blargney the second
blargney the minute's son
We've limited power creep in our games by banning all spells outside the PHB. Feats, PrCs, and all the rest are fair game. It works quite well as far as I'm concerned!
DragonLancer said:Voted for option #1. Theres a significant power creep once you start adding the non-core books from WotC. It's only understandable but the designers could have done better to balance them out.
Ron said:I wonder if the power creep wasn't a design goal. Releasing supplements that allow more powerful characters, and thus with an incentive to purchase, is exactly the strategy developed by WotC to their collectable card games. Why they wouldn't apply it to their roleplaying line?
Actually, that is not true! As you can read here (that's an article by Mark Rosewater, the Head Designer), they're very aware of the problem of "Power Creep" and while they know that's an incentive, they also try to keep it in check to lengthen the life duration of the game.Ron said:I wonder if the power creep wasn't a design goal. Releasing supplements that allow more powerful characters, and thus with an incentive to purchase, is exactly the strategy developed by WotC to their collectable card games. Why they wouldn't apply it to their roleplaying line?
Plane Sailing said:I went for #1, significant. The two games I play in are core-only; if my casters had access to supplement spells, if my other characters had access to supplement feats and items they would all be significantly more powerful and capable IMO.
One of the factors of the games I play in being core-only is that I'm often astonished by spells and feats that get talked about in the rules forum, and the character 'builds' that are put together around them. Certainly more powerful and capable than most (any?) of our core-only characters!
Cheers
brehobit said:Complete Mage, Bo9S, PHBII