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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: 6901675" data-attributes="member: 4937"><p>I understand where you are coming from, but the entire point of my post is, "That won't work." (Well, ok, in theory it could, but I'm not sure that it would be in any way intuitive what that really cool weapons and armor would be like, and ultimately it would be isometric with my analysis. Suffice to say, core items don't skew toward the "really cool" things you'd actually need, nor is the effective implementation of them that maintains interesting gameplay obvious.)</p><p></p><p>Or putting it in other words, you can't fix the problems using the core rules, and the rules bloat of late 3.5 makes the problem worse.</p><p></p><p>If I had to make a one sentence solution, the one single house rule that would solve the most problems, it would be, "Spells and spell-like effects no longer increase the DC of saving throws by their spell level." In a stroke, you're going to eliminate a decent portion of the spell-casters dominance of the action economy and their ability to subvert ablative hit points to hit 'win buttons'. That's not enough, as that's only one bullet point in a fair sized list that only addresses one of 3.X's problems, but its amazing how much balance that one change picks up.</p><p></p><p></p><p></p><p>This is self-contradictory. The whole point of balance in a game is that imbalance is not fun and becomes more and more unfun the more studied and understood the game becomes. The whole point of interesting and powerful weapons is that they attempt to restore that balance at least enough that it doesn't become a huge distraction with players with little experience or system mastery, and/or little desire for challenge as an aesthetic of play. The fun doesn't distract from power balance considerations. Quite the contrary, as long as they are distracted from balance considerations, they can easily have fun. But maintaining that becomes a more and more delicate dance, and frankly ends up involving more and more addressing of the balance problems.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6901675, member: 4937"] I understand where you are coming from, but the entire point of my post is, "That won't work." (Well, ok, in theory it could, but I'm not sure that it would be in any way intuitive what that really cool weapons and armor would be like, and ultimately it would be isometric with my analysis. Suffice to say, core items don't skew toward the "really cool" things you'd actually need, nor is the effective implementation of them that maintains interesting gameplay obvious.) Or putting it in other words, you can't fix the problems using the core rules, and the rules bloat of late 3.5 makes the problem worse. If I had to make a one sentence solution, the one single house rule that would solve the most problems, it would be, "Spells and spell-like effects no longer increase the DC of saving throws by their spell level." In a stroke, you're going to eliminate a decent portion of the spell-casters dominance of the action economy and their ability to subvert ablative hit points to hit 'win buttons'. That's not enough, as that's only one bullet point in a fair sized list that only addresses one of 3.X's problems, but its amazing how much balance that one change picks up. This is self-contradictory. The whole point of balance in a game is that imbalance is not fun and becomes more and more unfun the more studied and understood the game becomes. The whole point of interesting and powerful weapons is that they attempt to restore that balance at least enough that it doesn't become a huge distraction with players with little experience or system mastery, and/or little desire for challenge as an aesthetic of play. The fun doesn't distract from power balance considerations. Quite the contrary, as long as they are distracted from balance considerations, they can easily have fun. But maintaining that becomes a more and more delicate dance, and frankly ends up involving more and more addressing of the balance problems. [/QUOTE]
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