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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Next Expanded/3.5 book should be
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<blockquote data-quote="A'koss" data-source="post: 2527338" data-attributes="member: 840"><p>Krust... <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><p></p><p>I think the biggest, for me anyway, are creating and effectively running HL villians. Managing "Power Up Suites" in combat is a huge pain. Creating and utilizing their significant number of abilities, feats, magic items into a coherent opponent for your PCs takes no small amount of time and effort. The more time you spend building opponents and learning how to use them effectively (but not too effectively... <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 less time you have on campaign development. </p><p></p><p>The frequent use of save or die abilities on either side, the great disparity in HPs, AC and attacks between the characters make it difficult to balance encounters against. Wizards are often 1 or 2 round roadkill from making the simpliest mistake or not having the right spells up or available. A challenge for one character can be extremely lethal to another. Characters who don't take significant measures to boost their weak Save(s) find they they are increasingly vulnerable to magic that targets them. Magic that can easily take a fully healthy character out of the game (at least for a time) on a single die roll. </p><p></p><p>Next I guess is the sheer amount of information everyone has to deal with from huge spell lists, to multiple magic items, to feats and power-up suites and so on. Now ELs have to build </p><p>on top of an already unweildy character/NPC granting him even more powers, spells, magic items and so on.</p><p> </p><p>By 'dumping the mortal baggage' I mean moving a Fighter to something like a "Divine Fighter" class and identify his key abilities and simplify. Is he a T-W fighter, a Whirlwind Expert, a tank, a swashbuckler type, and so on. Focus on what's important and let him start relatively anew as a divine being. Just adding more powerz onto his already weighty set is not the way to go IMO. A player can usually handle his one character but a DM just gets swamped.</p><p></p><p>Heh, not so grevious? I know the shift D&D makes from high to low - I just don't agree that's the way to go as problems only exaperate the higher level you get. IME, fights rarely last long in HL/EL play, definitely shorter than say... at 10th level. Combat is highly Initiative dependent and you're forced to defend your cleric at all costs. </p><p></p><p>Definitely some kind of simplification is preferred to simply piling on more stuff to keep track of.</p></blockquote><p></p>
[QUOTE="A'koss, post: 2527338, member: 840"] Krust... :) I think the biggest, for me anyway, are creating and effectively running HL villians. Managing "Power Up Suites" in combat is a huge pain. Creating and utilizing their significant number of abilities, feats, magic items into a coherent opponent for your PCs takes no small amount of time and effort. The more time you spend building opponents and learning how to use them effectively (but not too effectively... ;) ), the less time you have on campaign development. The frequent use of save or die abilities on either side, the great disparity in HPs, AC and attacks between the characters make it difficult to balance encounters against. Wizards are often 1 or 2 round roadkill from making the simpliest mistake or not having the right spells up or available. A challenge for one character can be extremely lethal to another. Characters who don't take significant measures to boost their weak Save(s) find they they are increasingly vulnerable to magic that targets them. Magic that can easily take a fully healthy character out of the game (at least for a time) on a single die roll. Next I guess is the sheer amount of information everyone has to deal with from huge spell lists, to multiple magic items, to feats and power-up suites and so on. Now ELs have to build on top of an already unweildy character/NPC granting him even more powers, spells, magic items and so on. By 'dumping the mortal baggage' I mean moving a Fighter to something like a "Divine Fighter" class and identify his key abilities and simplify. Is he a T-W fighter, a Whirlwind Expert, a tank, a swashbuckler type, and so on. Focus on what's important and let him start relatively anew as a divine being. Just adding more powerz onto his already weighty set is not the way to go IMO. A player can usually handle his one character but a DM just gets swamped. Heh, not so grevious? I know the shift D&D makes from high to low - I just don't agree that's the way to go as problems only exaperate the higher level you get. IME, fights rarely last long in HL/EL play, definitely shorter than say... at 10th level. Combat is highly Initiative dependent and you're forced to defend your cleric at all costs. Definitely some kind of simplification is preferred to simply piling on more stuff to keep track of. [/QUOTE]
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