JohnSnow
Hero
mearls said:el-remmen said:For me the thing is that this re-tooling of the rust monster reinforces my problem with baseline 3.x, which is the emphasis on the importance of your stuff - which personally I cannot stand.
I think that's a bigger, more interesting point.
1e and 2e had a sort of, "Close your eyes and pretend it isn't a problem" approach to magic items.
3e regulated magic items, but perhaps too much, or it made magic items too much of a percentage of a PC's power.
I think that's the heart of it, right there! Magic in 3e IS too much of a percentage of a PC's power. I'm all for cool magical trinkets. Characters getting a few gee-whiz items that allow them to do things that not everyone can.
I think the WotC guys hit on this concept a little when they changed monster DR in 3.5e. Escalating numerical bonuses are BOR-ING. They're boring at the table, and they're boring "in-game" as well. Those are precisely the things that should be built in to the PC's power. Maybe I become less effective if I lose my "magic" sword because now I can't bypass DR/Magic. However, I don't become UN-effective. 3.5 addressed this with the whole magic, material, alignment, epic and so forth stuff. Golfbag issues aside, it's a huge step forward to think of all magic weapons as just "magic."
Bonuses in general are also a little runaway at the moment. The fact that the game needs to change the "formula" when it goes Epic is another way of saying there's something wrong with the formula itself, because it doesn't scale well. So you have basically two options:
1) Don't let anyone go past the point where it scales well.
2) Rewrite it so that it DOES scale well.
All that said, here's my suggestion. Magic shouldn't (for the most part) grant numerical bonuses that dwarf the character's intrinsic abilities. It's fine for my magic gear to give me an edge. But if it could be handed to a low-level nobody and make him nearly my equal, that stinks.
Basically I think D&D characters should be comparable to Batman or Captain America, rather than Iron Man or Green Lantern. And until that's fixed in D&D, I'll be over there playing Iron Heroes instead.
gizmo33 said:Yea, and who cares if he IS useless for the moment? Somebody in the party better think of something, even if it's just to sharpen a stick. Isn't the game about solving problems? Isn't it about teamwork?
His player does. The DM may not (after all, HE is still having fun) but if he cares about his group, he should.
This brings up a somewhat different point. Since D&D is combat-oriented, each class should have something to do in combat and every character should always have something they can do in a situation. Otherwise, it's unfun for the person playing the ineffective character. Old school design theory was to spread around the periods of "un-fun." Actually, why should this apply only to combat? Why can't the game be fun for every player ALL the time? Shouldn't that be the goal?
The same rationale should mean that the game rules try to minimize "accidental" character death. In my opinion, it IS fun to choose to take the "big hit" so the group can win. It's fine to have a PC die (and, um, stay dead) in the ultimate confrontation at the end of an adventure. And the player doesn't have to sit out any "game time" because he can make a new character between sessions.
What's "unfun" is dying randomly in a stupid set-up fight. Sure, it COULD happen. But most of those should end fast enough that the PC can be treated by his friends before he actually dies. That begs a suggestion for how the mechanic could work.
For starters, rather than save or die, it's "save or 'dying.'" If you can be treated before a certain amount of time passes (as you could be in a short fight), you don't die. If you stay behind to let the party escape, it could happen, but again, that's the "heroic death" thing that the player can brag about. If the other PCs just abandon a dying friend to save their own skins...well, then they suck.
By the way, predictability is also unfun. So the game should stay unpredictable. But the whole "class party role" thing needs some serious rethinking, in my not-so-humble opinion.
WotC can't make better DMs. They can try to help us become better, but they can't package a great DM with every set of Core Rules. I'm actually very much in favor of anything they produce that helps us to understand where they're coming from in design. Articles like this are great. Unearthed Arcana was great. Guidelines to help DMs do what many DMs have had to houserule (e.g. the character rebuilding rules in Player's Handbook II) are great.
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