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<blockquote data-quote="airwalkrr" data-source="post: 3334647" data-attributes="member: 12460"><p>Well I actually never run these kind of games which is why I am thinking about trying. I typically run Greyhawk and am fairly draconian about what I allow. Plus, it is hard to drum up interest for a campaign locally when I say the criteria is that it is core rules only plus magic on incarnum. I might attract the one guy around here besides myself who owns magic of incarnum and no one else. Online is a different story, but online games are different for other reasons.</p><p></p><p></p><p></p><p>The following scenario has happened twice in campaigns I have either run or played in. When I was a player, it annoyed the snot out of me. When I was a DM, it annoyed the snot out of me that it annoyed the snot out of the other players. A new player joins, and because he has not had to endure pink ninja levels, he can try out a more effective build without actually surviving through those tough levels. The mystic theurge is a chief offender. It is not a broken class really, but built right it can be damn powerful. And to build it right you often have to make some sacrifices early on that limit your effectiveness at lower levels. The player gets the bonus of not having to deal with those levels and therefore I think a one level penalty, especially when he will be able to catch up later, is perfectly fair. There is no denying that it is easy to optimize a build when you start at a higher level. Of course, this is one reason why I normally suggest a gestalt character who receives half XP for people who want to play a mystic theurge.</p><p></p><p>Thank you for the feedback.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3334647, member: 12460"] Well I actually never run these kind of games which is why I am thinking about trying. I typically run Greyhawk and am fairly draconian about what I allow. Plus, it is hard to drum up interest for a campaign locally when I say the criteria is that it is core rules only plus magic on incarnum. I might attract the one guy around here besides myself who owns magic of incarnum and no one else. Online is a different story, but online games are different for other reasons. The following scenario has happened twice in campaigns I have either run or played in. When I was a player, it annoyed the snot out of me. When I was a DM, it annoyed the snot out of me that it annoyed the snot out of the other players. A new player joins, and because he has not had to endure pink ninja levels, he can try out a more effective build without actually surviving through those tough levels. The mystic theurge is a chief offender. It is not a broken class really, but built right it can be damn powerful. And to build it right you often have to make some sacrifices early on that limit your effectiveness at lower levels. The player gets the bonus of not having to deal with those levels and therefore I think a one level penalty, especially when he will be able to catch up later, is perfectly fair. There is no denying that it is easy to optimize a build when you start at a higher level. Of course, this is one reason why I normally suggest a gestalt character who receives half XP for people who want to play a mystic theurge. Thank you for the feedback. [/QUOTE]
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