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Your biggest problem with 3rd Ed at beggining ?
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<blockquote data-quote="Tzarevitch" data-source="post: 23002" data-attributes="member: 1792"><p>Before I go any further, let me makit it clear that I love 3e overall. It is a vast improvement over 2e (words don't describe how much better it is than 1e) and it has made my DMing life much easier and significantly cut down on the preparation time required to set up an adventure simply by rules standardization. That being said, as far as I am concerned 3e does have some problems. </p><p></p><p>1.) CR and ECL. Why they gave up the flat and easy xp values from 2e in favor of CR and ECL is beyond me. I went two sessions as DM then tossed the CR nonsense out the window. The fact that CR is a "guesstimate" means that it is as accurate as any other number I pull out of thin air. </p><p></p><p>2.) The xp table is also an incredible waste of time. I hate it in ways that words can't describe. I don't know why the playtesters felt that a floating xp table was easier than the old fixed one. Unless you rely on spreadsheets xp calculation is a pain in the a$$ now. </p><p></p><p>3.) As for Turning Undead, I think 3e allows you to turn WAY too many undead WAY too often, but the mechanics of the system are no worse than they were before. In fact I think they are easier to understand. At least they are using numbers now instead of symbols like T, D, and D*. The only problem with the Turn rules that I have is that they are not logically located in the book. The start of the Turn Undead rules section is hard to see and find on short notice. You need a screen or notes to use them quickly. </p><p></p><p>3.) Lastly I have my list of 3e spells that I think the designers were on crack to allow as they are. </p><p></p><p>Haste: 2 spells in a round for no additional cost. Not in my campaign. </p><p></p><p>Greater Magic Weapon: lasts far to long for such a powerful spell, and grants too high a + at too low levels. This spell needs a shorter duration or a higher level. </p><p></p><p>True Seeing: Will they EVER fix this spell? It is the uber divination that defeats the ENTIRE Illusion school of magic and any form of spell or supernatural ability to hide or disguise yourself. All this in a 5th level spell. </p><p></p><p>Delay Poison: Another one that is WAY too powerful for its level. It also lasts far too long. More accurately this spell should be called Immunity to Poison since it makes ALL poisons useless. </p><p>(On the subject of poisons, the 3e poison mechanics are AWFUL.)</p><p></p><p>Time Stop: Did anyone actually playtest this? I know it is fun for the PCs when they use it but did anyone think about what happens when the NPC bad guy teleports in, casts timestop and hoses the PCs? As an extreme example that is possible (although expensive) under the rules: 5 rounds of 2 Abi-Dalzim's Horrid Wiltings per round and a mazimized cone of cold per round - 1 hasted Abi-Dalzim, 1 normal action Abi-Dalzim, 1 Cone of Cold (use scrolls to supplement your spells). Assuming 4.5 points of damage per die from the Horrid Wilting, all of the PCs would be looking at about five hundred points of damage assuming you actually succeeded in ALL of your saves. Unless someone has some VERY good SR and/or can evade most of the spells, the entire party can be wiped out before they can even move. It is possible that some PCs might have protections vs. the Cone of Cold, but there is no protection spell that helps against Horrid Wilting. As I recall, the old Timestop only basically allowed defensive spells and spells cast onl yourself to work. That was a much more reasonable idea. </p><p></p><p>Shadow Magic: This entire group of spells has problems. Someone on this board posted the exact same set of problems that I ran into with these spells in 2e. Does a shadow magic fure actually burn something which has no ability to believe in it like a piece of wood? Does a shadow magic missile have the force descriptor. (I say no, but not everyone agrees.) The spell description does not say. Also, what does it mean to be 20% real? What happens when it is not real for 80% of the time?</p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 23002, member: 1792"] Before I go any further, let me makit it clear that I love 3e overall. It is a vast improvement over 2e (words don't describe how much better it is than 1e) and it has made my DMing life much easier and significantly cut down on the preparation time required to set up an adventure simply by rules standardization. That being said, as far as I am concerned 3e does have some problems. 1.) CR and ECL. Why they gave up the flat and easy xp values from 2e in favor of CR and ECL is beyond me. I went two sessions as DM then tossed the CR nonsense out the window. The fact that CR is a "guesstimate" means that it is as accurate as any other number I pull out of thin air. 2.) The xp table is also an incredible waste of time. I hate it in ways that words can't describe. I don't know why the playtesters felt that a floating xp table was easier than the old fixed one. Unless you rely on spreadsheets xp calculation is a pain in the a$$ now. 3.) As for Turning Undead, I think 3e allows you to turn WAY too many undead WAY too often, but the mechanics of the system are no worse than they were before. In fact I think they are easier to understand. At least they are using numbers now instead of symbols like T, D, and D*. The only problem with the Turn rules that I have is that they are not logically located in the book. The start of the Turn Undead rules section is hard to see and find on short notice. You need a screen or notes to use them quickly. 3.) Lastly I have my list of 3e spells that I think the designers were on crack to allow as they are. Haste: 2 spells in a round for no additional cost. Not in my campaign. Greater Magic Weapon: lasts far to long for such a powerful spell, and grants too high a + at too low levels. This spell needs a shorter duration or a higher level. True Seeing: Will they EVER fix this spell? It is the uber divination that defeats the ENTIRE Illusion school of magic and any form of spell or supernatural ability to hide or disguise yourself. All this in a 5th level spell. Delay Poison: Another one that is WAY too powerful for its level. It also lasts far too long. More accurately this spell should be called Immunity to Poison since it makes ALL poisons useless. (On the subject of poisons, the 3e poison mechanics are AWFUL.) Time Stop: Did anyone actually playtest this? I know it is fun for the PCs when they use it but did anyone think about what happens when the NPC bad guy teleports in, casts timestop and hoses the PCs? As an extreme example that is possible (although expensive) under the rules: 5 rounds of 2 Abi-Dalzim's Horrid Wiltings per round and a mazimized cone of cold per round - 1 hasted Abi-Dalzim, 1 normal action Abi-Dalzim, 1 Cone of Cold (use scrolls to supplement your spells). Assuming 4.5 points of damage per die from the Horrid Wilting, all of the PCs would be looking at about five hundred points of damage assuming you actually succeeded in ALL of your saves. Unless someone has some VERY good SR and/or can evade most of the spells, the entire party can be wiped out before they can even move. It is possible that some PCs might have protections vs. the Cone of Cold, but there is no protection spell that helps against Horrid Wilting. As I recall, the old Timestop only basically allowed defensive spells and spells cast onl yourself to work. That was a much more reasonable idea. Shadow Magic: This entire group of spells has problems. Someone on this board posted the exact same set of problems that I ran into with these spells in 2e. Does a shadow magic fure actually burn something which has no ability to believe in it like a piece of wood? Does a shadow magic missile have the force descriptor. (I say no, but not everyone agrees.) The spell description does not say. Also, what does it mean to be 20% real? What happens when it is not real for 80% of the time? Tzarevitch [/QUOTE]
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