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Who plays DnD without messing with it?
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<blockquote data-quote="maddman75" data-source="post: 2045638" data-attributes="member: 2673"><p>When I started my first campaign, I played it fairly close to the book. Fixed a couple of egregious spells like Harm and Polymorph, but otherwise it was straight 3e. Its a complex system and I wanted to really understand it before I started changing everything. Well, I ran a campaign up to 17th level, so I know what I like about it and what I don't. </p><p></p><p>I've currently given up the DM reins, but when I pick them back up there will be substantial changes - banning clerics, changing how hit points and injuries work, tweaks to the magic system, and so on. Not all for gameplay, but many just for balance.</p><p></p><p>What I don't like in 3e</p><p></p><p>- Requirement of clerics. Granted this has existed since OD&D, but it bothers me that you need someone to play a cleric. They've given them nine kinds of power, sure. But still, everyone should be able to play the character they want to play. So I'll change how hit points work, stealing a NWN rule. A heal check will recover whatever you roll in hit points, though you can only do one of these per battle, and only for the wounds in that battle, per day.</p><p>- Magic item overload at high level. Its a vicious cycle. PCs have a ton of magical trinkets from their adventures, and the bad guys have to have them to keep up. It seemed like after every big battle we had to play the magic item shuffle - okay, this guy had a ring of +2 protection, anyone want it? I've already got a +3. Sorry, I've already got two rings. My AC is already 35, we should sell it, and so on. I'd rather not mess with it. Not sure how to fix this one.</p><p></p><p>Those are my two biggest complaints, really.</p></blockquote><p></p>
[QUOTE="maddman75, post: 2045638, member: 2673"] When I started my first campaign, I played it fairly close to the book. Fixed a couple of egregious spells like Harm and Polymorph, but otherwise it was straight 3e. Its a complex system and I wanted to really understand it before I started changing everything. Well, I ran a campaign up to 17th level, so I know what I like about it and what I don't. I've currently given up the DM reins, but when I pick them back up there will be substantial changes - banning clerics, changing how hit points and injuries work, tweaks to the magic system, and so on. Not all for gameplay, but many just for balance. What I don't like in 3e - Requirement of clerics. Granted this has existed since OD&D, but it bothers me that you need someone to play a cleric. They've given them nine kinds of power, sure. But still, everyone should be able to play the character they want to play. So I'll change how hit points work, stealing a NWN rule. A heal check will recover whatever you roll in hit points, though you can only do one of these per battle, and only for the wounds in that battle, per day. - Magic item overload at high level. Its a vicious cycle. PCs have a ton of magical trinkets from their adventures, and the bad guys have to have them to keep up. It seemed like after every big battle we had to play the magic item shuffle - okay, this guy had a ring of +2 protection, anyone want it? I've already got a +3. Sorry, I've already got two rings. My AC is already 35, we should sell it, and so on. I'd rather not mess with it. Not sure how to fix this one. Those are my two biggest complaints, really. [/QUOTE]
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