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<blockquote data-quote="Trainz" data-source="post: 1710478" data-attributes="member: 2122"><p>Man, I read you loud and clear.</p><p> </p><p> The game (especially the monster's stats) ask of the players to optimize their spell selections quite often, especially the cleric. It becomes an exercise in rules knowledge to survive. This was true of previous editions, to a much lesser extent (a high-level character basically had a mind-blank up with a few permanencies at most). And with the advent of named bonuses, the complexity increases exponentially.</p><p> </p><p> I don't know <em>how much</em> of a big deal it is, as I still quite enjoy the game, but I admit to feel a certain strain from the system. In order to challenge my players, I must take into account much more than previous editions of the game, and thus, my players, in order to survive the challenges, must quite carefully build their characters and choose their spells. It's a vicious circle with no end.</p><p> </p><p> I don't know how much of a bad thing all that actually is, but I can't deny the strain is there.</p><p> </p><p> During 3.0, we had house-ruled that no-one could benefit from more than 3 spells at any given time (a fighter could have <em>bull strength, freedom of movement, </em>and<em> barkskin, </em>and if the wizard cast <em>invisibility</em> on him, one of the 3 spells had to be dispelled or the <em>invisibility</em> wouldn't take effect). The same also went for the critters, and that made my job easier.</p><p> </p><p> When 3.5 arrived and the stat buffs were reduced to 1 minute per level, we dropped that rule, but the problem is still there.</p></blockquote><p></p>
[QUOTE="Trainz, post: 1710478, member: 2122"] Man, I read you loud and clear. The game (especially the monster's stats) ask of the players to optimize their spell selections quite often, especially the cleric. It becomes an exercise in rules knowledge to survive. This was true of previous editions, to a much lesser extent (a high-level character basically had a mind-blank up with a few permanencies at most). And with the advent of named bonuses, the complexity increases exponentially. I don't know [i]how much[/i] of a big deal it is, as I still quite enjoy the game, but I admit to feel a certain strain from the system. In order to challenge my players, I must take into account much more than previous editions of the game, and thus, my players, in order to survive the challenges, must quite carefully build their characters and choose their spells. It's a vicious circle with no end. I don't know how much of a bad thing all that actually is, but I can't deny the strain is there. During 3.0, we had house-ruled that no-one could benefit from more than 3 spells at any given time (a fighter could have [i]bull strength, freedom of movement, [/i]and[i] barkskin, [/i]and if the wizard cast [i]invisibility[/i] on him, one of the 3 spells had to be dispelled or the [i]invisibility[/i] wouldn't take effect). The same also went for the critters, and that made my job easier. When 3.5 arrived and the stat buffs were reduced to 1 minute per level, we dropped that rule, but the problem is still there. [/QUOTE]
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