I like 3E, but I miss...

How can you raise something that has human like sentience TO human like sentience?

The same way you transform an animal to an animal?

Or if it really bothers you, just cast Feeblemind on your friend and then awken him. Now he has the intelligence of a lizard, and we know we can awaken those!

Seriously, this is a complete non-argument. Like people trying to say you can't cast Bull's Strength on cows.

-Frank
 

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Grazzt said:
I'm with you. :D

Amen

And I'll back it up with another example:

I, too, miss being able to make a cookie cutter character in less than 15 minutes. I guess I could start using the NPC tables from the 3.0 DMG to speed things up, but that would feel like using a pre-rolled character from the back of a module.

So what if my character I rolled up was just like the pre-rolled, he was *my* identical character, darnit! :)
 
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Gothmog said:
Its not as dumb as you might think. 3E was engineered with a dungeon adventuring environment in mind ("back to the dungeon" sound familiar anyone?). That means spellcasters were balanced against fighters in 3E/3.5 with the assumption of 3-4 encounters in a row before a break was needed and rest required. If you stick to that formula, 3E is very balanced and plays pretty well. If you don't focus on dungeon-delving and lots of fights however, 3E is even more lopsided balance-wise than previous editions in many cases. Spellcasters have more spells per day than in previous editions, so allowing more rest periods means more high firepower spells being used in every fight and spells being in situations where they might not have been in the dungeon hack style. If you don't follow the baseline assumptions the designers did when they designed 3E, the vaunted balance goes right out the window.

House rules then become a viable option if your play style differs from what the 3E designers inferred. This doesn't mean that house rules have "no value" or are "butchering" the system- in those cases where they are introduced, they are present to patch a hole the designers didn't consider that suits that group's play style better. The fact that 3E has trouble handling other styles is a design fault- and the fact that it is integrated into the core system makes it that much harder to rectify without changing a lot of variables.

As far as my house rules go, I said I had 5 pages in 2E, and over 70 in 3E. If I cut out new spells, feats, monsters, and PrCs I have made up, I'm still left with over 30 pages of houserules. These include the spellcaster classes for my world (I don't use wizards and sorcerers- I have 13 different magical traditions), domains than un-vanilla clerics (not needed in 2E), alt hp system, spellcasting roll rules, magical aura interactions, weapon skill grouping rules (similar to proficiencies but with classes of weapons- not needed in 2E), etc. Granted my world has developed over the years since my 2E houserules, but its still a big increase in houserules compared to previous editions to fix holes and/or bring D&D more in line with my world and playstyle. The 70 pages of houserules AREN'T my campaign setting though- that occupies over 700 pages of material. :confused:

Oh, and Ashrem- I have Midnight, played it, love it, and even played a session with Jeff Barber. ;)

And again, you repeat the same dumb argument without adding any substance. Notice how you failed to make an argument conscerning 2e's strength in houseruling? The one example you provided was the larger amount of spells per for wizards making a rest heavy campaign more difficult for balance purposes. By that same token, a rest lite standard dungeon crawl would not work as of earlier editions. But lets be clear, NOTHING worked in earlier editions, because it had no viable balance assumptions. They were messes of ambiguous rules and subsystems that required houseruling and constant fudging to make them work anywhere; circumstantial, ad hoc ruling were more rife than they are today. Just because it had no center does not mean that it was easier to houserule, it just means that you aren't giving up anything when you do. You can just as easily houserule things in 3e and retain some awareness of what effects it will have on the mainstays of the systems, i.e. tactical combat; there is always a tradeoff when houseruling, but atleast you have something to give up in the first place. That is not a design fault, but merely an option; you don't have to houserule (atleast as often), but you can if you want....

I maintain that you made houserules were more numerous in 1e/2e for just about everyone, but because the rules were so much crap, dms judgement was taken as a given. Now that 3e has introduced solid rules to DnD, the houserules you do make stand out more and there is a greater benefit to attempting to make them fit in the whole; that is not a bad thing, because it means that if you manage to make a good houserule, it can be applied consistently. Higher expectations..
 
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Greg K said:
Yes, but I really like the idea of the threat being based on the attacker's skill rather than the type of weapon.

It is.

Higher level attackers get more attacks per round, hence, more chances to score criticals. A high level attacker using a longsword with the Improved Critical feat (since we are going with a skilled attacker) is likely to score a critical threat every other round.
 

