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Is the ELH a complete train wreck?
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<blockquote data-quote="hong" data-source="post: 1720702" data-attributes="member: 537"><p>RIFTS also has an amazingly evocative setting, mixing ultratech and fantasy elements with remarkable style and panache; distinctive, mood-setting artwork; and continuing support from Palladium.</p><p></p><p>The ELH has Union City.</p><p></p><p></p><p></p><p>I can have fun with just the core rules too.</p><p></p><p></p><p></p><p>By blithely skipping over just how much of the book falls into each of those categories relative to the core rules, you miss the point. The entire chapter on spell seeds is broken. The epic BAB and save progressions play havoc with balance, since many classes (base and prestige) are designed under the assumption that BAB and saves are an implicit mechanism for balancing out special abilities. Many feats are either pointlessly underpowered or a no-brainer to take. The epic skill DCs show neither rhyme nor reason; they seem to be a matter of picking a number and adding 10.</p><p></p><p>Yes, a good DM with a cooperative group can still have a good game in spite of these flaws. A good DM with a cooperative group can make a good game out of stuff that's remarkably bad. That doesn't change the initial assessment of the ruleset as being flawed.</p></blockquote><p></p>
[QUOTE="hong, post: 1720702, member: 537"] RIFTS also has an amazingly evocative setting, mixing ultratech and fantasy elements with remarkable style and panache; distinctive, mood-setting artwork; and continuing support from Palladium. The ELH has Union City. I can have fun with just the core rules too. By blithely skipping over just how much of the book falls into each of those categories relative to the core rules, you miss the point. The entire chapter on spell seeds is broken. The epic BAB and save progressions play havoc with balance, since many classes (base and prestige) are designed under the assumption that BAB and saves are an implicit mechanism for balancing out special abilities. Many feats are either pointlessly underpowered or a no-brainer to take. The epic skill DCs show neither rhyme nor reason; they seem to be a matter of picking a number and adding 10. Yes, a good DM with a cooperative group can still have a good game in spite of these flaws. A good DM with a cooperative group can make a good game out of stuff that's remarkably bad. That doesn't change the initial assessment of the ruleset as being flawed. [/QUOTE]
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Is the ELH a complete train wreck?
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