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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5790200" data-attributes="member: 710"><p>Something like "pun-pun" - I doubt it ever happened in anything but the character optimization boards. </p><p></p><p>Something like 15 minute adventure days? Totally. All the time. Paizo/Dungeon Adventure Paths back then required it basically.</p><p></p><p>Caster dominance? Yes, a lot, but we usually managed to reduce the effect somewhat by investing a lot in ridicilious amounts of buffs to the non-spellcasters. But that requires basically two spellcasters (Cleric + Wizard ideally) for two non-spellcasters (Fighter + Rogue). </p><p></p><p>We also had our golf bags. Most interesting tactic may have been using Admantite Weapons (that gave a +2 natural enhancement bonus) and an Anti-Magic field to deal with dangerous enemy casters or spell-like ability users. </p><p></p><p>Oh, and the stacks of Wand of Cure Light Wounds we used. </p><p></p><p>The entire game really felt silly in the regard with all the buffs and wands that we went through. It didn't feel even a tiny bit like heroic fantasy. Or mythical heroes. Or superheroes. It was... its own, unique brand, only possible with D&D (maybe even only 3E?). You probably wouldn't even find in D&D fiction books!</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5790200, member: 710"] Something like "pun-pun" - I doubt it ever happened in anything but the character optimization boards. Something like 15 minute adventure days? Totally. All the time. Paizo/Dungeon Adventure Paths back then required it basically. Caster dominance? Yes, a lot, but we usually managed to reduce the effect somewhat by investing a lot in ridicilious amounts of buffs to the non-spellcasters. But that requires basically two spellcasters (Cleric + Wizard ideally) for two non-spellcasters (Fighter + Rogue). We also had our golf bags. Most interesting tactic may have been using Admantite Weapons (that gave a +2 natural enhancement bonus) and an Anti-Magic field to deal with dangerous enemy casters or spell-like ability users. Oh, and the stacks of Wand of Cure Light Wounds we used. The entire game really felt silly in the regard with all the buffs and wands that we went through. It didn't feel even a tiny bit like heroic fantasy. Or mythical heroes. Or superheroes. It was... its own, unique brand, only possible with D&D (maybe even only 3E?). You probably wouldn't even find in D&D fiction books! [/QUOTE]
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Community
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Of all the complaints about 3.x systems... do you people actually allow this stuff ?
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