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<blockquote data-quote="MoogleEmpMog" data-source="post: 2416952" data-attributes="member: 22882"><p>IMO, that's absurd. How can rules that aren't in play make the gameplay more complex? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> They can make a nervous DM huddle in terror, fearing the possibility that one of his players may get a mechanical advantage (and seeing such an advantage where none exists), but that's pretty much the only even theoretically possible impact they have.</p><p></p><p>As for multiclassing, getting the 1st level abilities of three core classes is usually going to be less complex than have the 3rd level abilities of one, since abilities tend to increase in complexity at higher class levels. This would be less true when PrCs become available, however, so I'll give you that <em>in theory</em> - though not in the specific example given.</p><p> </p><p></p><p></p><p>You'd think so, wouldn't you? Nonetheless, the difference between a fighter and a cleric (not even a druid!) is vastly greater than the difference between a fighter and a swashbuckler, a paladin and a warlock, a ranger and an unfettered, a wizard and a magister, or a bard and a courtier.</p><p></p><p>I have no idea what was playtested more, but I know what has consistently been more balanced.</p><p> </p><p> </p><p></p><p>Exhibit A of <em>what</em>? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> Flavorful but ultimately sub-par feats for fighters of a particular stripe? Feats that make sword and board fighters somewhat competitive with two handed weapon wielders? Help me out here. Or perhaps mathematical analysis is less important than a DM's knee-jerk assessment of the feat?</p><p></p><p>IME, good players will make an interesting character out of fairly minimal rules. Given non-core rules, powergamers (who in my experience are also better roleplayers) will <em>also</em> make an <em>effective</em> character who isn't a druid, cleric or (at higher levels) wizard.</p><p></p><p>I prefer the latter option.</p><p> </p><p></p><p></p><p>Fortunately, nine times out of ten the DM is NOT responsible for 'policing the rule-set' - because in the vast majority of cases, fears of powergaming are inaccurate and counterproductive, based on damage averages from older editions. For example, that's manifestly the case here.</p><p></p><p>Fortunately, your attitude doesn't sell product, so the industry will continue to provide options rather than catering to fear.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2416952, member: 22882"] IMO, that's absurd. How can rules that aren't in play make the gameplay more complex? :confused: They can make a nervous DM huddle in terror, fearing the possibility that one of his players may get a mechanical advantage (and seeing such an advantage where none exists), but that's pretty much the only even theoretically possible impact they have. As for multiclassing, getting the 1st level abilities of three core classes is usually going to be less complex than have the 3rd level abilities of one, since abilities tend to increase in complexity at higher class levels. This would be less true when PrCs become available, however, so I'll give you that [I]in theory[/I] - though not in the specific example given. You'd think so, wouldn't you? Nonetheless, the difference between a fighter and a cleric (not even a druid!) is vastly greater than the difference between a fighter and a swashbuckler, a paladin and a warlock, a ranger and an unfettered, a wizard and a magister, or a bard and a courtier. I have no idea what was playtested more, but I know what has consistently been more balanced. Exhibit A of [I]what[/I]? :confused: Flavorful but ultimately sub-par feats for fighters of a particular stripe? Feats that make sword and board fighters somewhat competitive with two handed weapon wielders? Help me out here. Or perhaps mathematical analysis is less important than a DM's knee-jerk assessment of the feat? IME, good players will make an interesting character out of fairly minimal rules. Given non-core rules, powergamers (who in my experience are also better roleplayers) will [I]also[/I] make an [I]effective[/I] character who isn't a druid, cleric or (at higher levels) wizard. I prefer the latter option. Fortunately, nine times out of ten the DM is NOT responsible for 'policing the rule-set' - because in the vast majority of cases, fears of powergaming are inaccurate and counterproductive, based on damage averages from older editions. For example, that's manifestly the case here. Fortunately, your attitude doesn't sell product, so the industry will continue to provide options rather than catering to fear. [/QUOTE]
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