Is D&D getting too powerful?

seasong said:
Same with D&D. The power level of D&D isn't a problem - but it DOES mean that the system can't handle certain kinds of campaigns very well compared to less power-level-intensive systems. And with a game system, there's two ways to fix that; replace your charger with a pony, or upgrade the pony with some house rules.

:rolleyes:

I find the level of histrionics over advancemet ridiculous. If advancement, or magic, or whatever other alleged problem in the game doesn't work, don't use it. The DMG provides alternatives and notes on slowing it down. So what if it isn't the standard. If the book provides a solution and you don't use it, the only person to blame is yourself.
 

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Angcuru said:
glad to see we agree on something. But is it just me, or did 2nd edition have a better feel to it?

It's just you. Or at least, I certainly don't agree. In fact, I think that your coments show a distinct lack of thought. :rolleyes:

as for power gamers I think that a lot of the fact that there are more powergamers in 3e is to do with the fact that more people understand the system. I actually know the rules in 3e, and in 2e i rarely bothered... and we didn't even use combat and tactics.
 

Hmmm... Guess I'll throw out some of my "gems".

Gothmog said:
Personally, I don't care for high-powered play much, but to each his own.
Same here.

Having said that, the core system of 3E is much better than 1E or 2E. The way skills and feats are handled are much more realistic. Likewise, BAB and saves in 3E are much easier to work with than the old THAC0 and saves of 1E and 2E. The classes are more balanced against each other, and no race is overwhelmingly more powerful than the others now (elves anyone?). The new multiclassing rules are great, and encourage character development (as long as the DM keeps an eye out for munchkins).
Agreed completely. Especially the munchkin part.

What is a problem to some people at least is the assumption in the core rules that every game is going to be high-powered. Yeah, I know- everyone can make their own house rules (which I do), but some people take the books as gospel and balk when house rules are introduced.
Yep. Of course, I generally make sure any prospective Players are fine with house rules before I ask them to join the group, and I also show them the rules before I accept an answer.

1) Very fast leveling rate- It is assumed that PCs level every 13 or so encounters assuming equal party level CR encounters by the books. I feel that such fast progression doesn't give the characters adequate time to develop and explore their abilities before gaining a new level. In a sense, 3E is very video-gamish- its all about the power-ups.
I halved the rewards, as well as focus on story-line and social interaction (investigation, politics, guild/church relationships, etc.). Did wonders.

2) Reliance on magic items at higher levels. Although all versions of D&D have had this flaw, its especially bad in 3E. It is assumed that PCs need certain levels of magic in order to survive and advance in 3E. While its not hard to restrict magic items, it is annoying that the whole CR/XP/magic item system is so interlinked that if you want to change one part of that equation, you have the throw out the other aspects as well. What I ended up doing was giving story awards for XP, and not worrying about XP per kill or CR.
The other problem is that the assumed levels of magic items (per PC wealth) is purposely done to grant non-spellcasters what they need to even-up with primary spellcasters (Wiz/Sor/Clr/Drd).

Items can be reduced, but then the 4 spellslingers need to be reigned in to a degree.

I do this by eliminating a few things (spontaneously producing spells and the 2 freebies a level Wizards gain) and adding others (expectations upon guild members, difficulty obtaining lore after a certain point, research mishaps, etc.).

3) Uncapped character abilities at high levels. In 1E and 2E, after 10-12th level, character advancement and capabilities slowed down. I think A'koss is right here, after 10th level, the game needs to reign in the classes somewhat and restrict power, otherwise its an ever-increasing power escalation of PC vs NPC power.
Agreed again. One of my favorites is what I call the "Aptitude Cap". I completely dislike the idea that someone with a 4 Charisma and 23 Ranks in Diplomacy is a smooth-tongued snake. Rather, that character has a limitation of 4 Ranks in their Charisma Skills. You can imagine how well this works in capping a bit of the power level.

