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I've finally figured out why 3rd edition bugs me
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<blockquote data-quote="fanboy2000" data-source="post: 1853506" data-attributes="member: 19998"><p>You are right about my point of view, it is about power. It's just not about having a much power as possible.</p><p></p><p>PCs of the same level should be about the same power level. It's too easy to unbalance the cleric class when you mess with spells outside of domains. The domain game mechanic (and the difrence in spontaneous casting abilities between good and evil clerics) differentiates clerics enough. </p><p></p><p></p><p></p><p>One, it depends on how you tailor the spell list. When I tailor a spell list for a campaign setting, I add spells to the PHB spell list from other sources. Sometimes I add them at the begining, making the spells available to all clerics (or wizards, or whatever). Sometimes I add the spells mid-campaign, leaving a record of the spell in a spell book, or a scroll, or a journal, in the PCs treasure.</p><p></p><p>Two, in a tight pantheon where the gods are led by a single ruler, such as the Norse gods, then the domain systmem would be the biggest distention between them. Most clerics would worship the whole pantheon (as most pesants did), so it makes sense that worshiping a single deity would give you a special domain power and acess to <em>some</em> difrent spells. (ie, domain spells).</p><p></p><p>The kind of reshearch you mentioned earlier in your post isn't hard to do. For anyone wishing to study real-world mythologies (particularly non-greek) I'd recomend Dover. They publish a number of books about various mythologies, and realy give you a feel for stories that were told and how they evolved into modern customs. I used <em>Myths of Norsemen</em> and an exclent book by Kevin Crossley-Holland call <em>The Norse Myths</em></p><p></p><p>As you can probably tell, I prefer and additive approach to customizing my game. I prefer to add feats, spells, Prestige Classes, and color to the game. It seems also that the rules were designed for tha approach specifically. </p><p></p><p>I can't tell exactly what what kind of customizing approch you prefer, but I'm guessing it's a replacement approach. It seems to me that you prefer to remove and replace feats, spells, base classes, and color to the game. Fortunately for you, the game was also designed for that as well. One of the things I love about 3e is that the designers included guidlines for designing your own base classes there were as much or as little like the ones in the PHB as you wanted. 2e had rules for designing base classes, but they went out of their way to discourage you from doing so. The experiance tabel they told you to use for homebrew clasess even punished the player for taking the class. On top of all of that, they said that you could re-create the PHB classes using that system because the PHB classes were "special." How come no one mentions that when they talk about how great 2e was?</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 1853506, member: 19998"] You are right about my point of view, it is about power. It's just not about having a much power as possible. PCs of the same level should be about the same power level. It's too easy to unbalance the cleric class when you mess with spells outside of domains. The domain game mechanic (and the difrence in spontaneous casting abilities between good and evil clerics) differentiates clerics enough. One, it depends on how you tailor the spell list. When I tailor a spell list for a campaign setting, I add spells to the PHB spell list from other sources. Sometimes I add them at the begining, making the spells available to all clerics (or wizards, or whatever). Sometimes I add the spells mid-campaign, leaving a record of the spell in a spell book, or a scroll, or a journal, in the PCs treasure. Two, in a tight pantheon where the gods are led by a single ruler, such as the Norse gods, then the domain systmem would be the biggest distention between them. Most clerics would worship the whole pantheon (as most pesants did), so it makes sense that worshiping a single deity would give you a special domain power and acess to [i]some[/i] difrent spells. (ie, domain spells). The kind of reshearch you mentioned earlier in your post isn't hard to do. For anyone wishing to study real-world mythologies (particularly non-greek) I'd recomend Dover. They publish a number of books about various mythologies, and realy give you a feel for stories that were told and how they evolved into modern customs. I used [i]Myths of Norsemen[/i] and an exclent book by Kevin Crossley-Holland call [i]The Norse Myths[/i] As you can probably tell, I prefer and additive approach to customizing my game. I prefer to add feats, spells, Prestige Classes, and color to the game. It seems also that the rules were designed for tha approach specifically. I can't tell exactly what what kind of customizing approch you prefer, but I'm guessing it's a replacement approach. It seems to me that you prefer to remove and replace feats, spells, base classes, and color to the game. Fortunately for you, the game was also designed for that as well. One of the things I love about 3e is that the designers included guidlines for designing your own base classes there were as much or as little like the ones in the PHB as you wanted. 2e had rules for designing base classes, but they went out of their way to discourage you from doing so. The experiance tabel they told you to use for homebrew clasess even punished the player for taking the class. On top of all of that, they said that you could re-create the PHB classes using that system because the PHB classes were "special." How come no one mentions that when they talk about how great 2e was? [/QUOTE]
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