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What was so bad about DMing 3x?
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<blockquote data-quote="Lord Zardoz" data-source="post: 4039288" data-attributes="member: 704"><p>There are two problems which seem to come into play for higher level games, and they interact with one another in such a way to make things cumbersome.</p><p></p><p>1) Fully fleshing out a high level character is a lot of work. You have a potentially large number of feats to consider, as well as spells. On top of that, the system expects characters of a particular level to have certain kinds of magical items.</p><p></p><p>2) The game has a huge number of interlocking variables to keep track of. </p><p></p><p>Take a look at a 'naturally played' character of level 15 or higher, and take a look at his saving throws, AC, attack bonus, and damage bonus. How many different modifiers are there on each? How many of those change if someone walks into an anti magic zone? What if he gets disarmed and has to use a secondary weapon? What happens to those numbers of he receives the benefit of a Bard Song and an Enlarge spell? What happens if he then takes some Dex or Con damage from a poison? Now what is that guys AC vs a touch attack?</p><p></p><p>When you are playing as a player, you can mitigate these things by making shorthand notes for the conditions or combinatons that typically come into play. But as a DM, your probably going to manage to forget key information and end up running sub par opponents as a result.</p><p></p><p>The problems from the players side of things are different.</p><p></p><p>1) Unless you multi-classed a few times, the difference between your good saves and your bad saves means that you are probably going to get savaged if your attacked on the weak saves.</p><p></p><p>2) If an opponent has a high enough AC that the fighter is not going to hit very often on his primary attack, then everyone else is just going to miss every time.</p><p></p><p>2a) The alternative is an AC that the fighter is going to hit with all but his last iterative attack every time, making monsters too weak.</p><p></p><p>3) Because AC and Saves do not scale at the same rate as Bab, players tend to be screwed against CR appropriate opponents unless the player is outfitted with a very specific set of items (Necklace of Natural Armour, Ring of Protection, and Cloak of Resistance is the most frequent combo). While some players are happy with this, others would prefer to have more interesting items.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4039288, member: 704"] There are two problems which seem to come into play for higher level games, and they interact with one another in such a way to make things cumbersome. 1) Fully fleshing out a high level character is a lot of work. You have a potentially large number of feats to consider, as well as spells. On top of that, the system expects characters of a particular level to have certain kinds of magical items. 2) The game has a huge number of interlocking variables to keep track of. Take a look at a 'naturally played' character of level 15 or higher, and take a look at his saving throws, AC, attack bonus, and damage bonus. How many different modifiers are there on each? How many of those change if someone walks into an anti magic zone? What if he gets disarmed and has to use a secondary weapon? What happens to those numbers of he receives the benefit of a Bard Song and an Enlarge spell? What happens if he then takes some Dex or Con damage from a poison? Now what is that guys AC vs a touch attack? When you are playing as a player, you can mitigate these things by making shorthand notes for the conditions or combinatons that typically come into play. But as a DM, your probably going to manage to forget key information and end up running sub par opponents as a result. The problems from the players side of things are different. 1) Unless you multi-classed a few times, the difference between your good saves and your bad saves means that you are probably going to get savaged if your attacked on the weak saves. 2) If an opponent has a high enough AC that the fighter is not going to hit very often on his primary attack, then everyone else is just going to miss every time. 2a) The alternative is an AC that the fighter is going to hit with all but his last iterative attack every time, making monsters too weak. 3) Because AC and Saves do not scale at the same rate as Bab, players tend to be screwed against CR appropriate opponents unless the player is outfitted with a very specific set of items (Necklace of Natural Armour, Ring of Protection, and Cloak of Resistance is the most frequent combo). While some players are happy with this, others would prefer to have more interesting items. END COMMUNICATION [/QUOTE]
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What was so bad about DMing 3x?
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