Hit points, saves, and AC become so disparate at higher levels for PCs in the same party that the DM has to be much more careful what he thows at the PCs, or some of the PCs will be useless. For example, fighters need monsters with high HP and AC to be challenged, but then the other classes can't hit them, or substantially contribute to a combat.
Defense Rolls go a long way to aid in this.

On the other hand, creatures with high DR are pretty much immune to the fighters, and require spellcasters to deal with.
True yet not... It more or less depends on how you handle them. For instance, once I bring in the more potent items of the campaign, DR becomes less of a problem. If anything, I use lower-ranked DR prior to this point in order to representing the growing dangers of the world, making the magic items that much more cherished when found.

And realistically, how many level 12+ characters and/or monsters are there in a world to throw against the PCs? It becomes increasingly hard to justify increasingly powerful opponents in the world.
This is also a problem, although having a larger setting helps to a degree. The infamous "evil empire" is always good for high-level NPC villains to defeat. Monsters, I agree, are over-all problematic in regards to verisimilitude. After all, how many dragons are there in the world, and if there are so many, how did anything larger than a field mouse survive the past few mellenia?

Not to mention the whole Power Play blurb atrocity in Dragon- that's evidence enough that 3E has been geared toward a powergamerish type of play.
Yep. Here is why I enforce logical class gain and training requirements. It's also why I write my own Prestige Classes and let them be discovered in-game rather than just picked freely for the hell of it.

I still like 3E, but hopefully WoTC will reign in the power levels a little bit by the time 4E comes around.
Doubt it. As pointed out earlier, sales and marketability are more essential to a business than not. One thing we might hope for is that WotC might do a d20 Fantasy in the same vein as d20 Modern, providing a Core system more friendly to lower powered games. But they'd have to find that market research validates the expense through profitability.
 

Originally posted by Gothmog:

1) Very fast leveling rate- It is assumed that PCs level every 13 or so encounters assuming equal party level CR encounters by the books. I feel that such fast progression doesn't give the characters adequate time to develop and explore their abilities before gaining a new level. In a sense, 3E is very video-gamish- its all about the power-ups.
I understand people's concerns here (I have to slow advancement as well) but I also understand why they've done this. Their market research has shown that typical players really don't play that often, so advancement gets sped up so they do see improvement when they play.

I find that CRs are questionable anyway, either side could have the other's number by way of the right spell, weapon or circumstance. What kind of classes do you have in your party? That will skew things nicely as well.

2) Reliance on magic items at higher levels. Although all versions of D&D have had this flaw, its especially bad in 3E. It is assumed that PCs need certain levels of magic in order to survive and advance in 3E. While its not hard to restrict magic items, it is annoying that the whole CR/XP/magic item system is so interlinked that if you want to change one part of that equation, you have the throw out the other aspects as well. What I ended up doing was giving story awards for XP, and not worrying about XP per kill or CR.

I agree wholeheartedly.. While there will always be some of this, D&D is just magic-saturated at the core, just reigning it in a bit would be a huge help.

3) Uncapped character abilities at high levels. In 1E and 2E, after 10-12th level, character advancement and capabilities slowed down. I think A'koss is right here, after 10th level, the game needs to reign in the classes somewhat and restrict power, otherwise its an ever-increasing power escalation of PC vs NPC power. Hit points, saves, and AC become so disparate at higher levels for PCs in the same party that the DM has to be much more careful what he thows at the PCs, or some of the PCs will be useless. For example, fighters need monsters with high HP and AC to be challenged, but then the other classes can't hit them, or substantially contribute to a combat. On the other hand, creatures with high DR are pretty much immune to the fighters, and require spellcasters to deal with. And realistically, how many level 12+ characters and/or monsters are there in a world to throw against the PCs? It becomes increasingly hard to justify increasingly powerful opponents in the world

And as much fun as min-maxing is for the powergamer crowd, it has to be seriously nerfed at the core rules level. It's like a kid who wants nothing but candy, at some point you have to play the adult and say "eat your porridge, it's good for you". It all comes back to compression. The benefits of specialization have to be toned down to a sane level and stacking powers checked. Save DCs for example should definitely not be modified by the caster's stat. At the heart of the d20 mechanics is the d20, the designers should remember that the game has to fall in that variable.


