><p>People really need to get over this idea that inhibiting player options is some form of sacrilege. Players options are not RIGHTS.</p><p></p><p><strong>4. Two-Handed Weapons</strong></p><p>This is not a problem with rules, it is a problem with players who no longer look beyond rules - players who are obsessed with maximizing their lethality index as being the ONLY TRUE PATH to fun and interesting characters. Thankfully it is a problem I do not have with players. They have their characters take the weapon attack styles that they feel fit the character, not what calculations show yields the highest DPR.</p><p></p><p><strong>5. Balancing Per Encounter Instead of Per Day</strong></p><p>If I understand your complaint here you are simply misreading the DMG which does NOT dictate encounter design that conforms to the PC's capabilities. It says the very opposite - that a variety of encounters both easier and harder (including encounters capable of killing one or more PC's) should be your goal, NOT conformity to the PC's level with each encounter.</p><p></p><p>Individual encounter design, as well as ongoing patterns of encounters in a campaign IS NOT SCIENCE. It's art. We don't have plug-and-play formulae here, though people seem to want to use it that way. All we have are tools that enable a better ability to scale encounters where we want them and be able to rely more on consistent outcomes - but that doesn't mean that every encounter is intended to be one of EL=party level. That is simply the baseline reference. Not only must it still be adjusted for a suitable variety of encounters for the very SAKE of variety, it must be adjusted for the play styles and individual capabilities of the players and PC's present which will not conform to simple formulae.</p><p></p><p><strong>6. Neverending Buffs</strong></p><p>No argument from me here. This is a part of the 3E game that invites a deserved, but unwanted comparison to video games. The only solution as I see it is, as you suggest to make them less desirable options due to short duration, or higher costs.</p><p><em>"Forget situational spells. Just memorize the ones that keep you perpetually powered-up!" That's bland.</em>Indeed. Not just bland, I think it actively works to blunt the exercise of creativity and imagination.</p><p></p><p><strong>7. Combat Expertise and Power Attack</strong></p><p>Methinks you're overthinking the math again. If you're that focused on maximum mathematical benefits and not enjoying it then you simply need to refocus on the other non-mathematical aspects of play. As you say, house rule it as a standard adjustment and move on. If you're not the DM then just limit the options to yourself. All it requires is the desire to do so.</p><p></p><p><strong>8. Point Buy</strong></p><p>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.</p><p></p><p><strong>9. Rerolls</strong></p><p>? I can only assume this is coming from the use of supplementary material that I don't use or don't even have. Again, Core Rules. If anyone complains that they can't enjoy the game if they are limited to Core Rules then they need their attitude adjusted. JMHO.</p><p></p><p><strong>10. Magic Item Creation</strong></p><p></p><p>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.</p><p></p><p>If someone doesn't develop details for that then I certainly will do so for future campaigns.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 3220547, member: 32740"] [b]1. Multiclassing[/b] 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. [b]2. Free Metamagic[/b] Can't really address this one. I can tell you that metamagic didn't do anything for me right from the outset. Apparantly it never did much for my players either. The result is that neither side ever uses it. [b]3. Synergy[/b] Core Rules only. People really need to get over this idea that inhibiting player options is some form of sacrilege. Players options are not RIGHTS. [b]4. Two-Handed Weapons[/b] This is not a problem with rules, it is a problem with players who no longer look beyond rules - players who are obsessed with maximizing their lethality index as being the ONLY TRUE PATH to fun and interesting characters. Thankfully it is a problem I do not have with players. They have their characters take the weapon attack styles that they feel fit the character, not what calculations show yields the highest DPR. [b]5. Balancing Per Encounter Instead of Per Day[/b] If I understand your complaint here you are simply misreading the DMG which does NOT dictate encounter design that conforms to the PC's capabilities. It says the very opposite - that a variety of encounters both easier and harder (including encounters capable of killing one or more PC's) should be your goal, NOT conformity to the PC's level with each encounter. Individual encounter design, as well as ongoing patterns of encounters in a campaign IS NOT SCIENCE. It's art. We don't have plug-and-play formulae here, though people seem to want to use it that way. All we have are tools that enable a better ability to scale encounters where we want them and be able to rely more on consistent outcomes - but that doesn't mean that every encounter is intended to be one of EL=party level. That is simply the baseline reference. Not only must it still be adjusted for a suitable variety of encounters for the very SAKE of variety, it must be adjusted for the play styles and individual capabilities of the players and PC's present which will not conform to simple formulae. [b]6. Neverending Buffs[/b] No argument from me here. This is a part of the 3E game that invites a deserved, but unwanted comparison to video games. The only solution as I see it is, as you suggest to make them less desirable options due to short duration, or higher costs. [i]"Forget situational spells. Just memorize the ones that keep you perpetually powered-up!" That's bland.[/i]Indeed. Not just bland, I think it actively works to blunt the exercise of creativity and imagination. [b]7. Combat Expertise and Power Attack[/b] Methinks you're overthinking the math again. If you're that focused on maximum mathematical benefits and not enjoying it then you simply need to refocus on the other non-mathematical aspects of play. As you say, house rule it as a standard adjustment and move on. If you're not the DM then just limit the options to yourself. All it requires is the desire to do so. [b]8. Point Buy[/b] 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. [b]9. Rerolls[/b] ? I can only assume this is coming from the use of supplementary material that I don't use or don't even have. Again, Core Rules. If anyone complains that they can't enjoy the game if they are limited to Core Rules then they need their attitude adjusted. JMHO. [b]10. Magic Item Creation[/b] 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. If someone doesn't develop details for that then I certainly will do so for future campaigns. [/QUOTE]
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