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Issues that might arise from a "core book only" 3.5 campaign and possible fixes?
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<blockquote data-quote="Celebrim" data-source="post: 6883142" data-attributes="member: 4937"><p>I agree to some extent. I think as a general rule, the minimum level at which the feat can be obtained should be seen as equivalent to gaining access to a spell first accessed at about that level. So a feat you can't take before 11th level ought to be roughly equivalent in power to gaining access a 6th level spell (or to 6th level spells!). Indeed, when you consider this standard and how conservative the 3.X designers where when it came to martial skills and feats, it's not at all hard to see why fighters got the shaft and many reviewers see the class as unable to even accomplish its primary role. </p><p></p><p>However, I think that comparison breaks down for feats that strengthen what spellcasters already do, simply because spellcasters already have the power weighted in their advantage. You'd be hard pressed to find examples of feats for martial characters that are even as powerful as the ability to cast 6 or so extra first level spells per day, and adding the ability to cast 6 additional first level spells per day is already powerful enough that you'd never allow that straight up at 1st level. Again, 'Sacred Healing' is a good example of how blasé designers were about strengthening already powerful classes with already powerful options, while how conservative they were about giving martial classes anything other than "hits things with a stick <em>slightly harder</em>", instead of what they actually needed which was more like, "I can overcome this obstacle with my own resources without having a spellcaster buff me against it."</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6883142, member: 4937"] I agree to some extent. I think as a general rule, the minimum level at which the feat can be obtained should be seen as equivalent to gaining access to a spell first accessed at about that level. So a feat you can't take before 11th level ought to be roughly equivalent in power to gaining access a 6th level spell (or to 6th level spells!). Indeed, when you consider this standard and how conservative the 3.X designers where when it came to martial skills and feats, it's not at all hard to see why fighters got the shaft and many reviewers see the class as unable to even accomplish its primary role. However, I think that comparison breaks down for feats that strengthen what spellcasters already do, simply because spellcasters already have the power weighted in their advantage. You'd be hard pressed to find examples of feats for martial characters that are even as powerful as the ability to cast 6 or so extra first level spells per day, and adding the ability to cast 6 additional first level spells per day is already powerful enough that you'd never allow that straight up at 1st level. Again, 'Sacred Healing' is a good example of how blasé designers were about strengthening already powerful classes with already powerful options, while how conservative they were about giving martial classes anything other than "hits things with a stick [I]slightly harder[/I]", instead of what they actually needed which was more like, "I can overcome this obstacle with my own resources without having a spellcaster buff me against it." [/QUOTE]
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Issues that might arise from a "core book only" 3.5 campaign and possible fixes?
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