Tenbones said:D&D3.x does not scale well. No group uses 3.x straight out of the box (and if you do, your GM will have to adjust the output of gear one way or another for balance) and each group has their own house rules to help balance their campaign for maximum impact in that sweet-spot (I agree with levels 5-13).
The scaling issues inherent to D&D are apparent post Level-12. Melee characters will rarely miss a target (which illuminates the broken Armor Class System),
assuming you're using only WotC material (which I find to be uninspired on average) your caster-fanboys usually wipe the floor with most reasonable encounters.
CR -system? Useless.
So back to the original question - Why have levels?
I still can't help but feel their flavor of d20 is bland compared to some of the other companies in the field - Green Ronin and AEG for that matter.
I'm definitely looking forward to 4e. Bring it on.
It's been done. You want this: Buy the Numbers.Tenbones said:Gaining levels is an artifice.
When you level - you're in essence buying a set of abilities with your xp.
I and many others would vehemently disagree. Our 27th level characters have wealth at about the guidelines suggested. Prep for about 6 encounters (2 on Sunday, the rest the following sessions) took me 1 hour on paper (I thought about what would happen for several hours over the course of a few weeks before my turn at DM's chair). I expect the players to just reach 28th level when this part of the story arc completes. The only significant house rule we have is we aren't using the epic spell system (and that is because there is a time crunch in the story so the spellcasters can't take 71 days to research an epic spell).D&D3.x does not scale well. No group uses 3.x straight out of the box (and if you do, your GM will have to adjust the output of gear one way or another for balance) and each group has their own house rules to help balance their campaign for maximum impact in that sweet-spot (I agree with levels 5-13).
Melee characters are supposed to hit with their first shot. That's how you get rid of those 500 hit points everyone has without combat taking 6 weeks. Casters have to overcome SR and saving throws. A typical 9th level spell has a DC of around 30 in our game. Most saving throws for critters of CR 27 are between +20 and +40. Casters who rely on save or die spells tend to be ineffective on average. Yeah, sometimes they take out one opponent in the first round. That's why you stage combats with multiple opponents.The scaling issues inherent to D&D are apparent post Level-12. Melee characters will rarely miss a target (which illuminates the broken Armor Class System), assuming you're using only WotC material (which I find to be uninspired on average) your caster-fanboys usually wipe the floor with most reasonable encounters. CR -system? Useless. Feats - great idea, poor implementation. Everyone gets pigeonholed into one-trick pony status.
Wow, I played in two campaigns both lasting 5+ years and going from 5-13+ level (we always skipped 1-4). And a 3rd game lasting 4 years that went from 12th-17th level (everyone played newly installed barons in a frontier section of Mystara converted to AD&D). We had a good time and rarely compained about anything being broken. Why? No kits. In fact, we only used the original 2e hardcovers. No options books. Just PHB, DMG, various MC, ToM and that's about it. The core system was just a cleaned up 1e. Whenever we imported stuff from the complete books, we ended up throwing them out because they were bad. Eventually we stopped looking at the complete books (except for fluff like character ideas -- you could play a bard in the style of one of the kits, you just couldn't get the bonuses from the kit).2ed was HORRIBLY broken - far worse than 3.x, but that was partly due to being overgrown and overdeveloped. It FORCED players and GM's to customize their game from the truckload of content out there. The systemization of 2ed was barely there. However, when the Options and Powers books came out, ...
See my first paragraph. Spence already did it.... something interesting happened - something that could with a lot of work be applied to 3e.
Tenbones said:D&D3.x does not scale well. No group uses 3.x straight out of the box (and if you do, your GM will have to adjust the output of gear one way or another for balance) and each group has their own house rules to help balance their campaign for maximum impact in that sweet-spot (I agree with levels 5-13).
Tenbones said:Melee characters will rarely miss a target (which illuminates the broken Armor Class System), assuming you're using only WotC material (which I find to be uninspired on average) your caster-fanboys usually wipe the floor with most reasonable encounters. CR -system? Useless. Feats - great idea, poor implementation. Everyone gets pigeonholed into one-trick pony status.