FrankTrollman said:
The same way you transform an animal to an animal?

Or if it really bothers you, just cast Feeblemind on your friend and then awken him. Now he has the intelligence of a lizard, and we know we can awaken those!

The awakened animal gains the benefits of awaken. The benefits accrue and change his type to magical beast (augmented animal). Once he's no longer a magical beast (augmented animal), he loses the benefits. They only apply to the magical beast (augmented animal) form, not the humanoid form.
 
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But lets be clear, NOTHING worked in earlier editions because it had no viable balance assumptions...

Let's be clear here:The O/AD&D game worked fine for alot of people, and we had (or still have) fun with it (which is the point of playing)...it was not so "boken" or "unbalanced" to render it unplayable for everyone...had that been the case the 3E ruleset would have surfaced soon after the games introduction, not 25 years later.
 

Ok, now that i know this:
Storm Raven said:
I'm referring to characters who equal in most areas, and exceed in some, other similarly situated characters in all respects. Like I said, the Ftr/MU equals the fighter in all respects except for spellcasting, where he hvastly overpowers the straight Fighter. Multiclassing should have some real drawbacks, you should give something up to get the benefits. In 1e, this simply was not the case. Multiclassing (and dual classing) were pretty much 100% good, 0% bad.

To some extent yes. Some PCs choose to play underpowered characters, intentionally making their character less capable in some area by design, and that's a choice they make. But the point is that the game system should support the idea that most similarly situated characters will be of similar levels of overall power (although they may have different strengths and weaknesses).

let me get back to your previous post (I wanted to be sure i understood your stance, so that i wasn't arguing against something you never advocated).

Storm Raven said:
No, they are not unbalanced. They just have different strengths and weaknesses. The problem of imbalance occurs when you have characters who are equal to or better than all other characters in a variety of areas. Having a vareity of strengths and weaknesses in a group of equivalently levelled characters is not a sign of imbalance, it is actually a sign of balance. If any one character could excel at all things, then he would be unbalanced.

For example, take the classic 1e Fighter/MU. At the same level of experience points, a 7th/8th level Ftr/MU would match a 7th level Ftr. The Ftr/MU is unbalanced, since, not only is he as good as the Ftr at fighting (and remember, Ftr/MUs in 1e could wear armor and cast spells), he has tacked on 8 levels of MU to boot. The Ftr/MU is equal to or better than the Ftr in every respect.

The same is true for any 1e multiclass you care to throw out there. Bascially, you have all (or virtually all) of the powers of a single classed individual of one of your classes at the same experience point total, and tack on all the class abilities of another class to boot. Show me a 3e 28 point character that is similarly unbalanced, someone who can equal or exceed a number of other characters in all areas.

I guess part of this is degrees of unbalance. I agree: given two characters, A, and B, if A is always as good as B or better, regardless of the situation, then A is clearly overbalanced. Similarly, if A is 90% as effective in some situations, while being 200% as effective in others, then it is almost certainly overbalanced (basically, unless the latter situations are *extremely* rare). And so on.

Our difference of opinion seems to come in the less-absolute cases. I look at balance within a game, not within the mechanics, as, IMHO, that's the real test. That leads to my assertion that the balance of D&D3E characters is heavily dependent on the campaign. Let's take two example characters:

A fighter. all feats and skill points have been spent to optimize her fighting ability, specifically against hordes of weaker combatants. Likewise, physical stats are very high, while Int and Cha were used for dump stats.
A bard. her skill points have been spread around into many things, but most of them are social, with a smattering of physical capabilities (climb, jump, etc.) to support them. Feats all boost her social-interaction abilities. Cha, Int, Wis, and Dex are high, while Str and Con were her dump stats. Her spells are heavily focused on divination and illusion.

Now, assuming both were built by the book, they are nominally balanced. Let's stick them in a campaign.

Campaign X: The characters are adventurers, working for a "problem-solvers" guild. Basically, people hire them to take care of problems: usually marauding monsters, but sometimes cleaning out a crypt of undead, or retrieving an important artifact from a dungeon, or figuring out which son killed the local lord. Many of their problems can be solved with force, most require cleverness and problem-solving. A few can't be solved with force, and rely purely on problem-solving and/or social skills. In this campaign, which runs from 1st to 15th level, the fighter and the bard get to contribute about equally. There are entire scenarios where the fighter is a fifth wheel: she can't do much to suss out the evil son, since they have to leave it to the authorities to deal with him. But there are also entire scenarios where the bard is pretty much useless: her magics aren't helpful fighting the golem guardian, and she can't hit the thing, much less damage it. Overall, everybody contributes equally (let's say, 90% of the time), and the times when one character is completely useless are few and far between.

