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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: 436380" data-attributes="member: 537"><p>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.</p><p></p><p></p><p></p><p>I'll tell you when I've stopped being dogmatic, don't you worry.</p><p></p><p></p><p></p><p>... which is unfortunately based on common misconceptions...</p><p></p><p></p><p></p><p>... which I notice you haven't bothered to refute...</p><p></p><p></p><p></p><p>PKB.</p><p></p><p></p><p></p><p>Already?</p><p></p><p>Now then. Let's look at what you posted: </p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I await your antagonistic response. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p></p><p></p><p>This is what you said:</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Which 2E aspects are these?</p></blockquote><p></p>
[QUOTE="hong, post: 436380, member: 537"] 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. I'll tell you when I've stopped being dogmatic, don't you worry. ... which is unfortunately based on common misconceptions... ... which I notice you haven't bothered to refute... PKB. Already? Now then. Let's look at what you posted: 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. :cool: This is what you said: 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. 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. Which 2E aspects are these? [/QUOTE]
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If there was one thing about 3rdE that you could change, what would it be?
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