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What was so bad about DMing 3x?

That's not really true. For the Ftr/Clr/Monk/Pal/Pious Templar character, for example, I noted that she doesn't actually have access to any magic tricks of significance and none of the tricks I mentioned involved her spellcasting ability. Now, I would really like to get access to fell the greatest foe with her because that would be her style and swift march would simultaneously boost allies and solve the speed problem that she sometimes has. But she's managed to be a very interesting and flexible character without looking at her spellcasting capability. (In fact, the only spells she cast in the last few adventures were bless weapon (on weapons that she then did not end up using), cure light wounds (after combat healing), and endure elements--not exactly a stirring set of spellcasting based options).

The other reason why that isn't a fair analysis of the characters is because the casters are also the highest level characters. Therefore, the analysis ignores the 5th level warrior types and the abilities they have at 5th level (which give them good options as varied as my fighter/wizard had at 5th level (though not as varied at the low end of the power spectrum)) and the projected options available to them at higher levels. A character without magic may not expect to be able to teleport or balance on bamboo stalks and fight a duel in the clouds (indeed, having those abilities would rather defeat the purpose of being a character without inherent magic), but between shield charge, shield slam, three mountain style, improved bull rush, improved sunder, shock trooper, and combat brute, there are actually quite a few different things that I expect the fighter character to be able to do. Likewise, between grant move actions, varying auras, intimidating strike, power attack, cleave, a couple other feats I haven't picked yet, and any additional options based on magic items (for instance, there is a magic item compendium item that lets a martial give all his allies an extra attack instead of a move action with the grant move action ability), the characters will have enough options to remain interesting.

Just because the five of the six highest level characters I've played in 3.x are spellcasters (and it requires a lot of stretching to consider my halfling holy warrior a caster) of one stripe or another doesn't mean that non-spellcasters are boring. (As it happens, it means that for the first character I wanted to see if I could make an effective fighter/wizard in 3e after I had watched a player in my home campaign make a fighter/wizard and fail to be terribly effective, for the second character the party lacked a cleric when everyone had put their stuff together and I wanted to try out Shadowbane Stalker, for the third, with my second Living Greyhawk character I wanted to contribute to solving the "our table needs a cleric" problem. For the 10th level Inquisitor, I first wanted to try out a non-physical combatant cleric that I had enjoyed playing as a cohort in Living Arcanis and see if it would work as a primary character and, at the same time, I wanted to create a character who was in touch with the flavor of the theocracy of the Pale which is my Living Greyhawk region since I thought that I was seeing too many characters that really should have had no place in the Pale. Thus my Pholtan Inquisitor was born.

The interesting part in the equation is my 9th level character who, despite his hexblade levels is not a spellcaster (it's a bit hard to cast hexblade spells with only two levels and a 10 charisma). He's not over-the top game-dominating, but he is pretty effective in his role of dealing damage, keeping the bad guys off the spellcasters and not getting killed by his enemies while doing all that. In terms of being effective in his role, he doesn't have a problem "keeping up with the casters." But he certainly doesn't have one schtick that he sticks to like glue. In terms of his feat choices, and class abilities, the only schtick that he has stuck to is that A. He hasn't taken any classes that don't give him BAB, B. He has taken the fighter class feature chain of feats (weapon focus, weapon specialization, and melee weapon mastery: slashing), and C. He has Power Attack. The rest of his feats--Iron Will, Improved Initiative, Exotic Weapon Proficiency: bastard sword, Cleave, and class abilities (hexblade's curse), rage, fast movement, uncanny dodge, and whatever he gets from the first level of Occult Slayer are options and defenses that could easily be traded out for other feat and class ability choices without impeding the character's essential effectiveness. The character would, of course be less effective if I traded Iron Will and Cleave for Skill Focus: Underwater basket weaving and skill focus: Swim, or if I traded the barbarian levels for warrior levels, but within the range of non-stupid choices, I could have pretty dramatically different combinations of classes, feats, and abilties and be just as effective in his chosen role. (For instance, the character would not be any less good if I traded Iron Will and Exotic Weapon Proficiency for Endurance and Steadfast Determination or if I had Improved Toughness instead of Improved Initiative (which would probably then go with fighter or ranger levels in place of hexblade and maybe exotic weapon master levels in place of Occult Slayer). For that matter, I suspect that a Knight 5/Fighter 4 could do just fine in the same role. That's hardly sticking to one schtick like glue.

