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Maybe a new setting is what I need to enable me to enjoy 3e more.
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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 325822" data-attributes="member: 1495"><p>Hey Flexor!</p><p></p><p>It takes two sides to have a game (unfortunately perhaps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )--the DM and the players.</p><p></p><p>Given the above, I think some sort of compromise is in order--the trick is finding what is most important to everyone, and then finding some happy medium that grants each that which is most important.</p><p></p><p>From what you've said, I gather that maintaining a D&D campaign with a Greyhawk "feel" is of paramount importance to you--while having a venue for their "creativity" is what your players most desire.</p><p></p><p>Perhaps you could continue to run your campaign in Greyhawk, allowing all of the options that your players crave, but at an increased experience penalty for any race, class, or combination thereof that is not "normal" for Greyhawk.</p><p></p><p>For example, for every non-standard attribute a character might suffer an automatic 20% exp penalty (or perhaps 20% for the first, and an additional 10% for each additional).</p><p></p><p>Alternately, you could simply assign a flat 20% penalty for any non-standard character--in addition to any additional penalties normally accrued for multi-classing. </p><p></p><p>So, a Dwarven Ranger would have -20% to earned experience right off the bat; and, when rising above some level (say the max level given for a Fighter in AD&D) he would be assessed another 10-20% penalty. </p><p></p><p>An Elf could multi-class freely between Fighter, Wizard, and Thief (subject to the normal multi-classing restrictions), and would only suffer additional penalties when rising above certain levels in the respective classes.</p><p></p><p>If incorporating a type of level limit for Demi-Humans as outlined above, you should probably take away the Human's bonus feat and skill points--their strength would be the wealth of classes available to them, and their ability to gain levels without penalty.</p><p></p><p>The above would allow your players to portray truly exceptional characters, while still providing a rationale as to why these combinations and classes are not typical for their race--they're simply inefficient when compared to other pursuits.</p><p></p><p>BTW, ditch the whole favored class thing as well.</p><p></p><p>There are a lot of possible variations of the above.</p><p></p><p>Good luck deciding on a few that help you to keep the flavor of your campaign--without alienating your players <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 325822, member: 1495"] Hey Flexor! It takes two sides to have a game (unfortunately perhaps ;) )--the DM and the players. Given the above, I think some sort of compromise is in order--the trick is finding what is most important to everyone, and then finding some happy medium that grants each that which is most important. From what you've said, I gather that maintaining a D&D campaign with a Greyhawk "feel" is of paramount importance to you--while having a venue for their "creativity" is what your players most desire. Perhaps you could continue to run your campaign in Greyhawk, allowing all of the options that your players crave, but at an increased experience penalty for any race, class, or combination thereof that is not "normal" for Greyhawk. For example, for every non-standard attribute a character might suffer an automatic 20% exp penalty (or perhaps 20% for the first, and an additional 10% for each additional). Alternately, you could simply assign a flat 20% penalty for any non-standard character--in addition to any additional penalties normally accrued for multi-classing. So, a Dwarven Ranger would have -20% to earned experience right off the bat; and, when rising above some level (say the max level given for a Fighter in AD&D) he would be assessed another 10-20% penalty. An Elf could multi-class freely between Fighter, Wizard, and Thief (subject to the normal multi-classing restrictions), and would only suffer additional penalties when rising above certain levels in the respective classes. If incorporating a type of level limit for Demi-Humans as outlined above, you should probably take away the Human's bonus feat and skill points--their strength would be the wealth of classes available to them, and their ability to gain levels without penalty. The above would allow your players to portray truly exceptional characters, while still providing a rationale as to why these combinations and classes are not typical for their race--they're simply inefficient when compared to other pursuits. BTW, ditch the whole favored class thing as well. There are a lot of possible variations of the above. Good luck deciding on a few that help you to keep the flavor of your campaign--without alienating your players :) [/QUOTE]
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Maybe a new setting is what I need to enable me to enjoy 3e more.
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