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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 6007818" data-attributes="member: 710"><p>It's totally worth the feat, but it could be the Cleric that takes it. Doesn't really matter. And it was "Standard Operating Procedure" in the gaming group I played with.</p><p></p><p>In the end - D&D 3E played with not many problems, I suppose, if you played it with an AD&D mentality. Because it was trying to fix all the things that people saw with AD&D or had already fixed via house rules in their AD&D games. </p><p></p><p>But if you played D&D 3E as it its own game and looked out for how things worked out and how to really (or even somewhat) optimize your character... Well, you could be creating a very messy, imbalanced game. (4E lessons that fixing one problem can create new ones was already something you could learn in 3E <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> )</p><p></p><p>IMXP, the only thing a D&D 3E DM needed to do was: Use the treasure tables, and either allow buying and selling magic items or allow magic item creation. (All 3 the standard assumption of the D&D rules, but not necessarily AD&D standard assumptions - the latter two may have been tightly restricted if you came from AD&D). </p><p></p><p>The wealth by level guidelines, I believe, were not just made up numbers - they were basically averagized by the treasure tables. Unless you really only used monsters that didn't give treasure, you were likely to give your players enough money worth that they could start optimizing by selling everything they didn't need and buy or craft what they wanted. The few xp lost in the process were more than made up by the fact that the party was not limite by hit points, but only by spells per day. Which unfortuantely in turn broke the "encounter day" balancing - 4 standard encounters didn't require (m)any spells, and with the Fighter being able to recover all his hit points afterwards, didn't even come remotely close to costing the party 25 % of their resources. You could only create a semblance of challenge if you forced the player to invest a lot of spells in an encounter. </p><p></p><p>It is probably also one of the reason why even something like "wandering monsters" failed to achieve their effect in discouraging the 15 minute adventuring day - unless your wandering monster table consisted primarily of encounters above the party level, you wouldn't create much of a challenge or worry. It would just probably mean 2 or 3 extra spells held in reserve for the night.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 6007818, member: 710"] It's totally worth the feat, but it could be the Cleric that takes it. Doesn't really matter. And it was "Standard Operating Procedure" in the gaming group I played with. In the end - D&D 3E played with not many problems, I suppose, if you played it with an AD&D mentality. Because it was trying to fix all the things that people saw with AD&D or had already fixed via house rules in their AD&D games. But if you played D&D 3E as it its own game and looked out for how things worked out and how to really (or even somewhat) optimize your character... Well, you could be creating a very messy, imbalanced game. (4E lessons that fixing one problem can create new ones was already something you could learn in 3E :p ) IMXP, the only thing a D&D 3E DM needed to do was: Use the treasure tables, and either allow buying and selling magic items or allow magic item creation. (All 3 the standard assumption of the D&D rules, but not necessarily AD&D standard assumptions - the latter two may have been tightly restricted if you came from AD&D). The wealth by level guidelines, I believe, were not just made up numbers - they were basically averagized by the treasure tables. Unless you really only used monsters that didn't give treasure, you were likely to give your players enough money worth that they could start optimizing by selling everything they didn't need and buy or craft what they wanted. The few xp lost in the process were more than made up by the fact that the party was not limite by hit points, but only by spells per day. Which unfortuantely in turn broke the "encounter day" balancing - 4 standard encounters didn't require (m)any spells, and with the Fighter being able to recover all his hit points afterwards, didn't even come remotely close to costing the party 25 % of their resources. You could only create a semblance of challenge if you forced the player to invest a lot of spells in an encounter. It is probably also one of the reason why even something like "wandering monsters" failed to achieve their effect in discouraging the 15 minute adventuring day - unless your wandering monster table consisted primarily of encounters above the party level, you wouldn't create much of a challenge or worry. It would just probably mean 2 or 3 extra spells held in reserve for the night. [/QUOTE]
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