Raven Crowking
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I'm playing Morrowind (great game BTW). There are a lot of fixed encounters whose power is independent of your character's level. Wandering monsters are geared to your level though.Raven Crowking said:In a video game, you know that you can potentially overcome every challenge you meet.
Raven Crowking said:In a video game, you know that you can potentially overcome every challenge you meet. 3.X seems to take that design philosophy.
BTW, I didn't mean to imply that 3.X denies players from doing great things. 3.X is enabling for players and DMs in all kinds of ways. But there seems to be what I would consider a philosophical flaw in the design, in that ANY class seems capable of handling almost ANY kind of encounter roughly equally.
I would prefer more specialized classes.
Still, I am very tempted to restructure the system from the ground up in order to make it better fit my world concepts.
At a guess, your 'wizards don't do combat' stance was most likely due to your wizard player (you know, the guy who always seems to play the wizard?) focussing on utility over combat.Raven Crowking said:Perhaps, though I never actually ran into those problems in game play.
Which is entirely possible.Raven Crowking said:So, the group should be able to defeat 80% of all encounters without a reasonable chance that a PC could die? I fail to see how this differs significantly from a video game. If you look at a game like DinoCrisis, it is clear that a very few encounters are to be avoided altogether (the T-Rex you encounter repeatedly), and a few encounters are of the "better play smart" variety. Everything else is attrition. The same is true of Resident Evil, or a whole host of other games one could mention.
Instead, wouldn't it make sense to gear the encounters toward what makes sense in the area that is being explored? Explore the ruined city of Shanthopal, and you might find a lot of ancient treasure, but you will also encounter the constructs left behind, creatures who have moved in, and other adventurers. Climb the Horn to the den of a dragon and you'll probably never climb back down. Collect taxes from kobolds and get a small amount of pay for almost no danger.
The idea from previous editions that monsters occur at a given frequency, regardless of the PCs' levels, makes a lot more sense to me from a world-creation standpoint. I do think, however, that individual worlds require different levels of frequency. IMC, you'll encounter wolves more often than trolls, trolls more often than vampires, and vampires more often than dragons. But you can encounter any of them at any level.
You might want to change (or at least consider) the spells which only affect 'humanoids' then. Otherwise (for instance), charm person doesn't work on them, and there is no enlarge spell which will work on them.Among the changes that I am envisioning:
* Gnomes and elves become fey.
There are no rules involved with this - it's purely flavour consideration.* Divine spellcasters are tied into deity more closely.
See above.* Arcane spellcasters gain more of a "stealing power from the gods" feel.
Error, incomplete information* Non spellcasting classes strengthened and structured into world.
Zero impact.* A lot of new classes, including some from Monte Cooke, Oriental Adventures, the Medieval Player's Handbook, Master Class, and other sources.
* A lot of the sillier new bits (spiked everything, some of the new weapons, some of the new monsters, etc.) tossed out.
Stat them sensibly, and you've no problems* Several new racial choices, and sub-races of humans, elves, etc.
Depends what spells, and what you mean.* Some spells tightened, or made more difficult to cost.
For some people, this may be "a small number of changes". For me, it is a significant reworking.