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What's the biggest challenge / frustration in your game?
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<blockquote data-quote="DrNilesCrane" data-source="post: 1822120" data-attributes="member: 7652"><p><strong>Challenges & frustrations of 3.5</strong></p><p></p><p>Overall I'm extremely happy with 3.x especially after running and playing numerous campaigns in the older editions. My complaints for the current rule set are:</p><p></p><p>1. Stating out higher level NPCs is a chore. My group is around 15th level currently, so creating appropriate level NPC bad guys, even in a shorter "initiative card" format, can chew up a lot of prep time in order to do it correctly/accurately, especially adding in prestige classes, logical feats, etc. Various online tools help somewhat.</p><p></p><p>2. The magic system seems to replicate modern technology way too much, from easy access to light sources (Continual Flame), transportation (especially Wind Walk), and communication (The "Sending spell as Cell Phone"). There's little rhyme or reason why magic works the way it does: it feels like jumble of anything and everything. I'd like to see a system with a better cohesivness or "feel" to it (I like the Wheel of Time selection, for example) - if not in the core rules, as an alternative for folks who like less world-defining magic.</p><p></p><p>3. I don't care for the alignment system or damage reduction based upon it.</p><p></p><p>My current campaign (since March 2001) has no house rules other than ignoring alignment and the method for handing out EPs. I award a flat rate per gaming night for all characters in attendance (with bonus points for a character journal, helping the DM, etc.) and found that works really well with my group. Removes the "let's kill those guys for the EPs!" mentality and allows the group to focus more on role-playing and choosing their fights more intelligently.</p></blockquote><p></p>
[QUOTE="DrNilesCrane, post: 1822120, member: 7652"] [b]Challenges & frustrations of 3.5[/b] Overall I'm extremely happy with 3.x especially after running and playing numerous campaigns in the older editions. My complaints for the current rule set are: 1. Stating out higher level NPCs is a chore. My group is around 15th level currently, so creating appropriate level NPC bad guys, even in a shorter "initiative card" format, can chew up a lot of prep time in order to do it correctly/accurately, especially adding in prestige classes, logical feats, etc. Various online tools help somewhat. 2. The magic system seems to replicate modern technology way too much, from easy access to light sources (Continual Flame), transportation (especially Wind Walk), and communication (The "Sending spell as Cell Phone"). There's little rhyme or reason why magic works the way it does: it feels like jumble of anything and everything. I'd like to see a system with a better cohesivness or "feel" to it (I like the Wheel of Time selection, for example) - if not in the core rules, as an alternative for folks who like less world-defining magic. 3. I don't care for the alignment system or damage reduction based upon it. My current campaign (since March 2001) has no house rules other than ignoring alignment and the method for handing out EPs. I award a flat rate per gaming night for all characters in attendance (with bonus points for a character journal, helping the DM, etc.) and found that works really well with my group. Removes the "let's kill those guys for the EPs!" mentality and allows the group to focus more on role-playing and choosing their fights more intelligently. [/QUOTE]
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