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<blockquote data-quote="KarinsDad" data-source="post: 327562" data-attributes="member: 2011"><p>Actually, none of my players has ever asked to make a change with two exceptions:</p><p></p><p></p><p>The first was, as a group, we discussed a series of AoO immunity rules and came to a group consensus that they were unbalanced.</p><p></p><p>So, we came up with an alternative.</p><p></p><p>This character had just taken a PrC class that gave him an AoO immunity in certain circumstances and the house rule would have changed it from an immunity to a slim chance of being AoOed.</p><p></p><p>So, he felt it unfair that we house ruled “the main reason he took the PrC”. Personally, I thought this a metagaming reason to take a PrC in the first place, but I do realize that PrC abilities is what attracts players to them. I also thought that this was a little whiny (this is the only player in our group that acts immature at times) on his part since he wasn’t really losing the ability, rather the ability was being downgraded a little to match the rest of the AoO rules in our game and other players were having their AoO immunities downgraded and were not complaining. Plus, the rules were equitable for both PCs and NPCs alike.</p><p></p><p>But, he wanted to take a level of Fighter instead, so I let him, but only because we changed the rule. If we wouldn’t have changed the rule and he would have asked 5 gaming sessions later to drop the PrC class because nobody is ever trying to AoO him, I would have said “So?”.</p><p></p><p></p><p>The other case was a guy who was never satisfied with his character. This was when 3E first came out and he asked for about 6 changes in the first 4 weeks. Finally, I said “Ok, no more changes”. He left the group shortly thereafter, probably because he couldn‘t get his way. Good riddance as far as I was concerned. DMs do not need headache players and neither do the other players.</p><p></p><p></p><p></p><p>It’s really hard to be ineffective in 3E. You have to really work at it.</p><p></p><p>Yes, you could pick a lot of skills or something that do not show up often in the game, but I feel that is the responsibility of the DM to introduce those opportunities to use rarer skills as much as it is the players.</p><p></p><p>But, the core class designs result in some fairly balanced characters and if players are feeling ineffective, it probably has more to do with the types of scenarios the DM introduces, the number of unbalanced spells and feats he allows in his campaign, or the increased effectiveness of other PCs whose players work to make them especially effective. For example, if a player of a Bard was in a campaign with a DM who threw boatloads of combats at the players and had very few roleplaying opportunities, I could see where he would feel ineffective. But, the core classes appear balanced to me as long as the DM creates opportunities for each PC.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 327562, member: 2011"] Actually, none of my players has ever asked to make a change with two exceptions: The first was, as a group, we discussed a series of AoO immunity rules and came to a group consensus that they were unbalanced. So, we came up with an alternative. This character had just taken a PrC class that gave him an AoO immunity in certain circumstances and the house rule would have changed it from an immunity to a slim chance of being AoOed. So, he felt it unfair that we house ruled “the main reason he took the PrC”. Personally, I thought this a metagaming reason to take a PrC in the first place, but I do realize that PrC abilities is what attracts players to them. I also thought that this was a little whiny (this is the only player in our group that acts immature at times) on his part since he wasn’t really losing the ability, rather the ability was being downgraded a little to match the rest of the AoO rules in our game and other players were having their AoO immunities downgraded and were not complaining. Plus, the rules were equitable for both PCs and NPCs alike. But, he wanted to take a level of Fighter instead, so I let him, but only because we changed the rule. If we wouldn’t have changed the rule and he would have asked 5 gaming sessions later to drop the PrC class because nobody is ever trying to AoO him, I would have said “So?”. The other case was a guy who was never satisfied with his character. This was when 3E first came out and he asked for about 6 changes in the first 4 weeks. Finally, I said “Ok, no more changes”. He left the group shortly thereafter, probably because he couldn‘t get his way. Good riddance as far as I was concerned. DMs do not need headache players and neither do the other players. It’s really hard to be ineffective in 3E. You have to really work at it. Yes, you could pick a lot of skills or something that do not show up often in the game, but I feel that is the responsibility of the DM to introduce those opportunities to use rarer skills as much as it is the players. But, the core class designs result in some fairly balanced characters and if players are feeling ineffective, it probably has more to do with the types of scenarios the DM introduces, the number of unbalanced spells and feats he allows in his campaign, or the increased effectiveness of other PCs whose players work to make them especially effective. For example, if a player of a Bard was in a campaign with a DM who threw boatloads of combats at the players and had very few roleplaying opportunities, I could see where he would feel ineffective. But, the core classes appear balanced to me as long as the DM creates opportunities for each PC. [/QUOTE]
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