Mort said:
You'll note that all the characters with a "good number of tricks" are casters of one iteration or another. Having access to decent magic gives you a broad number of options almost by definition. Having a good build where you can get synergies going makes that even more effective.

The problem is the non-casting classes. For them to even attempt to keep up with the casters, they have to find an effective shtick and stick to it like glue. . .
 

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Hussar said:
I've never really had a big issue with power creep to be honest. After all, what class is more powerful than the core classes?

Agreed. Case in point: The guy playing the Rogue at my table decided to branch off into the Dungeon Delver PrC as early as possible. A few levels later, he discovered that his sneak attacks simply weren't dealing enough damage for his character to remain useful to the party, so I allowed him to re-spec. Rather than take another PrC, he just stuck with Rogue.

The next session, and for most sessions afterwards, he dealt more damage in combat than the Wizard.

PrCs did do alot for the fighter types in the party, however.
 

Ipissimus said:
Agreed. Case in point: The guy playing the Rogue at my table decided to branch off into the Dungeon Delver PrC as early as possible. A few levels later, he discovered that his sneak attacks simply weren't dealing enough damage for his character to remain useful to the party, so I allowed him to re-spec. Rather than take another PrC, he just stuck with Rogue.

The next session, and for most sessions afterwards, he dealt more damage in combat than the Wizard.

PrCs did do alot for the fighter types in the party, however.
And there are so many full-caster PrCs out there that it's madness to stay in Wizard or Sorcerer if you can get into a class with actual class abilities.
 

Originally Posted by Hussar
I've never really had a big issue with power creep to be honest. After all, what class is more powerful than the core classes?

True. Pure Barbarian, Wizard and Cleric own.

Though the Bo9S can come close to outclassing the barbarian, sicne they can do around as much damage (maybe even more) AND have more options (actual healing,rather than temp hp)
 

SteveC said:
The spells from the last few splat books ... ugh! Why anyone would use stoneskin with it's pricy material component when they could cast mark of earth and get the benefits for a combat for no cost. It beats me.
You're the DM. Just because a splat book exists doesn't mean that you should automatically allow your players to use everything in them. As a DM, I would allow people to use things in books that I'm familiar with, and allow things that haven't been tested on a sort of probationary period. If it turns out that something drastically unbalanced the game, then it's out.

There are a lot of examples of things that are pretty broken in all the extra books, and things that are just unbalanced for their level (1st level orb spells, for example). You shouldn't feel like you're a slave to the books or your players. It's not about being a tyrant; it's about making sure everyone is having fun at the table, including you.
 

Dr. Awkward said:
And there are so many full-caster PrCs out there that it's madness to stay in Wizard or Sorcerer if you can get into a class with actual class abilities.

Sorcerer, I agree with you. So many dead levels...

Wizard, not so much. It's amazing how useful the bonus feats are, even compared to some of the more powerful abilities in some of the splatbooks. Alot of the spellcaster-focused PrCs that were interesting required some small sacrifice of spellcasting power, or even a moderate loss of spellcasting power (4 lost levels out of ten? ouch). Of course, alot of the tricks you could pull off with those could be replicated just as easily with the right spell selections. Need protection? Plenty of spells give you DR or AC bonuses or extra HP. Why go for Green Star Adept?

Archmage, yes, particularly once you get to epic, tho the earlier the better IMO.

That being said, I can't think of too many PrCs that allow spellcasters to deal more damage... Thrall of Gr'zzt comes to mind, but that's for evil PCs or NPCs. Not that Wizards need to deal more damage. I have to admit, anything that'd let me add to Spell Penetration or save DCs would be tempting, and there's a few of those.

