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The problems with 3.5?
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<blockquote data-quote="Ridley's Cohort" data-source="post: 4128285" data-attributes="member: 545"><p>The prep time for baddies seems to be a common complaint. It is a solvable problem, but it is very far from solved for you out-of-the-box. </p><p></p><p>The 15 minute a day problem: There are a number of variations on this theme. The part I do not like is that a party that is methodical at stacking up buffs can boost their effectiveness 50%-100%. That creates a burden on the DM. Is this encounter going to be a boring cakewalk, a fun fight, or is 1 PC going to die before they even roll initiative? Impossible to say, without making assumptions about what buffs the PCs are packing.</p><p></p><p>A common variant of the 15 minute a day problem is that the buffs encourage the spellcasters to burn through most of their spell slots in just 1-2 encounters. Then they go home and rest. "9:15 am. It's Miller time!"</p><p></p><p>In theory this could (and sometimes did) happen in previous editions. </p><p></p><p>A 3e DM struggling with hyperbuffed PCs waltzing through encounters without breaking a sweat (my complaint) may inadvertently encourage the game to fall into the 9:15 rut -- the players (correctly or incorrectly) gauge that the opposition is so powerful that fighting at all while not buffed to the gills is suicidal.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 4128285, member: 545"] The prep time for baddies seems to be a common complaint. It is a solvable problem, but it is very far from solved for you out-of-the-box. The 15 minute a day problem: There are a number of variations on this theme. The part I do not like is that a party that is methodical at stacking up buffs can boost their effectiveness 50%-100%. That creates a burden on the DM. Is this encounter going to be a boring cakewalk, a fun fight, or is 1 PC going to die before they even roll initiative? Impossible to say, without making assumptions about what buffs the PCs are packing. A common variant of the 15 minute a day problem is that the buffs encourage the spellcasters to burn through most of their spell slots in just 1-2 encounters. Then they go home and rest. "9:15 am. It's Miller time!" In theory this could (and sometimes did) happen in previous editions. A 3e DM struggling with hyperbuffed PCs waltzing through encounters without breaking a sweat (my complaint) may inadvertently encourage the game to fall into the 9:15 rut -- the players (correctly or incorrectly) gauge that the opposition is so powerful that fighting at all while not buffed to the gills is suicidal. [/QUOTE]
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