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What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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<blockquote data-quote="Elf Witch" data-source="post: 6077182" data-attributes="member: 9037"><p>I have a house rule in all my games no splat core only without my approval this goes for new spells, classes and feats. I also have to approve any prestige class. I am not saying that I don't allow anything but it helps control the crazy stuff that can happen when allowing things in splat wise. I am also strict on multiclassing which is again no without my approval. I am not against multiclassing as a way to build your concept but I have found that this stops a lot of the power gaming. </p><p></p><p>Hussar I don't rationalize this at all. Those DM in game solutions are just one way to solve issues there are others and don't forget not everyone views these things as issues. . I have skimmed the 4E threads and I have often seen advice given to DMs when they are having issues to use in game DM solutions and no one seems to think that any way means a broken system. </p><p></p><p>The entire idea of rule 0 is a way to customize the game to your play style. But in the end there needs to be a little honesty here and that is DnD does not support every game style equally and every edition seems to cater to a different style. I know this because to do my favorite style which is a more gritty game without a lot of high magic available I have to tweak and make house rules. </p><p></p><p>The idea that magic is like science is an excellent one and it is how I look at magic and that is it should be able to do more and do it better than mundane things simply because it is magic. Which is why I have no issue with knock being better then a rogue pick locks or cleric disable trap being better. To me the key to a fun gaming experience is making sure that the mundane characters also have cool and fun things to do as well as planning encounters and role playing session that cater to each of the players strength and weaknesses. And yes I expect players to not be dicks and hog the spotlight. </p><p></p><p>Now I am not saying this is the only way or right way to play but it the way 3E was designed so if you don't like this and want something different this is my question for you. What exactly do you want magic to do in your game? If magic is not special and used to problem solve and make life easier then what do you see it doing? What do you see the purpose of magic?</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6077182, member: 9037"] I have a house rule in all my games no splat core only without my approval this goes for new spells, classes and feats. I also have to approve any prestige class. I am not saying that I don't allow anything but it helps control the crazy stuff that can happen when allowing things in splat wise. I am also strict on multiclassing which is again no without my approval. I am not against multiclassing as a way to build your concept but I have found that this stops a lot of the power gaming. Hussar I don't rationalize this at all. Those DM in game solutions are just one way to solve issues there are others and don't forget not everyone views these things as issues. . I have skimmed the 4E threads and I have often seen advice given to DMs when they are having issues to use in game DM solutions and no one seems to think that any way means a broken system. The entire idea of rule 0 is a way to customize the game to your play style. But in the end there needs to be a little honesty here and that is DnD does not support every game style equally and every edition seems to cater to a different style. I know this because to do my favorite style which is a more gritty game without a lot of high magic available I have to tweak and make house rules. The idea that magic is like science is an excellent one and it is how I look at magic and that is it should be able to do more and do it better than mundane things simply because it is magic. Which is why I have no issue with knock being better then a rogue pick locks or cleric disable trap being better. To me the key to a fun gaming experience is making sure that the mundane characters also have cool and fun things to do as well as planning encounters and role playing session that cater to each of the players strength and weaknesses. And yes I expect players to not be dicks and hog the spotlight. Now I am not saying this is the only way or right way to play but it the way 3E was designed so if you don't like this and want something different this is my question for you. What exactly do you want magic to do in your game? If magic is not special and used to problem solve and make life easier then what do you see it doing? What do you see the purpose of magic? [/QUOTE]
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What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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