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1 year ago ::
Mar 08, 2012 - 8:44PM
#31
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Yes, turning undead was much easier in 1e and/or 2e. In 3e it just got complex. Keep turning undead, but keep it simple.
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1 year ago ::
Mar 08, 2012 - 9:09PM
#32
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Date Joined:
Aug 25, 2007
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your high CON does resist it, you make endurance checks to get rid of the condition
"Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2. 7 or lower: The stage of the disease increases by one."
...but it could have just been an endurance check to begin with.
Right, my point was the initial save. I am fully aware of the recovery rolls being endurance (con) related... And having an unmodified d20 roll where 10 or higher wins is like using percentile dice - it just doesn't make a lot of sense to me.
And you're right, multi-classing needs to make a little more sense than it did in 3e...
wel the initial save has been replaced with the fortitude defence that is con based. being hit with a atack verses fort defence is the same as failing a con based saving trow in 3.X
after being efected in 3.X you are afected for a set duration. in 4th your affected for a random duration dependent on saves.
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1 year ago ::
Mar 09, 2012 - 1:08PM
#33
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Many of these flaws are relative to other editions, or I wouldn't have said they were flaws without later improvements.
4e: Publishing schedule - if 4e had lasted 10 years would you have bought PH10 and Martial Power 5 Skill Challenges - Complexity was wrong, DCs still aren't right. Immediate Actions - let it be a turn based game HP Bloat - PC and NPCs especially early Solos At-Wills - core game should have been better 3D - flight and swimming underwater just isn't covered well enough 30 levels - it was poor design because it made all the flaws worse Enh Bonus - magic items in general are all messed up Essentials - while I like almost everything that came with Essentials, it was received so poorly putting it out was a flawed choice
3.5 Full Attack - took away movement Campaign long balance - low level wiz was weak, high level wiz was strong v low level fighter was strong, high level fighter was weak. Cleric Healing - that a cleric could... had to give up spells for healing (gods bless 4e) Monster Building - no alternative to complex
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1 year ago ::
Mar 09, 2012 - 1:36PM
#34
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- Unconventional Mafia Pro
- Dark Lord
Date Joined:
Jun 25, 2001
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1e (Based on reports): full of technical bugs. Complexity existed where you didn't need it and didn't exist where a modern gamer would want it (say, in character design)
2e (Minor experience): Has a lot of seriously arcane mechanics, especially arbitrary limiters on character advancement/creation, that ought to be hammered out of the system.
3.0 (Played the hell out of this): some seriously broken choices plague the game. Runs fine, maybe the best I've experienced, but ONLY under a gentelmen's agreement to avoid CoDzilla and other such cheese (IE, fighters are allowed or required to optimize, wizards are expected not to).
3.5 (Played the hell out of this): Corrected many of 3e's specific problems (bag of rats, for instance) while introducing unforseen annoyances of its own (the fighter's golf bag). Overall, it didn't really solve the Imbalance problem, though the class bloat after Complete X provided enough classes to play within a balanced range, unlike 3.0. As such, it still needs a vigilant and knowledgable DM or a standing gentelmen's agreement to run well.
3.5 (by tests) and 4e (by reports): OPTION BLOAT! Dear god, the option bloat....
4e (Tested this, decided it wasn't for me): HP bloat was a serious problem whenever I tried to play this. A big problem for me was also class homogenization. 3.x was grid reliant compared to the TSR editions, but 4e's reliance on the grid makes 3rd look like freeform. Ouch! (A lot of people complain about "low threat" in 4e, but I never will... my first experience with the system ended in a TPK because the party was paranoid)
4e (Basic information): 5 alignments that equate order with goodness and chaos with evil. 30 levels.
4e (Later discussions; didn't come up in release info or my personal experience): Monsters and PCs don't live in the same rules-universe, nor can they (so far no one has "debunked" there being no acceptable rules to balance an NPC enemy built as a PC).
Essentials (Played around with the Red Box, again...): homogenization is patched to some degree, other 4e problems persist
Hope for next: 2e's charm/feel, 3e's variety, 4e's balance.
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice." THE COALITION WAR GAME-Phyrexian Praetor Round 1: (4-1-2, 1 kill) Round 2: (16-8-2, 4 kills) Round 3: (18-9-2, 1 kill) Round 4: (22-10-0, 2 kills) Round 5: (56-16-3, 9 kills) Round 6: (8-7-1) [current round] Last Edited by Ralph on blank, 1920
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1 year ago ::
Mar 09, 2012 - 3:32PM
#35
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Date Joined:
Jan 15, 2009
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Save or die. If you disagree with this, you're wrong (Not because of any points or arguements that have been made, but I just rolled a d20 for you and got a 1, so you lose).

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1 year ago ::
Mar 09, 2012 - 8:09PM
#36
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Level-by-level multiclassing in 3.X was a big mistake. On the surface it seemed sensible, but in order for it to work every level of every class has to be of equal value at all times. Obviously that never happened, and probably was never possible to begin with.
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1 year ago ::
Mar 09, 2012 - 8:40PM
#37
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Date Joined:
Oct 12, 2011
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Level-by-level multiclassing in 3.X was a big mistake. On the surface it seemed sensible, but in order for it to work every level of every class has to be of equal value at all times. Obviously that never happened, and probably was never possible to begin with.
I thought about that before n' my thoughts on different ways to tackle that was...
1) make level 3 characters the default. A level 1 wizard would just have 0 level spells, level 2-3 and he becomes competent at level 1 spells.
2) Level 1 as a character (not class level 1), means you get bonus feats/features to spend on the class. So a level 1 fighter who becomes wizard1 is going to have more fighter features while a level 1 wizard who enters fighter 1 will have more wizard features to begin with.
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1 year ago ::
Mar 10, 2012 - 12:42PM
#38
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Rarity system. It works well enough in Magic [at least from WOTC's view] since the players are encouraged to go buy more stuff. But we don't buy anything physical in D&D when our PC gets a magic item and so all it does is complicate the magic selection process.
Alignment system. Now I like the 3e system, but 4e is worthless. Better to just domp it if they are not willing to make the effort to make a proper system.
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1 year ago ::
Mar 10, 2012 - 1:46PM
#39
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Using a single die and assigning certain numbers as 'extemes' is a design flaw. On a single die all numbers are as likely to be rolled as any other. So saying a '1' is an extreme failure, or a '20' is an extreme success is inaccurate. They are no less likely to happen than a 7 or 10 or 14.
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1 year ago ::
Mar 11, 2012 - 12:46AM
#40
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The biggest design flaw that I have seen is the focus on long drawn out tactical combats that was started in 3rd edition and really came to a head in 4th.
Pro DnD Member of the Axis of Awesome Fighters: Using socks to kill monsters since 2012 DnD Next: Now with more then 4 minutes of Roleplay per gaming hour Spoiler:
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Sometimes that story is short and sometimes it is long. They can be tragic, comic or absurd. Some teach. Some are just to fill the empty spaces in our lives. Rarely it is a transcendent fugue only half remembered but wondered at. And frequently: "it is a tale told by an idiot, full of sound and fury, signifying nothing." -William Shakespeare
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