woodelf said:from 1st to ~9th level. I'll let you decide if that is limited
Duh.
woodelf said:from 1st to ~9th level. I'll let you decide if that is limited
Well, speaking as a DM of a 3+ year game, whose players are now 21st level, I would argue that you and your group are atypical. My group doesn't meet every week, and we only run 4-6 hour sessions...and we use book standard advancement with virtually no house rules. The party is a group of six, and we used Forge of Fury and Sunless Citadel as written (as well as Heart of Nightfang Spire, for the most part).woodelf said:Well, my direct experience is a 2+yr game (weekly), from 1st to ~9th level. I'll let you decide if that is limited (but given the rules have only been out a bit over 3yrs, unless you have time to play more than weekly, it'd be hard to better us by much more than 50%).
woodelf said:Well, my direct experience is a 2+yr game (weekly), from 1st to ~9th level. I'll let you decide if that is limited (but given the rules have only been out a bit over 3yrs, unless you have time to play more than weekly, it'd be hard to better us by much more than 50%).
Well, my direct experience is a 2+yr game (weekly), from 1st to ~9th level. I'll let you decide if that is limited
In high level play, particularly, a battle is often decided within the first round, even if it isn't certain for several more rounds.
mmu1 said:In other words, you've played in one game with people who either don't know how to or don't want to play high initiative characters, and even though you've played for two years, you never DMed and you have no variety of experience whatsoever. I'd say that qualifies as extremely limited - you definitely don't get a sense of perspective from doing the same thing (wrong) for two years.
I'll assume you were addressing mmu1, since you quoted him. I was directly answering your statement, as mentioned above. I wasn't calling your credentials into play, nor implying a lack of knowledge or skill...merely that your 3E group's play style is not the norm, based on what you've described. In the 3+ years since the 3e debuted, I've been in three games, two as a DM, one as a player (and some RPGA events). In that time, the main game has reached 21st level, the secondary game has reached 7th level, and the third game has advanced several levels (from 4th to 6th, and then to 10th). And we don't play every week, as I mentioned. I think you'll find that most folks on the board here are 30+ years old, and all have Basic D&D or AD&D experience, at the least.woodelf said:You're welcome to say that i have an extremely limited persperctive when it comes to fine nuances of D&D3E--it's probably true.
Well, to be fair to takyris, he listed Initiative as "- Initiative: Major in my opinion, although I'm open to debate" which leaves him some wiggle room. I would personally list it as 'potentially major, depending on play style'. I think the nature of your combat set-ups and the frequency of combat in your game is a major factor in your opinion of Init's worth. If you're always encountering the enemy with no suprise, and not dealing with high mobility, powerful ranged spells or powerful ranged attackers as often, you won't see as much value in it.Which was really my original point, made oh-so-poorly: counting the fact that Dex impacts initiative as a "major" factor in the importance of Dex is significantly overstating the case. And since initiative is rolled considerably less often than attack rolls, the averaging nature of multiple die rolls is far less apparent. As i said, my +7 initiative made my character almost always last in the round, while the guy with the +1 was usually 1st or 2nd--just because he usually rolled well, and i usually didn't.
takyris said:re: Dex is overwhelmed by armor: Obviously, you haven't played in a campaign with a Bard who got the mithral breastplate in order to max out his Dex AND armor bonuses. As Cat's Grace has been shortened in 3.5, it's even more important that your AC be as high as possible naturally -- and that means "high dex". It's important for defense for every class except those who plan to wear armor but not tank -- which usually means clerics. It's a should-have for wizards and a must-have for just about everyone else who isn't in full-plate -- and at higher levels, those full-plate people are getting mithral full-plate and can take advantage of a higher dex anyway. Beyond that, at mid-levels and above, ranged touch attacks get nasty, and armor doesn't help against those. If you don't wanna get hit by that wizard's ranged touch attack, you want as many different levels of defense as possible -- Dodge bonuses, Deflection bonuses, concealment (from Blur or Displacement or actual concealment), and Dex.
This is absolutely true. Over all, every bit helps. But the die roll is flat, so you're just as likely to make it by 11 as by 2 (well, within the range of possibilities). Which means a +3 is still only +15%--a measurable bonus, but hardly that significant in a game that considers +2 the standard "there's a modifier" modifier. My point isn't that the Dex modifier to Ref saves doesn't matter at all--oviously it does--but that it is relatively small and can easily get lost in the various other modifiers. Particularly the die roll itself.re: Dex is overwhelmed by other saving throw bonuses: See, every little bit helps. It all adds up. You make a lot of saves over the course of your career, and you make a lot of saves by only one or two. If you don't think Dex is important to your Reflex save, keep track of how many you make by the amount you get from your Dex, or less, in the next few sessions. If you've got a Dex 11 character, sure, not really a deal, but my Dex 16 guy makes a fair number of saves by 3 or less.![]()
re: If the game isn't broken by making it a feat, why would it be broken by giving it to someone for free: because you are giving people a feat for free, and in so doing, you're horking up the game balance. You're not just talking about touch attacks -- you're talking about all melee attacks made with light weapons. That's what I was arguing against. You're giving everyone Weapon Finesse for free. Remember when I made the big list? Remember what the biggest Strength-power was? You're basically cutting that in half in order to make your flavor-text happy -- you don't like the way it SOUNDS for Strength to modify the attacks made by somebody with a dagger (unless he has training in light weapons, i.e. Weapon Finesse), so you want to give him the feat for free. Why not give everybody Expertise for free? Why not give them Power Attack? How about Spring Attack? It makes no sense to me that somebody couldn't run up, attack, and then run away in real life, so why not give everyone Spring Attack? Heck, anyone can swing a sword around in a circle, so let's give 'em Whirlwind attack instead.