Back to the topic, there was nothing really wrong with 3.x, it works. I'm just hoping that 4E will present me with more elegant solutions to the problems I did have with 3e.
 

fnwc said:
You're the DM. Just because a splat book exists doesn't mean that you should automatically allow your players to use everything in them. As a DM, I would allow people to use things in books that I'm familiar with, and allow things that haven't been tested on a sort of probationary period. If it turns out that something drastically unbalanced the game, then it's out.

There are a lot of examples of things that are pretty broken in all the extra books, and things that are just unbalanced for their level (1st level orb spells, for example). You shouldn't feel like you're a slave to the books or your players. It's not about being a tyrant; it's about making sure everyone is having fun at the table, including you.
Well of course that's true. I like to allow the characters in my game to use most (but not all) of the splats from WotC, so I really wish that would be better balanced. There are so many spells at this point that I simply don't have time to go through all of the books and ban them, so I allow what I think are decent books. I simply should have gotten off of the splat merry-go-round before it stopped. The last few books really didn't get the attention of playtesting that they really deserved so you have things that vary greatly in power.

For me, rather than ban things (or swing the banhammer too much after something proves to be useful, which is kind of the point of having a complex character) I just have the bad guys use the same powers. I've told them that they will very often see characters with the tactics they use. Wings of Cover, for instance, is an AWESOME defense for a level 2 spell, especially for a BBEG. The latest game I'm running (Shackled City) has had them going into the Temple of Wee Jas five times. They're really starting loathe some of my cleric builds, and, to be honest, they're far from being truly optimized.

...but that sort of campaign is, in the end, very unsatisfying for me: it takes a fun story based campaign and turns it into a vicious game of one-upmanship.

And that's why I'm looking forward to 4E: at least for a little while, there will be some normalcy, and then I can take a much more stringent look at all of the stuff I allow into the game.

--Steve
 

Ipissimus said:
Wizard, not so much. It's amazing how useful the bonus feats are, even compared to some of the more powerful abilities in some of the splatbooks. Alot of the spellcaster-focused PrCs that were interesting required some small sacrifice of spellcasting power, or even a moderate loss of spellcasting power (4 lost levels out of ten? ouch). Of course, alot of the tricks you could pull off with those could be replicated just as easily with the right spell selections. Need protection? Plenty of spells give you DR or AC bonuses or extra HP. Why go for Green Star Adept?
I personally find no reason not to go into a full casting PrC as a Wizard. Take the Loremaster from the DMG, for example. You only really gain by going into this PrC as opposed to being a straight Wizard... all the bonus feats you would normally get as a Wizard can be obtained through the Loremaster's power gain, in addition to its other bonus abilities.
 

fnwc said:
I personally find no reason not to go into a full casting PrC as a Wizard. Take the Loremaster from the DMG, for example. You only really gain by going into this PrC as opposed to being a straight Wizard... all the bonus feats you would normally get as a Wizard can be obtained through the Loremaster's power gain, in addition to its other bonus abilities.

True, but with Loremaster you have to spend resources on divination, which is ok if that's the sort of character you want to play. Also, there is an ability score limit on the bonuses you get from Loremaster and the special abilities are nice but aren't really anything to shout about. Why bother with Lore when you can ask a Bard or an NPC for the same info? Ok, the divinations are nice, but the Cleric can do that. Or better, a magic item.

While there's something to be said for picking up those extra little tricks, do they outweigh the added complexity? Is what you're gaining significantly better to warrent even the minimal effort you'll expend? I think I've only seen a handful of spellcasting PrCs that my answer was 'yes' to that question, and alot of them are vile. Wild Mage, I like, though it's boarderline. Frost Mage (I think it was?) is pretty cool (pun intended :D ).

meh, doesn't matter, it's all personal preference anyway. My favourite PrC's Mystic Theurge, so who am I to talk about complexity? :p
 

Ipissimus said:
My favourite PrC's Mystic Theurge, so who am I to talk about complexity? :p

This is part of a joke, but:

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