A'koss.
 

Olive said:


It's just you. Or at least, I certainly don't agree. In fact, I think that your coments show a distinct lack of thought. :rolleyes:


:DBees like honey!:D

Seriously though, I see some serious flaws in 3rd edition that should have been spotted by the playtesters WAAAAAY before anything was released. So I think the blame lies not in WotC but on the playtesters.
 

Bendris Noulg, A'koss: You guys have some good comments regarding the whole power creep in 3E. Would either of you (or anyone else who cares to discuss this) be interested in hashing through some ideas regarding how to reign in the power levels in D&D in the House Rules Forum? Lots of people have suggested their own modifications for doing this and making a lower magic style of game, but it would be cool to have a thread where anyone who wanted could post their house rules in this regard and get feedback. Anyone up for it? :cool:
 

Actually, I've been looking over some things and thinking Angcuru, and I think I'm gonna take the advice of somebody on this thread and cut down the XP awards for advancement, so that it progresses at a slower rate.
 

Tarrasque Wrangler said:

Sorry to continue the OT, but a word to Angcuru: I've read many of your posts, and very often you have some cogent points, but your attitude really puts others off. Can the rhetoric and just talk about the game, you don't need to insult people to get your point across. It's a cheap, trollish tactic and you don't strike me as trying to be cheap or trollish.

I guess I just got tired, as a DM and player, of older editions constantly telling me what I couldn't do. No dwarven mages. No elven paladins. Every ranger needs to have stats that would make Wolverine vomit with envy. One-HP-wonder wizards. A skill system no one could figure out, and rarely got used when you did.

First off! Sorry, I just get carried away. Most people who know me can tell you that people haven't always been Mr./Ms. Upstanding Polite Do-Gooder to me, so I tend to be a bit bitter. I try to hold back, but a lot of the time I get tired of explaining things nicely and show the info in as blunt and direct a manner as possible, occasionally being insulting so that they actually pay attention to what I have to say. And if you've read as many of my posts as you say you've had, you know that I am frequently on the recieving end of the insults as well.


Good points you have there. I hated the proficiency system, the odd stat bonuses, and skills that were NEVER used, etc. Well, perhaps 3rd edition was just a HUGE change REALLY fast, and seems to have been doing a good deal of over simplification, except in terms of experience.
 

Experience Rate gain

And realistically, how many level 12+ characters and/or monsters are there in a world to throw against the PCs? It becomes increasingly hard to justify increasingly powerful opponents in the world.

You are entirely correct, it's a setting and campaign construction issue.

A character is meant to advance one level for every 13.33 encounters with a CR equal to their level.
A first level character will likely advance very quickly, because CR hobgoblins, deer, etc. are hiding behind every rock and tree.
A second level character will have to go someplace more dangerous to find 13.33 CR 2 encounters: CR 2 critters likely don't coexist well with CR 1 critters, seeing as they can eat them fairly easily.
If the second level character stays where they are, they can still kill CR 1 critters, but they have to kill 26.6 of them, which slows their xp down nicely.

In short, rapid advancement is not unrealistic because of the speed at which it models character's advancement, but because it depends on monsters of the appropriate CR obligingly presenting themselves to be killed.
The best way to handle this, then, is probably not to reduce XP awards, but to remind your players that they may have to do a bit of looking to find the 13.3 CR 12 monsters they need for 13th level. And make them do it.
 

blackshirt5 said:
Actually, I've been looking over some things and thinking Angcuru, and I think I'm gonna take the advice of somebody on this thread and cut down the XP awards for advancement, so that it progresses at a slower rate.

thank you :)
 

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