Agreed. That's how I see HP as well, or with another image, at high level, you've got the same amount of "health" as anybody else from any level. That's just that there are more subdivisions between "Full Health" and "Dead" because you are more experimented at taking blows, brushing off some hits etc.Ahh, another one of the misconceptions of the deluded: that a HP loss = blood shed. I believe that HP loss is more abstract, representing a genera "fatiguing" of the target, which, as it progesses leaves them open to more fatal wounds. An axe swing could go wide, but if the target overexerts himself dodging, that could be HP loss. We just use "to-hit" as an expression that's easier to say than "Roll to-see-if-you-fatigue-him-from-having-to-deal-with-an-agressive-meleeist".
In my book all Hits = Wounds, otherwise you have to deal with exceptions - wounds that deliver poison, disease, wounding effects... basically any hit devilered special effects. HPs are the skills that allow you to turn getting your head lopped off to a nasty cut on your neck.Odhanan said:Agreed. That's how I see HP as well, or with another image, at high level, you've got the same amount of "health" as anybody else from any level. That's just that there are more subdivisions between "Full Health" and "Dead" because you are more experimented at taking blows, brushing off some hits etc.
and many others would vehemently disagree. Our 27th level characters have wealth at about the guidelines suggested. Prep for about 6 encounters (2 on Sunday, the rest the following sessions) took me 1 hour on paper (I thought about what would happen for several hours over the course of a few weeks before my turn at DM's chair). I expect the players to just reach 28th level when this part of the story arc completes. The only significant house rule we have is we aren't using the epic spell system (and that is because there is a time crunch in the story so the spellcasters can't take 71 days to research an epic spell).
Melee characters are supposed to hit with their first shot. That's how you get rid of those 500 hit points everyone has without combat taking 6 weeks. Casters have to overcome SR and saving throws. A typical 9th level spell has a DC of around 30 in our game. Most saving throws for critters of CR 27 are between +20 and +40. Casters who rely on save or die spells tend to be ineffective on average. Yeah, sometimes they take out one opponent in the first round. That's why you stage combats with multiple opponents.
Wow, I played in two campaigns both lasting 5+ years and going from 5-13+ level (we always skipped 1-4). And a 3rd game lasting 4 years that went from 12th-17th level (everyone played newly installed barons in a frontier section of Mystara converted to AD&D). We had a good time and rarely compained about anything being broken. Why? No kits. In fact, we only used the original 2e hardcovers. No options books. Just PHB, DMG, various MC, ToM and that's about it. The core system was just a cleaned up 1e. Whenever we imported stuff from the complete books, we ended up throwing them out because they were bad. Eventually we stopped looking at the complete books (except for fluff like character ideas -- you could play a bard in the style of one of the kits, you just couldn't get the bonuses from the kit).
Ahh, another one of the misconceptions of the deluded: that a HP loss = blood shed. I believe that HP loss is more abstract, representing a genera "fatiguing" of the target, which, as it progesses leaves them open to more fatal wounds. An axe swing could go wide, but if the target overexerts himself dodging, that could be HP loss. We just use "to-hit" as an expression that's easier to say than "Roll to-see-if-you-fatigue-him-from-having-to-deal-with-an-agressive-meleeist"
Also, what's wrong with an experienced, veteran meleeist being able to connect with a greater number of blows?
Casters wiping the floor with reasonable encounters? Clearly, you need a strategist I've had a 16th level caster completely shut down by a measly Kobold sorcerer with only six levels. The encounter was a large group of kobolds, the wizard went in for a fireball (because it's just a bunch of kobolds, why waste a bigger spell?), and the kobold sorcerer (who was hiding on the sidelines) counterspelled. Causing the Caster's fireball to sputter without He tried another fireball, (which the sorcerer also counterspelled). The wizard announced "it's an anti-magic zone!" and cut and run, taking the cleric with him. The Bard watched for a few rounds, then when a group of kobolds turned towards him, he too fled. The fighter charged... into set pikes.
One dead fighter: fourteen dead kobolds, three routed players, all from an encounter that was two CR's below them
I disagree The CR system is a lot easier way to gage the power of monsters in comparison to the players than any previous explanation. And since D&D is primarily about fighting monsters, it's better than any other system i've ever seen for expressing combat.
Another disagreement. With feats, even just using Core WotC books (as I do) you see tremendous player diversity! far more than was seen in any previous edition of the game.
Because they work.
Well, in my opinion, D&D has something special that no other rule set has ever accomplished: core rules D&D is more versatile than any other rules system. it allows people to create their own worlds, unlike, say WoD which has established history and geography, or WFRP, where you are fate's bitch... It's a wide open, adaptable world. Accessible to anyone. The personality is not meant to come from the books, it's meant to come from the users!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.