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Really good things in theory, but in practice...
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<blockquote data-quote="Lanefan" data-source="post: 2995919" data-attributes="member: 29398"><p>1. CR/EL, as others have stated.</p><p></p><p>2. Stacking. A fine idea in theory, but bogs down in practice whenever there's more than 2 or 3 things that can stack together, particularly if those things can change from round to round or even from encounter to encounter.</p><p></p><p>3. Wealth-by-level table, and wealth-by-town guidelines. Good in theory...but does anyone actually *use* them?</p><p></p><p>4. ExP calculations, where different-level PC's in the same party get different ExP amounts for the same encounter. The theory, that a given encounter is more of an experience for a lower-level PC and should be rewarded accordingly, is solid...but the practice - actually doing all the calculations - is a nightmare. Older editions solved the same problem by having the advancement talbes on more of a j-curve; with everyone getting the same ExP amount for a given encounter, the "experience" difference was reflected by having it just take more of those encounters to bump at higher levels...*way* easier on the math side! <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>5. Sorcerors. Nice in theory; in practice, given either good luck or good management in spell acquisition, just an overpowered wizard variant.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 2995919, member: 29398"] 1. CR/EL, as others have stated. 2. Stacking. A fine idea in theory, but bogs down in practice whenever there's more than 2 or 3 things that can stack together, particularly if those things can change from round to round or even from encounter to encounter. 3. Wealth-by-level table, and wealth-by-town guidelines. Good in theory...but does anyone actually *use* them? 4. ExP calculations, where different-level PC's in the same party get different ExP amounts for the same encounter. The theory, that a given encounter is more of an experience for a lower-level PC and should be rewarded accordingly, is solid...but the practice - actually doing all the calculations - is a nightmare. Older editions solved the same problem by having the advancement talbes on more of a j-curve; with everyone getting the same ExP amount for a given encounter, the "experience" difference was reflected by having it just take more of those encounters to bump at higher levels...*way* easier on the math side! :) 5. Sorcerors. Nice in theory; in practice, given either good luck or good management in spell acquisition, just an overpowered wizard variant. Lanefan [/QUOTE]
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