Darklone
Registered User
Why D&D played like this sucks.
Ok. Rant starting here. (Hi buddha )
)
As I understood, you (as well as many others) play your games rather minmaxxed due to the old D&D philosophy of teaming with other specialists to achieve your goals. Here's your problem. Every character specializes in one area/weapon/whatever and sucks everywhere else ("Hey, get the rogue, I can't open this door...", -"Dude, it's not locked!"). Rogue (trapspringer), fighter (tank, meleemachine), cleric (insert copper coin for cure all), wizard/sorcerer (damage, damage, damage).
Somewhere above someone mentioned why your melee idiots can't shoot with bows too. Somewhere in another thread an archer player whined why his archer sucked in melee (as usual you got both sides complaining, the archers as well as the others about the archers). When someone proposed to him to switch to a melee weapon, he whined that it would decrease his "damage output potential".
You seem to play D&D like a computergame with everyone playing his button X and button Y ability and nothing else. You learned from D&D that splitting the team means death for the single character, no matter how logical it would be otherwise.
Dungeoncrawling is fun sometimes. But in my case a group of heavily armed adventurers entering a dungeon crowded with monsters would simply cause all the monsters to give them chase. At once. No picking them off room by room. No walking through while living from the loot.
Rant off.
What I wanted to say to those who heroically suffered through the rant above :
:
You play your game like this. If you have problems with that, change the way you play your game. It's easy.
Yet another point: Archers with high strength? Try another point buy system or rolling for character creation. A cleric with high strength and high dex plus high wisdom? Even my players don't roll that good.
				
			Ok. Rant starting here. (Hi buddha
 )
)As I understood, you (as well as many others) play your games rather minmaxxed due to the old D&D philosophy of teaming with other specialists to achieve your goals. Here's your problem. Every character specializes in one area/weapon/whatever and sucks everywhere else ("Hey, get the rogue, I can't open this door...", -"Dude, it's not locked!"). Rogue (trapspringer), fighter (tank, meleemachine), cleric (insert copper coin for cure all), wizard/sorcerer (damage, damage, damage).
Somewhere above someone mentioned why your melee idiots can't shoot with bows too. Somewhere in another thread an archer player whined why his archer sucked in melee (as usual you got both sides complaining, the archers as well as the others about the archers). When someone proposed to him to switch to a melee weapon, he whined that it would decrease his "damage output potential".
You seem to play D&D like a computergame with everyone playing his button X and button Y ability and nothing else. You learned from D&D that splitting the team means death for the single character, no matter how logical it would be otherwise.
Dungeoncrawling is fun sometimes. But in my case a group of heavily armed adventurers entering a dungeon crowded with monsters would simply cause all the monsters to give them chase. At once. No picking them off room by room. No walking through while living from the loot.
Rant off.
What I wanted to say to those who heroically suffered through the rant above
 :
:You play your game like this. If you have problems with that, change the way you play your game. It's easy.
Yet another point: Archers with high strength? Try another point buy system or rolling for character creation. A cleric with high strength and high dex plus high wisdom? Even my players don't roll that good.
			
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		 the biggest counter to missile fire was terrain. Same is true for d&d, cover and concealment are available in most natural environments and in many built areas too.
  the biggest counter to missile fire was terrain. Same is true for d&d, cover and concealment are available in most natural environments and in many built areas too. 
 
		 
 
		 )  and this time we lowered the hability scores and created the characters together and everyone has his own role. There's the fighter/sorceror with high wisdom (!) who's role will be to fight in darkness with spells to beef up the fighter's part but with a tendency to take more sorceror levels than fighter's. There will be the rogue (me) who's role is to be the spy/scout. There is the bard who's role is to pick all the skills nobody wanted to take: appraise, diplomacy, use magic device, etc. And finally there will probably be a tank warrior. Everyone has his own role both on the battlefield and in the dungeon. Each with his own area of expertise. We're starting at level 2 with ECL +3 races.
 )  and this time we lowered the hability scores and created the characters together and everyone has his own role. There's the fighter/sorceror with high wisdom (!) who's role will be to fight in darkness with spells to beef up the fighter's part but with a tendency to take more sorceror levels than fighter's. There will be the rogue (me) who's role is to be the spy/scout. There is the bard who's role is to pick all the skills nobody wanted to take: appraise, diplomacy, use magic device, etc. And finally there will probably be a tank warrior. Everyone has his own role both on the battlefield and in the dungeon. Each with his own area of expertise. We're starting at level 2 with ECL +3 races. 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		