Felon said:
Those spells help eliminate the element of danger from camping in dungeons, assuming the party's of sufficient level to make good use of them. However, the need for 8-hour rest stop creates problems when there are time-constraining factors at work. If you've got to rescue someone from being sacrificed, or stop some major evil from being released, then heroes don't have time to take naps.
Then perhaps such an adventure shouldn't involve going into a megadungeon. You can still do time-constrained adventures, you just have to take this into acccount when planning out the opposition. There's no sense in laying out a dozen vicious fights and _also_ expecting the PCs to reach their destination in half an hour, untouched.
Haven't heard a sound reason to stop yet. Still dogmatically defending the status quo, Hong?
I'll tell you when I've stopped being dogmatic, don't you worry.
Hong, I've been around the bend with you on this long enough to realize that you're so enamored with the stance you've taken on this particular issue that you're just chomping at the bit for any opportunity to argue for arguement's sake (i.e. trolling). If I go to the trouble of laying out my position in a cogent, articulate manner...
... which is unfortunately based on common misconceptions...
... and what I get in return are weak counter-arguements like "There's always death from massive damage. OK, it's only a DC15 check, but a roll of of 1 always fails" or "Oh, that arguement's so old I'm not going to bother to refute it",
... which I notice you haven't bothered to refute...
it seems clear that I'm just wasting my time with someone who refuses to acknowledge even a speck of validity to any POV other than his own.
PKB.
To all appearances, you're unreasonable, and you take pride in it. I grow weary of a discussion that produces nothing but antagonism.
Already?
Now then. Let's look at what you posted:
2) The decrepit system needs some fine-tuning so it isn't an all-or-nothing, fine-or-dead system, which is what people are talking about when they say a person can take an arrow in the throat (i.e. a critical hit) with no appreciable effect.
Here, you have conflated two distinct issues: 1) the sharp cutoff between healthy and unconscious (not dead), under the default hit point rules; and 2) what a critical hit is supposed to represent. These have nothing to do with each other; you can take 2 points of damage from a dagger, and go from completely functional to being unconscious and bleeding to death. Conversely, you might take 20 points of damage from a critical arrow hit, and shrug it off. Even if you assumed (incorrectly) that crits were always body damage, that still leaves open the question of what those 2 points from the dagger did to you, that you could fall down so suddenly.
As for introducing some sort of gradual degradation of combat ability, I say again: look up "spiral of death", and the undesirability thereof in a game. Being in the situation where you take damage, which makes you less able to fight, which makes you more vulnerable to even more damage, isn't much fun for most players. That's not to say it couldn't be done, but you'd have to be careful not to end up in the situation where the guy who lands the first hit gains a disproportionate advantage.
I await your antagonistic response.
Where_the_hell did I say that 3e is too similar to 1e and 2e? They left in artifiacts from 2e, apparently for the sole sake of backwards compatability. In some instances, this was an unfortunate decision IMO. I provided a few examples. Stop overreacting.
This is what you said:
3) I wish 3e's designers had devoted more commitment to the long-term issue of balance and playability, rather than all the emphasis that wound up being placed on the short-term value of backwards compatability with 2e.
I see absolutely no evidence that the designers paid insufficient attention to issues of long-term balance and playability. What were useless classes at high levels (rogue) are useful again; what were demigods (magic-users) now don't lord it over everyone else.
And your ranting further illuminated my position. Why are clerics now "now possibly the most powerful class in the game"? Because WotC added and added to the class, front-loaded it with casual abandon,
Huh? I've never seen anyone complain that the cleric is front-loaded, at least not any more than most other classes. It's too powerful because nobody ever wants to play the party healer, so the designers gave it extra goodies -- over _all_ levels, not just the first few -- as a sort of bribe.
and never stoppped to think that maybe, for the sake of balancing the class out, a few of the 2e aspects of the class could be pared away.
Which 2E aspects are these?