Preach on brother! Please, one and all, suspend disbelief for several hours and enter this elaborate world full of bizarre creatures: dragons, trolls, undead, elves, dwarves, etc... perform great deeds and wield mighty magics.eyebeams said:Enh. There's nothing wrong with a feat allowing you to sneak attack undead, provided the right narrative trash is wedded to it. And narrative trash -- not "logic" -- is the justification for the way undead work, because none of us has ever seen a real zombie or what-have-you.
(other stuff snipped for brevity)
I would have revised my statement (if it were mine) to inform all the pointy headed, thinned skinned, easily offended twerps to bite me. But, thankfully it wasn't mine and I'm not running a business so...sanishiver said:
sanishiver said:
So, you're talking about the item creation rules then?Psion said:Don't get me wrong. There are things that I see as just WRONG WRONG WRONG. Like paying straight up XP for class-like structures of abilities.
Joshua Dyal said:So, you're talking about the item creation rules then?![]()
Not only that, SKR's idea of what is "correct" game design seems to hinge quite a bit on what the original designers of 3e intended. Personally, I don't think that's necessarily relevant. Who cares what they intended? To use the example that's been done to death already in this thread:jgbrowning said:I think this is the real point of contention. Many people don't care about fundamental game design as long as the game's fun. And sometimes, that fundamental game design is something that should be altered depending upon what type of result is desired.
To each their own as long as everyone's having fun.
Mystery Man said:I would have revised my statement (if it were mine) to inform all the pointy headed, thinned skinned, easily offended twerps to bite me. But, thankfully it wasn't mine and I'm not running a business so...
yeah. Diplomacy, it's cool.![]()
No, they aren't straight-up XP, in that there are other costs besides XP. But they do cost XP for ...why again? And why are item creation not class-like structures? In prior editions they were; any magic-user/wizard could attempt to create magic items, and often did.Psion said:Cute, but items aren't straight up XP (only one-sixth of the GP-equivalent cost is XP) and they aren't class-like structures.
Nice try, no cookie.![]()