What (else) got the shaft in 3E?

I personally think its the speicalists that are the weaklins not the generalists. Oh no one more spell per spell level. Honestly after level 3 I could give a crap less cause I got enough spells. And the sucker specialist can't match my versatility(including in item creation)

1/2 elves I'm there, they suck.

1/2 orcs suck as well, the stats may balance because str is a big stat, but just darkvision, please look at the lsits of benies every other race gets when there stas balance and you just give them darkvision.

Monks hate how they are built(I'd of prefered a bunch of bonus feats focussed on unarmed combat like the ones in spycraft), but they are ballanced. In my group in NY, the monk in the party used to duel the fighter when nothing was going on at breaks, he won more often than not and the fighter had better stats. We were only 8th level when I left so that may have changed as the BAB difference widened, but so what the fighter should win, the monk had many other abilities.(the fighter did better in most fights just couldn't hang one on one vs a monk)
 

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Epametheus said:
Bard might also be a good class to not multi from, simply because of the distinct lack of bardic prestige classes that continue spell progression (with the notable exception of virtuoso, which causes its own problems because it's flat-out a superior version of the bard).
The virtuoso has bad reflex saves, wizard BAB, and d4 hit dice. The class is superior in some areas (music abilites), and inferior in others (saves, hit points, BAB). I don't see a problem.
 


Wow... you take away the spell scribing costs for Wizards, and you've officially made Sorcerers pointless.


I always thought the sorcerer was pretty pointless to begin with. He has almost no versatility due to his limited number of spells known, and then the player almost always front-loads the big combat spells, making the sorcerer little more than a walking autocannon. Boring.

I think there are better ways to reflect an inherently magical affinity with magic- maybe addition of a minor template to the character. Example- Fey Magic- the character gains +1 caster level with charms and 20' nightvision, but takes an additional +1 damage from iron or steel weapons.
 

Lord Vangarel said:
1) Non specialist wizards to compared specialist wizards - come on, I get to cast an extra spell of each level per day but I can't cast spells from this school with very few really useful spells.

Heh. As opposed to clerics, who receive bonus domain spells automatically without giving up anything? Oh, and they get domain powers along with the bonus spells. In light of this, I feel it would be perfectly reasonable for specialization to be an innate feature of the wizard class, rather than make it an option that wizards have to pay a price for.

2) Any normal class to a prestige class - one of our players tried to convince me that if he was a normal wizard instead of an Alienist he'd be just the same. Yeah, sure, just the same with the Alienist better at everything.

Again, this is a problem with wizards in particular. A prestige class designed for fighters, for instance, isn't going to receive all the fighter bonus feats AND receive additional class abilities, or more skill points, or a good Will or Reflex save. There's a trade-off of some kind. And a cleric prestige class can grant special class features in exchange for receiving a lower hit die, a lowered BAP, or lowering one of its good saves. But the wizard? All he's got is spellcasting, and thus has nothing to pawn off. Having said that, you need to take a closer look at the alienist class. The class actually imposes penalties to compensate for the extra abilities. Let the guy have the darn PrC.

3) Ogres - these guys just ain't scary anymore

Hrrmm. Seem plenty nasty to me, although giants in general do receive a little shaft in the form d8 hit dice. Don't forget to put some armor on them though.

4) Monks - these guys try to be everything and succeed at nothing

The monk isn't the melee-master that a lot of people want it to be. When DM's throw big, super-strong, heavy-hitting monsters against the PC's, the monk doesn't do as well as other warriors, so people decide then and there that monks suck. Well, monks are not supposed to be the best at melee--that's for brute-force types like barbarians--but rather they excel at fighting the types of foes with special attacks that routinely take out the other characters. When the mind flayer starts leveling the fighters with mind blast, or the umber hulk starts driving the barbarians batty, or the beholder starts selectively disintegrating the wizards and fear-raying the warriors, it's the monk who consistently makes every DC 18 saving throw. When the ogre mage cuts loose with the cone of cold, or the lich hastes up and starts dishing out the empowered fireballs, it's the monk that comes out unscathed. True, the Slow Fall ability is pretty lame in light of how easy it is for any character to receive the benefit of Feather Fall, but otherwise a monk pulls its weight if your party DM uses opponents other than giant things with big teeth and claws.

5) Half-elves - no reason to play what used to be the most prolific race

Nope, no reason.

So come on everyone what else got the shaft?

Well, everyone else seems to have ignored this question in favor of telling Lord Vangarel how wrong he is, so let me try to start the ball o'gripes rolling:

1) Wizards need more going for them (see above comments)

2) Elves need focus. If you're going to make their favorite class wizard, then give them racial abilities that are advantageous to wizards. As is, their abilities are more favorable for rangers and other scout-type characters. Note to Forrester: if you're gonna put in your 2 cents worth here, kindly be less flamey than last time.

3) Druids have no role in the party. Seems to me spells like Bull's Strength and Cat's Grace certainly belong in their repetoire, and following along that line of thought, I think druids would make the ideal buffers (as in "one who applies buffs").
 
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Gnomes kind of get the shaft. I mean, what's their specialty class... Illusionist? A specialist Wizard? Obviously, a holdover from 2E, but it really doesn't mesh with any other race's speciality class. I know, it's small, but it kind of peeves me.
 

All my Bards are singing that 'ol Jerry Reed tune:

'She got the gold mine...and I got the shaft'

I'm sure not all Bards are unhappy, especially Monte's Bards. Those are probably are happiest Bards on the planet. I saw one the other day, singing Barry Manilow songs...

'I write the songs that make the whole word sing! I...ahhh' [crunch]

Krusk got to him first, I think :)
 

Spatula said:
Bonus spell slots are nice. Of course, a specialist can only use his bonus slot for a spell from his specialty, which is usually a non-issue but most schools have spell levels with no good spells. I currently play an enchanter but the next mage I play will not be a specialist.
Your mistake was taking Enchantment as your specialty.* It's almost as dumb as taking Divination as your specialty. I'm curious what your prohibitied school was.

Joe Mucchiello
Throwing Dice Games
http://www.throwingdice.com

** Yes, I know I wrote Joe's Book of Enchantment. Why do you think I found such a book necessary. Enchantment sucks as a specialty.
 

Interesting debate.

In two years of d20 games, I'd hesitate to claim that 20% of the wizard characters were specialists. Most players couldn't stomach the loss of one major or two minor schools of magic.
 

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