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What's the biggest challenge / frustration in your game?
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<blockquote data-quote="Waylander the Slayer" data-source="post: 1825641" data-attributes="member: 1830"><p>Overall, the new edition is wonderful. The issues i have had are the following (other than moving away from my group):</p><p></p><p>1. High level NPCs become very complicated to run/create - if one were to stat out an NPC from the ground up, using no tools (heroforge is what i use and is awesome) it would take about 6 hrs to create 1 detailed NPC (spellcasters with prestige class, magical items etc.).</p><p></p><p>2. The original item creation rules being broken - my first campaign started when 3e came out and the item creation rules are not the best, players will optimize to their advantage - which is natural, but it creates a more high powered campaign.</p><p></p><p></p><p>3. Spell dependency - certain spells become necessary for any spell caster - a high level spell caster without dispel magic is dead in water for example. Buff spells are way too "buffy" all NPC needs them (4 13th level fighters going up against a balanced party is not the same CR - characters will easily have ACs close to 40 if not greater and attack bonuses that are in the high twenties with the buffs, not so with the fighters with no buffs who tend to get mowed down rather easily, this creates situtations where buffs are necessary all the time for NPCs).</p><p></p><p>4. I do not like to use save or die spells. Saving throws are way too low with the save progressions and it is much harder for a spell caster to boost save DCs than for a character to boost their saves (the "buffy" issue again).</p></blockquote><p></p>
[QUOTE="Waylander the Slayer, post: 1825641, member: 1830"] Overall, the new edition is wonderful. The issues i have had are the following (other than moving away from my group): 1. High level NPCs become very complicated to run/create - if one were to stat out an NPC from the ground up, using no tools (heroforge is what i use and is awesome) it would take about 6 hrs to create 1 detailed NPC (spellcasters with prestige class, magical items etc.). 2. The original item creation rules being broken - my first campaign started when 3e came out and the item creation rules are not the best, players will optimize to their advantage - which is natural, but it creates a more high powered campaign. 3. Spell dependency - certain spells become necessary for any spell caster - a high level spell caster without dispel magic is dead in water for example. Buff spells are way too "buffy" all NPC needs them (4 13th level fighters going up against a balanced party is not the same CR - characters will easily have ACs close to 40 if not greater and attack bonuses that are in the high twenties with the buffs, not so with the fighters with no buffs who tend to get mowed down rather easily, this creates situtations where buffs are necessary all the time for NPCs). 4. I do not like to use save or die spells. Saving throws are way too low with the save progressions and it is much harder for a spell caster to boost save DCs than for a character to boost their saves (the "buffy" issue again). [/QUOTE]
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