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The problems with 3.5?
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<blockquote data-quote="moritheil" data-source="post: 4127573" data-attributes="member: 30610"><p>I don't actually see that much wrong with 3.5, aside from the possibilities of infinite loops, the poor editing, and the abysmally bad tactical suggestions given to DMs and players alike.</p><p></p><p>Poor editing came into play with feats like Greenbound Summoning, which the author posted was supposed to adjust spell level by +2 but did not (oops?)</p><p></p><p>Infinite loops gave us Pun Pun, the Cancer Mage, and other such legends of twinkery.</p><p></p><p>Bad tactical suggestions left us with the requirement that DMs be tactically savvy and have character building abilities on par with (or comparable to) those of their players.</p><p></p><p>Essentially the problem Nail talks about above with higher level play is the fact that most of the gaming is done <em>before</em> the actual gaming (so to speak):</p><p></p><p></p><p></p><p>It's not just battles; it's the planning out of feat trees, the pre-fight buffs, the conjurations that take place the previous day before an adventure, and all the other things. It's the optimization that takes place when building the character (sometimes fun, sometimes a chore.) You need to go into a high-level encounter with an edge, or you are usually going to die (assuming equally tactically competent opponents.)</p></blockquote><p></p>
[QUOTE="moritheil, post: 4127573, member: 30610"] I don't actually see that much wrong with 3.5, aside from the possibilities of infinite loops, the poor editing, and the abysmally bad tactical suggestions given to DMs and players alike. Poor editing came into play with feats like Greenbound Summoning, which the author posted was supposed to adjust spell level by +2 but did not (oops?) Infinite loops gave us Pun Pun, the Cancer Mage, and other such legends of twinkery. Bad tactical suggestions left us with the requirement that DMs be tactically savvy and have character building abilities on par with (or comparable to) those of their players. Essentially the problem Nail talks about above with higher level play is the fact that most of the gaming is done [I]before[/I] the actual gaming (so to speak): It's not just battles; it's the planning out of feat trees, the pre-fight buffs, the conjurations that take place the previous day before an adventure, and all the other things. It's the optimization that takes place when building the character (sometimes fun, sometimes a chore.) You need to go into a high-level encounter with an edge, or you are usually going to die (assuming equally tactically competent opponents.) [/QUOTE]
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