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(total frustration) There MUST be an Extra Feats Academy around somewhere here ...
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<blockquote data-quote="Silveras" data-source="post: 2810555" data-attributes="member: 6271"><p>Good points. A couple of others to bear in mind: </p><p></p><p>D&D 3.x is NOT designed to be a tool for creating an ongoing story. The designers have stated that Wizards' market research identified the most common play format to be a weekly game in which characters entered a dungeon, killed the monsters, took the treasure, and returned to town. The most desired pattern was for characters to advance from 1st to 20th level in about 9 months of play time (less if the players played twice per week). This is because, as I understand it, most games were/are played during the college school year. </p><p></p><p>As such, D&D 3.x's balance design is around:</p><p>a) creating a sense of advancement as the characters level up</p><p>b) providing roles for each character type to excel in, while also being sub-par performers in other roles</p><p>c) setting the pace of advancement so that characters advance often enough that the players are not frustrated </p><p>d) the applicability of all spells, feats, class abilities, and such is primarily judged by how it affects the "weekly dungeon crawl" campaign; likewise, the plausible impact of such on the greater campaign world is a secondary consideration</p><p></p><p>In short, while inspired by many pieces of fantasy literature, D&D "out of the box" is wholly faithful to none of them, and presents its own unique twist. Trying to accurately replicate characters out of one or another piece of the inspirational literature is almost guaranteed to require some amount of house rules to <strong>make</strong> D&D fit that specific model.</p></blockquote><p></p>
[QUOTE="Silveras, post: 2810555, member: 6271"] Good points. A couple of others to bear in mind: D&D 3.x is NOT designed to be a tool for creating an ongoing story. The designers have stated that Wizards' market research identified the most common play format to be a weekly game in which characters entered a dungeon, killed the monsters, took the treasure, and returned to town. The most desired pattern was for characters to advance from 1st to 20th level in about 9 months of play time (less if the players played twice per week). This is because, as I understand it, most games were/are played during the college school year. As such, D&D 3.x's balance design is around: a) creating a sense of advancement as the characters level up b) providing roles for each character type to excel in, while also being sub-par performers in other roles c) setting the pace of advancement so that characters advance often enough that the players are not frustrated d) the applicability of all spells, feats, class abilities, and such is primarily judged by how it affects the "weekly dungeon crawl" campaign; likewise, the plausible impact of such on the greater campaign world is a secondary consideration In short, while inspired by many pieces of fantasy literature, D&D "out of the box" is wholly faithful to none of them, and presents its own unique twist. Trying to accurately replicate characters out of one or another piece of the inspirational literature is almost guaranteed to require some amount of house rules to [B]make[/B] D&D fit that specific model. [/QUOTE]
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