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D&D Older Editions, OSR, & D&D Variants
What do you ban? (3.5)
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<blockquote data-quote="Eldritch_Lord" data-source="post: 5446678" data-attributes="member: 52073"><p>If you don't think it would be generic enough to post, just hosting it somewhere and putting up a link to download it would work.</p><p></p><p></p><p></p><p>That seems reasonable enough; if your motivation is to not let the PCs render all your preparation useless, I can certainly sympathize. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I'd be careful about saying that powering up melee is making it more magical, 'cause that tends to bring up the ToB "It's magic"/"It's mundane" argument. In fact, things like condensing feat trees, making combat maneuvers easier and more attractive, making feats not suck as much, and the like don't make a martial class more magical, just more powerful and versatile. You don't have to be magical to keep up with casters--you don't necessarily need a magical way to fly if you can pull out a bow instead of your sword and not suck, you don't necessarily need a magical way to pierce concealment if you can do so with high skill checks or other mundane means, and so on.</p><p></p><p></p><p></p><p>I agree that casters <em>should</em>, on some level, be innately superior to mundane classes; someone who can eventually perform mythical feats on par with Hercules, Beowulf, and others (in theory, at least <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) most likely isn't going to be on par with someone who can break the laws of physics as we know them from day 1. That doesn't mean that the magic/martial gap has to be as huge as it is, though. Martial characters should have mythical abilities at higher levels that can be extrapolated from their current abilities (punch people, jump high, soak damage -> Superman; run fast, chop things -> Beowulf), because (A) by that point they've left real-world limits behind and (B) D&D is a more magical/less realistic world anyway, where (Ex) just means "breaks laws of physics in an antimagic field) and where you can be just fine after jumping off a 100-foot cliff after some point.</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 5446678, member: 52073"] If you don't think it would be generic enough to post, just hosting it somewhere and putting up a link to download it would work. That seems reasonable enough; if your motivation is to not let the PCs render all your preparation useless, I can certainly sympathize. ;) I'd be careful about saying that powering up melee is making it more magical, 'cause that tends to bring up the ToB "It's magic"/"It's mundane" argument. In fact, things like condensing feat trees, making combat maneuvers easier and more attractive, making feats not suck as much, and the like don't make a martial class more magical, just more powerful and versatile. You don't have to be magical to keep up with casters--you don't necessarily need a magical way to fly if you can pull out a bow instead of your sword and not suck, you don't necessarily need a magical way to pierce concealment if you can do so with high skill checks or other mundane means, and so on. I agree that casters [I]should[/I], on some level, be innately superior to mundane classes; someone who can eventually perform mythical feats on par with Hercules, Beowulf, and others (in theory, at least ;)) most likely isn't going to be on par with someone who can break the laws of physics as we know them from day 1. That doesn't mean that the magic/martial gap has to be as huge as it is, though. Martial characters should have mythical abilities at higher levels that can be extrapolated from their current abilities (punch people, jump high, soak damage -> Superman; run fast, chop things -> Beowulf), because (A) by that point they've left real-world limits behind and (B) D&D is a more magical/less realistic world anyway, where (Ex) just means "breaks laws of physics in an antimagic field) and where you can be just fine after jumping off a 100-foot cliff after some point. [/QUOTE]
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