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<blockquote data-quote="3catcircus" data-source="post: 3800149" data-attributes="member: 16077"><p>Considering the fact that having different logistics is the way it works in almost every other game and in real-life, what is the big deal?</p><p></p><p>Monopoly example: do you add another house or wait until you have enough for a hotel?</p><p></p><p>Military wargame (and real-world) example: Armor units are more concerned with the number of spare hummvee engines they have than the number of 5.56mm ammo. Infantry is just the opposite.</p><p></p><p></p><p></p><p>As was pointed out by someone else, item crafting has existed prior to 3.x.</p><p></p><p></p><p></p><p>No - because there will always be situations where a character's skills are totally unsuited for. More importantly, because resource management is one of several areas that prevent the game from becoming totally one-sided in favor of the PCs.</p><p></p><p>Just because it is "cool," doesn't mean you should be allowed to do it whenever and wherever you want.</p><p></p><p>Let's look at the prototypical fighter/rogue/cleric/wizard mix, with all at 1st level.</p><p></p><p>In a CR1 combat situation, the fighter has the best chance of hitting and has one more feat than everyone else - assuming he took Power Attack and Cleave, he can potentially hit and even kill two opponents in one round, more if he gets an AoO. He is designed for combat and combat alone. He can't cast spells, do sneak attacks, turn undead, find traps, or make magic scrolls,</p><p></p><p>The cleric doesn't have the same chances of hitting, but he can cast a spell or turn undead. In a combat against undead, even though he has less chance of hitting, he can be more effective than the fighter by turning undead. He can chose to cast a spell in combat, or save it for out of combat. He can do stuff the fighter *can't* do outside of combat, and he can throw the change-up - spontaneously casting a heal spell in a pinch during combat.</p><p></p><p>The rogue has the same chances of hitting as the cleric in combat. He can't cast spells, but he can potentially do more damage than the fighter due to his sneak attack. He is probably the most useful outside of combat - detecting traps, appraising items, breaking into a dungeon room, etc.</p><p></p><p>The wizard has the same chances of hitting as the cleric and rogue. He can cast spells like the cleric (but has one less total number of spells). Unlike the cleric, he has a helper (familiar) that can aid in combat or out of combat, and, he can do something the others can't do - create magic scrolls.</p><p></p><p>The bottom line is that each of the classes has their own strengths and weaknesses and just because a class is less effective than another in combat is no reason to try and have them do more in combat than they could in previous editions. Classes that are less effective in combat are more effective in non-combat activities.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 3800149, member: 16077"] Considering the fact that having different logistics is the way it works in almost every other game and in real-life, what is the big deal? Monopoly example: do you add another house or wait until you have enough for a hotel? Military wargame (and real-world) example: Armor units are more concerned with the number of spare hummvee engines they have than the number of 5.56mm ammo. Infantry is just the opposite. As was pointed out by someone else, item crafting has existed prior to 3.x. No - because there will always be situations where a character's skills are totally unsuited for. More importantly, because resource management is one of several areas that prevent the game from becoming totally one-sided in favor of the PCs. Just because it is "cool," doesn't mean you should be allowed to do it whenever and wherever you want. Let's look at the prototypical fighter/rogue/cleric/wizard mix, with all at 1st level. In a CR1 combat situation, the fighter has the best chance of hitting and has one more feat than everyone else - assuming he took Power Attack and Cleave, he can potentially hit and even kill two opponents in one round, more if he gets an AoO. He is designed for combat and combat alone. He can't cast spells, do sneak attacks, turn undead, find traps, or make magic scrolls, The cleric doesn't have the same chances of hitting, but he can cast a spell or turn undead. In a combat against undead, even though he has less chance of hitting, he can be more effective than the fighter by turning undead. He can chose to cast a spell in combat, or save it for out of combat. He can do stuff the fighter *can't* do outside of combat, and he can throw the change-up - spontaneously casting a heal spell in a pinch during combat. The rogue has the same chances of hitting as the cleric in combat. He can't cast spells, but he can potentially do more damage than the fighter due to his sneak attack. He is probably the most useful outside of combat - detecting traps, appraising items, breaking into a dungeon room, etc. The wizard has the same chances of hitting as the cleric and rogue. He can cast spells like the cleric (but has one less total number of spells). Unlike the cleric, he has a helper (familiar) that can aid in combat or out of combat, and, he can do something the others can't do - create magic scrolls. The bottom line is that each of the classes has their own strengths and weaknesses and just because a class is less effective than another in combat is no reason to try and have them do more in combat than they could in previous editions. Classes that are less effective in combat are more effective in non-combat activities. [/QUOTE]
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