Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
I Have A Problem With 3E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Razz" data-source="post: 3222264" data-attributes="member: 3014"><p>You're looking at it in the eyes of a tweaking power gamer. WHen my players multiclass, it's for RP reasons and it's to be unique. No one in our games, in character or out of character, truly refer to themselves by their class/prestige class names. They make each individual unique. For example, one player of mine has a Paladin/Fighter/Cavalier but in-game he's known as a "Holy Cavalier of Helm". He also has a Samurai/Psychic Warrior/Elocator who's known as "Amutsugi of Clan Kaisetsu, a clan where it's warriors are gifted with abilities that they have molded into a unique martial arts style known as te Kaisetsu Style. Amutsugi's talents have been honed to specialize in martial maneuvers involving psychoportation."</p><p></p><p>If you look at it in that perspective, then multiclassing not only doesn't seem so bad but you'd hardly notice it. Unless someone were truly just trying to tweak and power game, in which case I can see the problem.</p><p></p><p></p><p></p><p>Those magic items are not "free". They have a market price value and a character should not have items equal to the total he or she should have for that character level. If they go over it, then they're imbalanced for game play. It's in the DMG.</p><p></p><p></p><p></p><p>This I agree with, but then again, the DM should rule 0. It's that simple. If he makes it known that only core rules are allowed and he has to review non-core rules before admitting them into play, then so be it. If the problem springs up afterwards, again he should rule zero it. If the player doesn't understand, too bad.</p><p></p><p></p><p></p><p>I don't really see that many two-handed wielders. It's a good split between sword&shield, two-weapon, one-handed and two-handed fighting with my group. I have seen material that greatly benefit all of those. </p><p></p><p></p><p></p><p>Well, no one has fun when the DM throws a great wyrm at them at level 2. In the end, you need to realize it's a game and as long as your players know that too, then it doesn't seem so unrealistic anymore. To make things more realistic, I agree with throwing in something too weak or too powerful now and then, but give them a fighting chance. Like allow them to lure the frost giant into a know fire trap or something if they're level 4 fighting it.</p><p></p><p></p><p></p><p>I can agree with this, but it depends on the game's style. Not everyone likes the same style of gaming. Some like D&D to be more MMORPG like and others don't. I don't mind it either way.</p><p></p><p></p><p></p><p>No, flat bonuses are horrible, trust me. They're like that in DDO: Stormreach and a lot of people hate it. My Barbarian hardly, if ever, uses Power Attack because of it. </p><p></p><p>And you were just recently talking about players need to do more strategizing, allowing Combat Expertise and Power Attack to be customizable IS strategy. </p><p></p><p></p><p></p><p>Depends on game style. Everyone has to make a character according to whatever method the DM uses. </p><p></p><p></p><p></p><p>Well, you're Luck Priest isn't really lucky if he can't manage to get himself out of a 1 on an attack, now is he? Doesn't really make sense.</p><p></p><p></p><p></p><p>Well, you don't unlearn anything, because you can't lose a level crafting magic items. I see and explain it as a representation of great energies that tax the mind, body and spirit of the individual crafting such potent items, whether minor or overwhelming in power. Someone else might explain it differently. Point is, XP cost is a great way to deter power gamers from crafting magic items to the point of uberness.</p></blockquote><p></p>
[QUOTE="Razz, post: 3222264, member: 3014"] You're looking at it in the eyes of a tweaking power gamer. WHen my players multiclass, it's for RP reasons and it's to be unique. No one in our games, in character or out of character, truly refer to themselves by their class/prestige class names. They make each individual unique. For example, one player of mine has a Paladin/Fighter/Cavalier but in-game he's known as a "Holy Cavalier of Helm". He also has a Samurai/Psychic Warrior/Elocator who's known as "Amutsugi of Clan Kaisetsu, a clan where it's warriors are gifted with abilities that they have molded into a unique martial arts style known as te Kaisetsu Style. Amutsugi's talents have been honed to specialize in martial maneuvers involving psychoportation." If you look at it in that perspective, then multiclassing not only doesn't seem so bad but you'd hardly notice it. Unless someone were truly just trying to tweak and power game, in which case I can see the problem. Those magic items are not "free". They have a market price value and a character should not have items equal to the total he or she should have for that character level. If they go over it, then they're imbalanced for game play. It's in the DMG. This I agree with, but then again, the DM should rule 0. It's that simple. If he makes it known that only core rules are allowed and he has to review non-core rules before admitting them into play, then so be it. If the problem springs up afterwards, again he should rule zero it. If the player doesn't understand, too bad. I don't really see that many two-handed wielders. It's a good split between sword&shield, two-weapon, one-handed and two-handed fighting with my group. I have seen material that greatly benefit all of those. Well, no one has fun when the DM throws a great wyrm at them at level 2. In the end, you need to realize it's a game and as long as your players know that too, then it doesn't seem so unrealistic anymore. To make things more realistic, I agree with throwing in something too weak or too powerful now and then, but give them a fighting chance. Like allow them to lure the frost giant into a know fire trap or something if they're level 4 fighting it. I can agree with this, but it depends on the game's style. Not everyone likes the same style of gaming. Some like D&D to be more MMORPG like and others don't. I don't mind it either way. No, flat bonuses are horrible, trust me. They're like that in DDO: Stormreach and a lot of people hate it. My Barbarian hardly, if ever, uses Power Attack because of it. And you were just recently talking about players need to do more strategizing, allowing Combat Expertise and Power Attack to be customizable IS strategy. Depends on game style. Everyone has to make a character according to whatever method the DM uses. Well, you're Luck Priest isn't really lucky if he can't manage to get himself out of a 1 on an attack, now is he? Doesn't really make sense. Well, you don't unlearn anything, because you can't lose a level crafting magic items. I see and explain it as a representation of great energies that tax the mind, body and spirit of the individual crafting such potent items, whether minor or overwhelming in power. Someone else might explain it differently. Point is, XP cost is a great way to deter power gamers from crafting magic items to the point of uberness. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
I Have A Problem With 3E
Top