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Is 3rd edition too "quantitative"
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<blockquote data-quote="Henry" data-source="post: 1975320" data-attributes="member: 158"><p>I can sympathize with this, because the numbers at high levels in the D&D system get very hard to manage. I can remember in 1E and 2E that it was a memorable event when a fighter or ranger did 20 or 30 damage at 5th to 9th level; now, the 7th level barbarians and fighters can deal 50 damage a turn on an average day. At high levels, characters walk around with 100-300 hit points, but it's because they have twice the hit dice they used to. In some respects, it was always the same - mages dealt their fireballs, lightning bolts, and cloudkills - but the system raised hit points and attack rates to compensate.</p><p></p><p></p><p></p><p>Now I do have a bit of dissent here, because part of the feat system's strength is for making abilities more versatile; there are at least a half-dozen feats for clerics who want to put their turning undead abilities to good use even in undead-poor environments.</p><p></p><p>On the other hand, I do prefer my feats to inject a little more than just "+X to this skill" or "+Y to this combat maneuver." Exemplary feats to me give you abilities that no class has, or give you contacts in an organization, etc.</p></blockquote><p></p>
[QUOTE="Henry, post: 1975320, member: 158"] I can sympathize with this, because the numbers at high levels in the D&D system get very hard to manage. I can remember in 1E and 2E that it was a memorable event when a fighter or ranger did 20 or 30 damage at 5th to 9th level; now, the 7th level barbarians and fighters can deal 50 damage a turn on an average day. At high levels, characters walk around with 100-300 hit points, but it's because they have twice the hit dice they used to. In some respects, it was always the same - mages dealt their fireballs, lightning bolts, and cloudkills - but the system raised hit points and attack rates to compensate. Now I do have a bit of dissent here, because part of the feat system's strength is for making abilities more versatile; there are at least a half-dozen feats for clerics who want to put their turning undead abilities to good use even in undead-poor environments. On the other hand, I do prefer my feats to inject a little more than just "+X to this skill" or "+Y to this combat maneuver." Exemplary feats to me give you abilities that no class has, or give you contacts in an organization, etc. [/QUOTE]
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Is 3rd edition too "quantitative"
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