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Retrospective: 3.x stuff I'm glad I left behind
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<blockquote data-quote="Voadam" data-source="post: 4534763" data-attributes="member: 2209"><p>I see the allure of having 1 attack and done. Particularly in driving combat to be more mobile as opposed to simply planting yourself and wailing on the enemy. I like planting myself and wailing on an enemy, but I see the allure of dynamic combat scenes. </p><p></p><p>I disagree on the necessity of power attack though, I hate fiddly math so I don't use PA a lot and I've seen the straight fighter archer as the most damage output character in our group's level 17 game. My 4th level melee fighter does not use PA either and is considered a formiddable PC even with his LA hindering him. The 17th level paladin in our group calls PA his "tempt me to miss feat".</p><p></p><p></p><p></p><p>I dislike pets and henchmen in general, I want the PCs in my games to immerse in their characters, not their squad. Same when I'm a PC. I often create or use existing options to move away from pet mechanics.</p><p></p><p>That said I think only the druid companion is truly formiddable even when the others stay single classed, and they have plenty of other power through wildshape and spells. Druids get annoying by having too many critters when they have a companion plus summoned beasts then multicreature buffs.</p><p></p><p></p><p></p><p>eh, multiclassing costs feats in 4e plus you give up class powers and paragon powers. I don't consider it accurate to say "you lose <em>nothing</em> by multiclassing" in 4e.</p><p></p><p>Spell loss is a significant power for ECL loss that I feel needs to be improved.</p><p></p><p>I'm happy though with a couple house rules for 3e MC (fractional BAB/saves, no xp penalties, spellcasting house rules).</p><p></p><p></p><p></p><p>Nonmagical healing is a weakness in 3e that can use an upgrade. I've gone with reserve hp for a while from UA but I like 4e's healing surge stuff and incoroporating it into a new game I'm planning to run.</p><p></p><p></p><p></p><p>I like the 4e design philosophy of fewer buffs and debuffs. I like the simplified math for keeping the game flowing at the table.</p><p></p><p></p><p></p><p>I'm all for collapsing the skill lists ala Pathfinder or 4e. </p><p></p><p>While it is true you can't master a cross-class skill in core 3e, a feat makes it something you can do.</p><p></p><p></p><p></p><p>I never used massive damage and a few years ago I switched all save or die effects to save or dying which has been fun. I disagree that these are hardwired into the balancing of 3e, I've done fine without them and found it trivial to excise them.</p><p></p><p>The other part though is the dying in the first round, and this raises the increase in 1st level hp for 4e, something I consider a good thing. I want PCs to be survivable for more than a round too. I'm trying out giving 10 extra hp (half the 20hp kicker from Hackmaster) as a bonus for 1st level PCs in my new game.</p><p></p><p> I agree on level drain, I tend to go with alternate mechanics like variant vampires that only do con damage blood drinking. I've tended to stay away from using energy draining foes for decades in my DMing simply because I don't like it.</p><p></p><p>Rust monsters and creatures with sunder are designed not to punish PCs for unlucky die rolls but to have an in game reason to smash PC items. This can be to simulate that things can be broken in combat similar to some cinematic style scenes or to reduce PC equipment when it has gotten out of hand in a DM's opinion. A useful tool for a DM to have available when he desires IMO.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4534763, member: 2209"] I see the allure of having 1 attack and done. Particularly in driving combat to be more mobile as opposed to simply planting yourself and wailing on the enemy. I like planting myself and wailing on an enemy, but I see the allure of dynamic combat scenes. I disagree on the necessity of power attack though, I hate fiddly math so I don't use PA a lot and I've seen the straight fighter archer as the most damage output character in our group's level 17 game. My 4th level melee fighter does not use PA either and is considered a formiddable PC even with his LA hindering him. The 17th level paladin in our group calls PA his "tempt me to miss feat". I dislike pets and henchmen in general, I want the PCs in my games to immerse in their characters, not their squad. Same when I'm a PC. I often create or use existing options to move away from pet mechanics. That said I think only the druid companion is truly formiddable even when the others stay single classed, and they have plenty of other power through wildshape and spells. Druids get annoying by having too many critters when they have a companion plus summoned beasts then multicreature buffs. eh, multiclassing costs feats in 4e plus you give up class powers and paragon powers. I don't consider it accurate to say "you lose [I]nothing[/I] by multiclassing" in 4e. Spell loss is a significant power for ECL loss that I feel needs to be improved. I'm happy though with a couple house rules for 3e MC (fractional BAB/saves, no xp penalties, spellcasting house rules). Nonmagical healing is a weakness in 3e that can use an upgrade. I've gone with reserve hp for a while from UA but I like 4e's healing surge stuff and incoroporating it into a new game I'm planning to run. I like the 4e design philosophy of fewer buffs and debuffs. I like the simplified math for keeping the game flowing at the table. I'm all for collapsing the skill lists ala Pathfinder or 4e. While it is true you can't master a cross-class skill in core 3e, a feat makes it something you can do. I never used massive damage and a few years ago I switched all save or die effects to save or dying which has been fun. I disagree that these are hardwired into the balancing of 3e, I've done fine without them and found it trivial to excise them. The other part though is the dying in the first round, and this raises the increase in 1st level hp for 4e, something I consider a good thing. I want PCs to be survivable for more than a round too. I'm trying out giving 10 extra hp (half the 20hp kicker from Hackmaster) as a bonus for 1st level PCs in my new game. I agree on level drain, I tend to go with alternate mechanics like variant vampires that only do con damage blood drinking. I've tended to stay away from using energy draining foes for decades in my DMing simply because I don't like it. Rust monsters and creatures with sunder are designed not to punish PCs for unlucky die rolls but to have an in game reason to smash PC items. This can be to simulate that things can be broken in combat similar to some cinematic style scenes or to reduce PC equipment when it has gotten out of hand in a DM's opinion. A useful tool for a DM to have available when he desires IMO. [/QUOTE]
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