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The extreme proliferation of magic in D&D
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<blockquote data-quote="der_kluge" data-source="post: 2623555" data-attributes="member: 945"><p>I'm not quite certain how one should go about playing D&D if one doesn't go the obvious route. The only way to get XP is to fight more and more monsters, and by design, if you fight hordes of piss-ant little creatures, you get no XP, so you have to fight increasingly powerful monsters. These monsters are more and more likely to have damage reduction, and spell resistance, so wizards need more feats to harm them, and fighters need magic arms and armor to injure them. And then some creatures have different types of DR, so you have to have the golf-bag of different kinds of swords to pull out the ones that are specifically designed to injure them "This one looks like a 5 iron, old chap; that is, the dr 5/cold iron". Sure, you could play D&D as a role-playing game, with a focus on social interaction, but only those classes with the social skills as class skills, because D&D tends to place too much emphasis on rolling a dice, rather than resolving it via your mouth. It seems to be common in D&D that someone could come up with a good idea, but because the dice roll doesn't support it, it doesn't happen. </p><p></p><p>One could fight just other people, and while that would make for a more realistic style game (meaning: no monsters), that's a ton of work, due to the amount of time it takes to stat out high level NPCs, for little to no return on investment. That's why monsters are more convenient because they come "pre-packaged" with level adjustments worked right in. It can take 30 minutes to an hour or more to create high level PCs with different feats and levels, and maybe prestige classes, all so that it can get killed in about 5 minutes of play-time. That hardly seems worth it to me.</p><p></p><p></p><p></p><p></p><p></p><p>So, player's should pick worthless feats every level? Even the newest players will figure out very quickly how to maximize their skills and feats. Furthermore, the game prohibits flexibility and creativity in character design because it penalizes things like cross-class skills. So, if I had a concept of a fighter who likes to track his prey, and uses stealth, but a rogue isn't what I want, I'm going to get penalized for having a creative thought. So, you have to focus your character (i.e., maximize) into a very specific frame of reference. To create a bard that *isn't* an enchanting, manipulating specialist is to create something other than the class is designed to be, and he'll suffer in the long run by not playing on his advantages. That's maximizing.</p><p></p><p></p><p></p><p></p><p>I assume you're referring to d20, and not D&D, cause last I checked, D&D didn't support horror, or the wild, wild West very well. It's suitable really only for high fantasy, and anything more deviates from the strict definition of what D&D is.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2623555, member: 945"] I'm not quite certain how one should go about playing D&D if one doesn't go the obvious route. The only way to get XP is to fight more and more monsters, and by design, if you fight hordes of piss-ant little creatures, you get no XP, so you have to fight increasingly powerful monsters. These monsters are more and more likely to have damage reduction, and spell resistance, so wizards need more feats to harm them, and fighters need magic arms and armor to injure them. And then some creatures have different types of DR, so you have to have the golf-bag of different kinds of swords to pull out the ones that are specifically designed to injure them "This one looks like a 5 iron, old chap; that is, the dr 5/cold iron". Sure, you could play D&D as a role-playing game, with a focus on social interaction, but only those classes with the social skills as class skills, because D&D tends to place too much emphasis on rolling a dice, rather than resolving it via your mouth. It seems to be common in D&D that someone could come up with a good idea, but because the dice roll doesn't support it, it doesn't happen. One could fight just other people, and while that would make for a more realistic style game (meaning: no monsters), that's a ton of work, due to the amount of time it takes to stat out high level NPCs, for little to no return on investment. That's why monsters are more convenient because they come "pre-packaged" with level adjustments worked right in. It can take 30 minutes to an hour or more to create high level PCs with different feats and levels, and maybe prestige classes, all so that it can get killed in about 5 minutes of play-time. That hardly seems worth it to me. So, player's should pick worthless feats every level? Even the newest players will figure out very quickly how to maximize their skills and feats. Furthermore, the game prohibits flexibility and creativity in character design because it penalizes things like cross-class skills. So, if I had a concept of a fighter who likes to track his prey, and uses stealth, but a rogue isn't what I want, I'm going to get penalized for having a creative thought. So, you have to focus your character (i.e., maximize) into a very specific frame of reference. To create a bard that *isn't* an enchanting, manipulating specialist is to create something other than the class is designed to be, and he'll suffer in the long run by not playing on his advantages. That's maximizing. I assume you're referring to d20, and not D&D, cause last I checked, D&D didn't support horror, or the wild, wild West very well. It's suitable really only for high fantasy, and anything more deviates from the strict definition of what D&D is. [/QUOTE]
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