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I Have A Problem With 3E
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<blockquote data-quote="JoeGKushner" data-source="post: 3220780" data-attributes="member: 1129"><p><strong>1. Multiclassing</strong></p><p></p><p>To me, the ease of multiclassing shows that D&D has removed itself firmly from the archetype based game it used to be and really needs to move into the freedom of a pure point buy system.</p><p></p><p>Or it needs to provide strong reasons for staying in a single class the whole time. It needs to providee abilities worthy of having at higher levels. </p><p></p><p></p><p><strong>2. Free Metamagic</strong></p><p></p><p>As I think the D&D spell system itself is broken, Free Metamagic as it stands doesn't bother me. I've used additional variants like 'Sudden' feats as well as allowing Feats to allow action points to be spend to simulate metamagic.</p><p></p><p><strong>3. Synergy</strong></p><p>No way around this one. Because the game system is not one unified beast and it continues to grow with add ons and supplements, as opposed to being a unified machine that uses supplements to showcase examples of existing material in new formats, it's not going to go away.</p><p></p><p></p><p><strong>4. Two-Handed Weapons</strong></p><p>Not a problem. I've seen enough feats where you could use two weapons of medium size (like longswords) or when someone enters your AoO area, you can use both weapons, where it's not that big a deal. </p><p></p><p></p><p><strong>5. Balancing Per Encounter Instead of Per Day</strong></p><p>Depends on the mechanic. Since I think spellcasting is broken, I wouldn't have too many problems if non-campaign altering spells followed this pattern but the high fantasy nature of the D&D game provides some problems as it does in the Tome of Battle where you have some useful maneuvers that you really can't use outside of a battle. </p><p></p><p><strong>6. Combat Expertise and Power Attack</strong></p><p>No problem with this. I mean, am I going to start worrying about Dodge and shield use because they also provide modifiers? </p><p></p><p><strong>7. Point Buy</strong></p><p>My default value. Games can still be mighty unbalanced in a point buy system if you have players that DO know what they're doing playing with those that DON'T know what they're doing. </p><p></p><p><strong>8. Rerolls</strong></p><p>Action Dice to modify existing rolls seem okay but I'm not too crazy about the whole rolling again bit. </p><p></p><p><strong>9. Magic Item Creation</strong></p><p>Current method is too mechanical while older methods were too esoteric. Should be more default rules and discussion on it.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 3220780, member: 1129"] [b]1. Multiclassing[/b] To me, the ease of multiclassing shows that D&D has removed itself firmly from the archetype based game it used to be and really needs to move into the freedom of a pure point buy system. Or it needs to provide strong reasons for staying in a single class the whole time. It needs to providee abilities worthy of having at higher levels. [b]2. Free Metamagic[/b] As I think the D&D spell system itself is broken, Free Metamagic as it stands doesn't bother me. I've used additional variants like 'Sudden' feats as well as allowing Feats to allow action points to be spend to simulate metamagic. [b]3. Synergy[/b] No way around this one. Because the game system is not one unified beast and it continues to grow with add ons and supplements, as opposed to being a unified machine that uses supplements to showcase examples of existing material in new formats, it's not going to go away. [b]4. Two-Handed Weapons[/b] Not a problem. I've seen enough feats where you could use two weapons of medium size (like longswords) or when someone enters your AoO area, you can use both weapons, where it's not that big a deal. [b]5. Balancing Per Encounter Instead of Per Day[/b] Depends on the mechanic. Since I think spellcasting is broken, I wouldn't have too many problems if non-campaign altering spells followed this pattern but the high fantasy nature of the D&D game provides some problems as it does in the Tome of Battle where you have some useful maneuvers that you really can't use outside of a battle. [b]6. Combat Expertise and Power Attack[/b] No problem with this. I mean, am I going to start worrying about Dodge and shield use because they also provide modifiers? [b]7. Point Buy[/b] My default value. Games can still be mighty unbalanced in a point buy system if you have players that DO know what they're doing playing with those that DON'T know what they're doing. [b]8. Rerolls[/b] Action Dice to modify existing rolls seem okay but I'm not too crazy about the whole rolling again bit. [b]9. Magic Item Creation[/b] Current method is too mechanical while older methods were too esoteric. Should be more default rules and discussion on it. [/QUOTE]
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