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I Have A Problem With 3E
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<blockquote data-quote="reanjr" data-source="post: 3221963" data-attributes="member: 20740"><p>1. Multiclassing</p><p></p><p>My solutions for multiclassing are too drastic, but I think prestige classes can fairly easily be fixed by significantly limiting them per campaign or by background.</p><p></p><p>2. Free Metamagic</p><p></p><p>I think casters should be able to use spell slots to power metamagics. For example, a maximized fireball would require a 3rd level slot and a 4th level slot. This would free the caster up for metamagicking high level spells and give casters something to do with low level slots as they become higher level. I also think heightened spell should be default without a feat. If you memorize a fireball in a 5th level slot it should act as a 5th level spell no matter what. Then, of course, remove the free metamagic abilities.</p><p></p><p>3. Synergy</p><p></p><p>I really like the idea of limiting each character to one extra book. That's a really elegent and simple way of keeping power levels in check but letting players pick which options they want.</p><p></p><p>4. Two-Handed Weapons</p><p></p><p>I don't think freely fighting with any two weapons SHOULD be very effective. I think granting specific special abilities to certain combinations would add alot of flavor and add bonuses sorely needed. Parrying dagger in offhand for extra AC, net and trident combos, etc. Heroes of Battle had some of these but I think most of them should be free without a feat.</p><p></p><p>Sword and board I think should get better the better the character is at fighting. Shield could grant an additional +1 AC for extra attack the character's BAB grants them. Or it could be more active, allowing an immediate +5 bonus against an attack by giving up an extra attack the next round (one of those sub-+5 attacks that is unlikely to be very effective against high AC opponents). I can think of a half dozen variants on this theme, but generally I think the higher the BAB the better the shield should get.</p><p></p><p>5. Balancing Per Encounter Instead of Per Day</p><p></p><p>The problem with per day abilities is that it works terribly for a significant minority of the gaming groups out there who don't follow the dictates of encounters per day. I think a mix of the two is appropriate and should be extended to all classes.</p><p></p><p>6. Neverending Buffs</p><p></p><p>I also think these are a good idea. By investing a spell slot many of these abilities (I think) should be permanent until dismissed (freeing up the spell slot the next time the character memorizes spells).</p><p></p><p>7. Combat Expertise and Power Attack</p><p></p><p>I think this can be rectified by those players creating a little table of attack bonuses/damage bonuses. Then they can guage immediately (I want to attack with a +15 so I get a ... +26 to damage).</p><p></p><p>8. Point Buy</p><p></p><p>But this and hp is the only aspect of the game that has random lifetime effects. It really doesn't sit well with the rest of the game and is more an artifact of older editions. Personally I like things like Divine spell failure and fizzled spells, but most people would rather like to think of their characters as a set of actions that have generally known consequences. Point buy does this.</p><p></p><p>9. Rerolls</p><p></p><p>On the other hand a reroll is totally in sync with the idea of the luck domain... You can always keep out things like the luckblade, etc.</p><p></p><p>10. Magic Item Creation</p><p></p><p>I sort of agree. But then you have the staple of pouring one's own energy into one's creation thus diminishing the creator but augmenting the whole. The One Ring comes to mind very prominently. Sauron was alot weaker after he made the One Ring, but with the ring he was more powerful.</p></blockquote><p></p>
[QUOTE="reanjr, post: 3221963, member: 20740"] 1. Multiclassing My solutions for multiclassing are too drastic, but I think prestige classes can fairly easily be fixed by significantly limiting them per campaign or by background. 2. Free Metamagic I think casters should be able to use spell slots to power metamagics. For example, a maximized fireball would require a 3rd level slot and a 4th level slot. This would free the caster up for metamagicking high level spells and give casters something to do with low level slots as they become higher level. I also think heightened spell should be default without a feat. If you memorize a fireball in a 5th level slot it should act as a 5th level spell no matter what. Then, of course, remove the free metamagic abilities. 3. Synergy I really like the idea of limiting each character to one extra book. That's a really elegent and simple way of keeping power levels in check but letting players pick which options they want. 4. Two-Handed Weapons I don't think freely fighting with any two weapons SHOULD be very effective. I think granting specific special abilities to certain combinations would add alot of flavor and add bonuses sorely needed. Parrying dagger in offhand for extra AC, net and trident combos, etc. Heroes of Battle had some of these but I think most of them should be free without a feat. Sword and board I think should get better the better the character is at fighting. Shield could grant an additional +1 AC for extra attack the character's BAB grants them. Or it could be more active, allowing an immediate +5 bonus against an attack by giving up an extra attack the next round (one of those sub-+5 attacks that is unlikely to be very effective against high AC opponents). I can think of a half dozen variants on this theme, but generally I think the higher the BAB the better the shield should get. 5. Balancing Per Encounter Instead of Per Day The problem with per day abilities is that it works terribly for a significant minority of the gaming groups out there who don't follow the dictates of encounters per day. I think a mix of the two is appropriate and should be extended to all classes. 6. Neverending Buffs I also think these are a good idea. By investing a spell slot many of these abilities (I think) should be permanent until dismissed (freeing up the spell slot the next time the character memorizes spells). 7. Combat Expertise and Power Attack I think this can be rectified by those players creating a little table of attack bonuses/damage bonuses. Then they can guage immediately (I want to attack with a +15 so I get a ... +26 to damage). 8. Point Buy But this and hp is the only aspect of the game that has random lifetime effects. It really doesn't sit well with the rest of the game and is more an artifact of older editions. Personally I like things like Divine spell failure and fizzled spells, but most people would rather like to think of their characters as a set of actions that have generally known consequences. Point buy does this. 9. Rerolls On the other hand a reroll is totally in sync with the idea of the luck domain... You can always keep out things like the luckblade, etc. 10. Magic Item Creation I sort of agree. But then you have the staple of pouring one's own energy into one's creation thus diminishing the creator but augmenting the whole. The One Ring comes to mind very prominently. Sauron was alot weaker after he made the One Ring, but with the ring he was more powerful. [/QUOTE]
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