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If there was one thing about 3rdE that you could change, what would it be?
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<blockquote data-quote="hong" data-source="post: 434072" data-attributes="member: 537"><p>I find this is usually only a problem when you get into a dungeon so big it can't be cleared in one setting. However, if you do end up having to stop in the middle of no-mans-land, that's what spells like rope trick and Mord's magnificent mansion are for.</p><p></p><p></p><p></p><p>Still yakking on about hit points, Felon? You're beginning to remind me of certain other posters on this board.</p><p></p><p>Tell me where in the rules it says a critical hit implies taking an arrow in the throat. Under VP/WP a crit might mean something like this, but then VP/WP treats crits very differently to hit points.</p><p></p><p></p><p></p><p>Good lord. Have a look at the 3E rogue. Have a look at the 2E rogue. Tell me what was a completely useless class at high levels isn't actually _useful_ now. Look at the 3E wizard/sorc spell list and check how many spells have been wound back from their 2E counterparts (stoneskin, prot. arrows, haste [which has effectively become a 6th level spell], etc).</p><p></p><p>Look at how feats and iterative attacks mean everyone now has the ability to dish out lethal amounts of damage at high levels, rather than leaving it to wizards and their fireballs, meteor swarms et al. Look at how clerics have been powered up so that what was a blah class is now possibly the most powerful class in the game.</p><p></p><p>Heck, look at the tables for treasure by character level, and the detailed rules by which characters can make their own items. If it wasn't for magic items, the mundane classes would be left in the dust compared to wizards, which is what often happened in previous editions. 3E treats magic as an inherent part of a character's power, regardless of the source of that magic, and that's a major move towards balance.</p><p></p><p>Now go over to Dragonsfoot and tell the embittered grognards there that 3E is too similar to 1E and 2E. Tell me what reaction you get.</p></blockquote><p></p>
[QUOTE="hong, post: 434072, member: 537"] I find this is usually only a problem when you get into a dungeon so big it can't be cleared in one setting. However, if you do end up having to stop in the middle of no-mans-land, that's what spells like rope trick and Mord's magnificent mansion are for. Still yakking on about hit points, Felon? You're beginning to remind me of certain other posters on this board. Tell me where in the rules it says a critical hit implies taking an arrow in the throat. Under VP/WP a crit might mean something like this, but then VP/WP treats crits very differently to hit points. Good lord. Have a look at the 3E rogue. Have a look at the 2E rogue. Tell me what was a completely useless class at high levels isn't actually _useful_ now. Look at the 3E wizard/sorc spell list and check how many spells have been wound back from their 2E counterparts (stoneskin, prot. arrows, haste [which has effectively become a 6th level spell], etc). Look at how feats and iterative attacks mean everyone now has the ability to dish out lethal amounts of damage at high levels, rather than leaving it to wizards and their fireballs, meteor swarms et al. Look at how clerics have been powered up so that what was a blah class is now possibly the most powerful class in the game. Heck, look at the tables for treasure by character level, and the detailed rules by which characters can make their own items. If it wasn't for magic items, the mundane classes would be left in the dust compared to wizards, which is what often happened in previous editions. 3E treats magic as an inherent part of a character's power, regardless of the source of that magic, and that's a major move towards balance. Now go over to Dragonsfoot and tell the embittered grognards there that 3E is too similar to 1E and 2E. Tell me what reaction you get. [/QUOTE]
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If there was one thing about 3rdE that you could change, what would it be?
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