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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4141037" data-attributes="member: 710"><p>I remember that. Especially because I thought the Mystic Theurge as overpowered and still feel stupid about it.</p><p>I think there is a typical symptom: What looks overpowered or underpowered on paper sometimes just isn't. </p><p></p><p>But if after actually using the rules you stumble upon issues, then there is one. Maybe it's only for you, but if you find enough posters (with experience, not just avid rule-book readers, actual "users") wondering, complaining or ranting on the same topics, you know there is really something wrong there. </p><p></p><p>If you look back, the primary reason why monks looked overpowered was that people didn't really grasp all the details of the rules until a lot later. The Monk class table is full of cool sounding abilities. But you totally miss the fact that he doesn't wear any armor and requires a lot better stats then other character classes to get a comparative AC, and that he doesn't use weapons that could be magically enhanced. And that his two strengths - speed and flurry of blows - are actually at odds with each other, since you can't flurry after a move... </p><p>MAD and the beloved Christmas Tree weren't well-known concept that time...</p><p></p><p>Unfortunately, that also means, that 4E still has a chance to suck, since we haven't played it yet. (Well, except maybe the D&D 4 Light test runs after or during the D&D Experience. But that was first level play. it was a lot of fun, probably more so then 3E 1st level play, but then, 3E was also a lot more fun after 1st level... Which either indicates it's getting better in both cases, or just means there is correlation...)</p><p></p><p></p><p>On the other hand, I always wonder if it wouldn't be a lot cooler if the rules would allow to concentrate the DMs not on fixing perceived or real problems, but doing other stuff, like creating better maps, more memorable NPCs, cooler plots, clever villains, good background music, baking cake for his players, or whatever else might come to your mind when thinking of "Things I would do as a GM if I had all the time and energy of the world" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4141037, member: 710"] I remember that. Especially because I thought the Mystic Theurge as overpowered and still feel stupid about it. I think there is a typical symptom: What looks overpowered or underpowered on paper sometimes just isn't. But if after actually using the rules you stumble upon issues, then there is one. Maybe it's only for you, but if you find enough posters (with experience, not just avid rule-book readers, actual "users") wondering, complaining or ranting on the same topics, you know there is really something wrong there. If you look back, the primary reason why monks looked overpowered was that people didn't really grasp all the details of the rules until a lot later. The Monk class table is full of cool sounding abilities. But you totally miss the fact that he doesn't wear any armor and requires a lot better stats then other character classes to get a comparative AC, and that he doesn't use weapons that could be magically enhanced. And that his two strengths - speed and flurry of blows - are actually at odds with each other, since you can't flurry after a move... MAD and the beloved Christmas Tree weren't well-known concept that time... Unfortunately, that also means, that 4E still has a chance to suck, since we haven't played it yet. (Well, except maybe the D&D 4 Light test runs after or during the D&D Experience. But that was first level play. it was a lot of fun, probably more so then 3E 1st level play, but then, 3E was also a lot more fun after 1st level... Which either indicates it's getting better in both cases, or just means there is correlation...) On the other hand, I always wonder if it wouldn't be a lot cooler if the rules would allow to concentrate the DMs not on fixing perceived or real problems, but doing other stuff, like creating better maps, more memorable NPCs, cooler plots, clever villains, good background music, baking cake for his players, or whatever else might come to your mind when thinking of "Things I would do as a GM if I had all the time and energy of the world" ;) [/QUOTE]
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