Mark CMG
Creative Mountain Games
The logic of this new philosophy is lost on me. Since some creatures, like the ogre mage, were essentially gutted by the revision of certain spells during the switch to 3.x and as they are now ineffectual because their CR is too high for them to be combat threats, the plan is to individually revise each creature based on what can transpire during a five or six round combat? I would have thought it better to address the perpetually enigmatic CR system. Or to bulk up the abilities that are used in and out of combat to keep the creature special and not turn it into a large fighting creature with class levels. I like the idea of leveling spells so that they do more than simply increase in range/duration/etc. when cast by more powerful casters. If I wanted to just throw an enlarged Fighter/Sorcerer toe-to-toe with an adventuring group can't I already do that using an enlarged Fighter/Sorcerer (and wouldn't it be a better challenge anyway)?
Well, I've voiced my protests a number of times on what seems to be the new design philosophy. I've gamed since 1974 and moved along with each new edition of the game, always seeing each one as a step forward in the game of D&D (OD&D, AD&D, AD&D 2E, D&D 3.0, D&D 3.5). I've played in plenty of other systems on the side, to keep abreast of what options for RPGing existed but always felt D&D was the best fit for me. I'm seeing some things this time that have me seriously concerned with the direction of the game.
Well, I've voiced my protests a number of times on what seems to be the new design philosophy. I've gamed since 1974 and moved along with each new edition of the game, always seeing each one as a step forward in the game of D&D (OD&D, AD&D, AD&D 2E, D&D 3.0, D&D 3.5). I've played in plenty of other systems on the side, to keep abreast of what options for RPGing existed but always felt D&D was the best fit for me. I'm seeing some things this time that have me seriously concerned with the direction of the game.