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I Have A Problem With 3E
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<blockquote data-quote="Philotomy Jurament" data-source="post: 3221614" data-attributes="member: 20854"><p><strong>1. Multiclassing</strong></p><p>I'm lukewarm on multi-classing, especially the 3E version. Easy multi-classing sometimes tends to encourage "salad-bar syndrome." I prefer to use a single class that represents the character concept (I like classes). <a href="http://www.dragonsfoot.org/php/archive.php3?sectioninit=CC&fileid=195" target="_blank">Al Krombach's system</a> is a good example of my favored approach. </p><p></p><p><strong>2. Free Metamagic</strong></p><p>Agree. With metamagic, I tend to fall into the "just make a new spell" school of thought, anyway.</p><p></p><p><strong>3. Synergy</strong></p><p>Agree. More salad-bar syndrome fodder, here. Fortunately, as the DM, you're free to allow or deny whatever you like. (You just need to be willing to weather any accusations of being a neanderthal, option-limiting DM.)</p><p></p><p>I'm cool on feats, as a system, too. I tend to see a feat system as a set of artificial restrictions (can't do that unless you have the feat...) that are presented as the illusion of more options.</p><p></p><p><strong>4. Two-Handed Weapons</strong></p><p>I don't have a big problem with the rules for two-handed weapons. However, if "floating shields" are ubiquitous, that would make me raise an eyebrow.</p><p></p><p><strong>5. Balancing Per Encounter Instead of Per Day</strong></p><p>Agree. </p><p></p><p><strong>6. Neverending Buffs</strong></p><p>Agree. I like the material component solution.</p><p></p><p><strong>7. Combat Expertise and Power Attack</strong></p><p>These are good examples of feats that I don't like. I don't like the fact that you need to pick the feat in order to swing really hard, sacrificing accuracy for power. I think just about anyone should be able to do that, and the DM can rule as appropriate. </p><p></p><p>As far as complication goes, I think your flat bonus/penalty solution is a decent compromise, although, again, I'd prefer to just let the DM handle it. (The ultimate in simplfying this would be to make it abstract, and put it into the BAB. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) </p><p></p><p><strong>8. Point Buy</strong></p><p>Agree. I can see point buy for a tournament game, but other than that, I'm "Roll Ability Scores" all-the-way.</p><p></p><p><strong>9. Rerolls</strong></p><p>Agree. I don't like the concept of re-rolls. I prefer modifiers to the single roll as representations of increased luck, skill, et cetera.</p><p></p><p><strong>10. Magic Item Creation</strong></p><p>I'd don't have a big problem with XP for magic item creation. That said, I'm a big fan of allowing special material components, recipes, et cetera, to "stand-in" for XP, or lower the XP cost.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3221614, member: 20854"] [b]1. Multiclassing[/b] I'm lukewarm on multi-classing, especially the 3E version. Easy multi-classing sometimes tends to encourage "salad-bar syndrome." I prefer to use a single class that represents the character concept (I like classes). [url=http://www.dragonsfoot.org/php/archive.php3?sectioninit=CC&fileid=195]Al Krombach's system[/url] is a good example of my favored approach. [b]2. Free Metamagic[/b] Agree. With metamagic, I tend to fall into the "just make a new spell" school of thought, anyway. [b]3. Synergy[/b] Agree. More salad-bar syndrome fodder, here. Fortunately, as the DM, you're free to allow or deny whatever you like. (You just need to be willing to weather any accusations of being a neanderthal, option-limiting DM.) I'm cool on feats, as a system, too. I tend to see a feat system as a set of artificial restrictions (can't do that unless you have the feat...) that are presented as the illusion of more options. [b]4. Two-Handed Weapons[/b] I don't have a big problem with the rules for two-handed weapons. However, if "floating shields" are ubiquitous, that would make me raise an eyebrow. [b]5. Balancing Per Encounter Instead of Per Day[/b] Agree. [b]6. Neverending Buffs[/b] Agree. I like the material component solution. [b]7. Combat Expertise and Power Attack[/b] These are good examples of feats that I don't like. I don't like the fact that you need to pick the feat in order to swing really hard, sacrificing accuracy for power. I think just about anyone should be able to do that, and the DM can rule as appropriate. As far as complication goes, I think your flat bonus/penalty solution is a decent compromise, although, again, I'd prefer to just let the DM handle it. (The ultimate in simplfying this would be to make it abstract, and put it into the BAB. :p) [b]8. Point Buy[/b] Agree. I can see point buy for a tournament game, but other than that, I'm "Roll Ability Scores" all-the-way. [b]9. Rerolls[/b] Agree. I don't like the concept of re-rolls. I prefer modifiers to the single roll as representations of increased luck, skill, et cetera. [b]10. Magic Item Creation[/b] I'd don't have a big problem with XP for magic item creation. That said, I'm a big fan of allowing special material components, recipes, et cetera, to "stand-in" for XP, or lower the XP cost. [/QUOTE]
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