Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The death of bonus stacking?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 3783649" data-attributes="member: 4937"><p>Yes, basically, that's the problem. Many of the problems people complain about in 3.X don't come from the core rule books, or if they do, they aren't experienced in there worse form by just using the core material. The real problem comes from the splat books that open up all these different options.</p><p></p><p>And as for the 'christmas tree effect', the real problem isn't the static bonus items like amulet's of natural armor because with those, you just compute your AC once and then you don't look at the number. The real problem in 3.X came from the spell buffs, and IMO it came as the unintended side effect of what was otherwise a good decision. In a nutshell, its the side effect of 'nerfing' fireball. In theory, you could have got yourself in the same sort of situation of tracking lots of dynamic bonuses from various spells in 1st edition, but in practice it didn't happen that often because direct damage was just so much more efficient than buffing your allies. When 3.0 capped damage on evocation spells and simultaneously buffed monsters with big CON bonuses plus increased monsters damage dealing capacity, it created a situation where tactically buffing your party had bigger returns on the investment of resources than just blowing up the opposition. Bonus hoarding was always a problem in AD&D, but in 3.X it became the problem. Attempts to fix the problem by reducing the duration of buff spells as was done in 3.5 only made the problem worse, because it put you in a situation where you couldn't treat the bonuses as psuedo-static (and contributed to the 15 minute adventuring day). Bonuses could be changing from round to round, and were certainly changing from encounter to encounter. At low levels, no big deal, but at high levels the math became tedious if you cared about accuracy at all.</p><p></p><p>But IMO the problem is managable within core. It's only with the nearly limitless options (most of which were never playtested and certainly never playtested together) in the splat books that things start getting truly out of hand, and you start getting like 16 types of bonuses, some with durations in rounds, some in minutes, some in 10's of minutes, some effectively per encounter, etc.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3783649, member: 4937"] Yes, basically, that's the problem. Many of the problems people complain about in 3.X don't come from the core rule books, or if they do, they aren't experienced in there worse form by just using the core material. The real problem comes from the splat books that open up all these different options. And as for the 'christmas tree effect', the real problem isn't the static bonus items like amulet's of natural armor because with those, you just compute your AC once and then you don't look at the number. The real problem in 3.X came from the spell buffs, and IMO it came as the unintended side effect of what was otherwise a good decision. In a nutshell, its the side effect of 'nerfing' fireball. In theory, you could have got yourself in the same sort of situation of tracking lots of dynamic bonuses from various spells in 1st edition, but in practice it didn't happen that often because direct damage was just so much more efficient than buffing your allies. When 3.0 capped damage on evocation spells and simultaneously buffed monsters with big CON bonuses plus increased monsters damage dealing capacity, it created a situation where tactically buffing your party had bigger returns on the investment of resources than just blowing up the opposition. Bonus hoarding was always a problem in AD&D, but in 3.X it became the problem. Attempts to fix the problem by reducing the duration of buff spells as was done in 3.5 only made the problem worse, because it put you in a situation where you couldn't treat the bonuses as psuedo-static (and contributed to the 15 minute adventuring day). Bonuses could be changing from round to round, and were certainly changing from encounter to encounter. At low levels, no big deal, but at high levels the math became tedious if you cared about accuracy at all. But IMO the problem is managable within core. It's only with the nearly limitless options (most of which were never playtested and certainly never playtested together) in the splat books that things start getting truly out of hand, and you start getting like 16 types of bonuses, some with durations in rounds, some in minutes, some in 10's of minutes, some effectively per encounter, etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The death of bonus stacking?
Top