Campaign Y: The characters are 3rd- and 4th-sons of minor nobles, participating in the Queen's court. All action takes place within the capitol city. Scenarios almost always revolve around political intrigue, and violence is almost never an option--not even in small measure: laws are very strict about violating another person, and enforced by a powerful and magic-assisted constabulary. A few scenarios dip into the seedy underworld, where some fighting is allowed, but even there the repurcussions of a body turning up could come back to haunt you. The same opponents come back over and over, because you don't generally kill them. Most of the scenarios involve a mix of social skills and cleverness, many require problem-solving, and almost none involve force. In this campaign, which also runs from 1st to 15th level, the bard shines: she has exactly the right mix of skills--even in her weakest area, combat, her BAB and hps carry her through, since the combat encounters are generally more like minor scuffles. The fighter, OTOH, is bored. At best, she gets to be the intimidator for the rest of the party, implying violence that she can't afford to actually use. She's not particularly good at social stuff, due to poor stats and almots no relevant skills. And she isn't very bright, so doesn't have much to do in problem-solving, either. Overall, the fighter contributes, say, 20% of the time, while the bard contributes 95% of the time--and there are no scenes where the fighter is the only one who has the necessary ability, and no scenes where the bard is completely useless.

Now, i'd say that Y is a perfect example of unbalanced characters, despite them being exactly the same characters that were balanced in X. I'm loath to pin the blame purely on the system: obviously, if the above occurred the group has a hefty bit of blame to share for allowing the situation to occur: the fighter's player should've made the character differently (at least at higher levels, once she saw how things were going), and the GM should've accomodated the PCs. And, of course, what i picked is almost certainly hyperbole. But i took things to extremes to make the point more quantifiable: i think that if an area of ability is never, or almost-never, utilized during the entire life of the character--and not just for that character, but for the whole campaign--being good in that area "doesn't count". It is no longer a tradeoff of "i'm good at combat but lousy at negotiation" if the game has no combat--or no negotiation. It instead becomes, for all practical purposes, "i'm lousy at negotation" or "i'm good at combat"--without the offsetting counter.

And it is possible for such situations to occur with much-less-extreme characters than i've described. I would restate your definition to be "The problem of imbalance occurs when you have characters who are equal to or better than all other characters in a variety of areas, within the context that the characters exist". If the characters get to contribute equally, by any reasonable measure you choose to use, then they are balanced. This can not be taken beyond the confines of a particular campaign, or at best campaign style, IMHO. It is simply meaningless to look at two characters in a vaccuum and conclude that they are or are not balanced.

So, back to the original disagreement: it is trivial to make two wildly unbalanced characters in D&D3E if the campaign style deviates significantly from that assumed by the core rules. But, on the flip-side, even your AD&D1 example (Ftr vs. Ftr/MU)might not be unbalanced in a given campaign. If the campaign was, again, one of political intrigue, it might not matter: outside of the bard class, there really wasn't any mechanical support for those sorts of activities, so both would be equally unprepared, and neither would get to make much contribution due to their class abilities (especially if the Ftr/MU was loaded down with artillery spells, and no divination, charm, illusion, etc.). Now, before you jump on me: i don't think this is a fair example, and it doesn't excuse the horrible balance problems in AD&D1 (and, to a lesser extent, AD&D2) due to multiclassing. I'm simply pointing out that those who say they never had balance problems due to multiclassing could be telling the truth--their playstyle might be (or might have been) such that the problems were minimized or sidestepped. Similarly, i think it is overly simplistic to say that there are no balance problems with the core rulebooks in D&D3E. Yes, the classes are much better balanced for the expected playstyle of D&D. However, that expected playstyle doesn't appear to match any D&D game i've played in (under any edition), so balance problems are a real possibility, not just some symptom of whacked-out weirdo games. And, moreover, "more balanced" does not equal "balanced"--it is a matter of degrees, and the fact that D&D3E is much less unbalanced than previous editions doesn't mean that it, too, can't be unbalanced.
 

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