Results 151 to 180 of 261
-
2015-05-25, 06:14 AM (ISO 8601)
- Join Date
- Oct 2013
- Location
- Germany
- Gender
Re: 3.5 Classes that Broke Your Heart
Most "multiclassing" prestige classes. They're always terrible in comparison to the AD&D counterparts of multiclassing. They either loose too much casting power: Particularly the Mystic Theurge, a MT is behind two SPELL levels in on both sides while a dual classed Wizard/Cleric in AD&D is behind one spell level (which is still a hefty amount if you think about how they reverse gestalt you picking the worse etw0, making it unable to wear armor and don't let you pick a wizard specialization or provide domains.
I'd love to have a MT basic class that ignores domains or specialist schools in favor of dual casting. It would even be fine if the casting was capped at 7th level.
-
2015-05-25, 06:17 AM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Australia
- Gender
-
2015-05-25, 08:45 AM (ISO 8601)
- Join Date
- May 2008
- Location
- In an Octopus's Garden
Re: 3.5 Classes that Broke Your Heart
Quoted for so much truth. A moderately optimized wizard* gets one 1st level slot per encounter in the average day in 3.5.
In 2ed, if a wizard had bonus spells available, you needed a 19+ to get even 1. So you either got 1 (generalist) or 2(specialist) 1st level spells. Oh, and cantrips were not 0 level spells during 2e. So, you had 2 spells until useless, but there was no expectation of a 4 encounter day. We often slogged through 6 or more with nothing but a staff or dagger (no Xbow proficiency) saving our precious spell until we thought it might make a difference.
*moderate here is defined as getting a +2 Int race for a 20, or taking one of the options like Focused Specialist that gets 2 extra spells per day.Dex
SpoilerRegarding my Necrotic Apprentice trick:
Regarding my Non-Epic Hidecarved Dragon:
Check out the Versatile Domain Generalist.
-
2015-05-25, 08:55 AM (ISO 8601)
- Join Date
- May 2007
- Location
- The Land of Cleves
- Gender
Re: 3.5 Classes that Broke Your Heart
Bone is solid, but a skeleton (at least the animated undead kind) is not an object, it's a creature. And creatures are only affected by Shatter if they're crystalline, which skeletons are not.
Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
-
2015-05-25, 09:02 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- NO LONGER IN CHINA!
Re: 3.5 Classes that Broke Your Heart
-
2015-05-25, 09:10 AM (ISO 8601)
- Join Date
- Jan 2012
Re: 3.5 Classes that Broke Your Heart
And, at least in first edition, your class had the dorky name of "magic-user" instead of the cool name of "wizard".
-
2015-05-25, 09:17 AM (ISO 8601)
- Join Date
- Oct 2013
- Location
- Germany
- Gender
-
2015-05-25, 09:38 AM (ISO 8601)
- Join Date
- May 2008
- Location
- In an Octopus's Garden
Re: 3.5 Classes that Broke Your Heart
Dex
SpoilerRegarding my Necrotic Apprentice trick:
Regarding my Non-Epic Hidecarved Dragon:
Check out the Versatile Domain Generalist.
-
2015-05-25, 09:43 AM (ISO 8601)
- Join Date
- Sep 2009
-
2015-05-25, 09:51 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Atlanta, Georgia
- Gender
Re: 3.5 Classes that Broke Your Heart
-
2015-05-25, 09:54 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Atlanta, Georgia
- Gender
Re: 3.5 Classes that Broke Your Heart
-
2015-05-25, 12:11 PM (ISO 8601)
- Join Date
- Jul 2012
- Location
- Salt Lake City, Utah
- Gender
Re: 3.5 Classes that Broke Your Heart
I assume you mean rules lawyers and not literal lawyers. Nonetheless, I'm going to take a moment and defend the standard lawyers. A lawyer is accustomed to deference to a judge (DM). Also, no matter how clear a law or precedent appears to the lawyer, there is always the chance that a judge disagrees with you. As a lawyer, you have to move on. Your goal is to win the case. You can seethe about a bogus ruling or you can move on and focus on the ultimate goal.
And sometimes, as a lawyer, even the Supreme Court disagrees with your interpretation. You have to accept that there is more than one way to interpret words, which do not have the precision of mathematics, and figure out how to win your cases anyway.
-
2015-05-25, 12:25 PM (ISO 8601)
- Join Date
- Jul 2010
- Location
- Kitchener/Waterloo
- Gender
Re: 3.5 Classes that Broke Your Heart
Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
Meet My Monstrous Guide to Monsters. Everything you absolutely need to know about Monsters and never thought you needed to ask.
Trophy!
-
2015-05-25, 12:34 PM (ISO 8601)
- Join Date
- Jul 2012
- Location
- Salt Lake City, Utah
- Gender
-
2015-05-25, 12:40 PM (ISO 8601)
- Join Date
- Jan 2014
- Location
- Vancouver, Canada
Re: 3.5 Classes that Broke Your Heart
-
2015-05-25, 01:06 PM (ISO 8601)
- Join Date
- Jan 2014
Re: 3.5 Classes that Broke Your Heart
No, they need their power to increase linearly. And probably completely revise the spellbook while we're at it, lower the level of some spells, raise the levels of others, and some just remove.
As for my lawyer comment, it's more that completely following the letter of the law in rulebooks generally leads to some bad or silly things.
-
2015-05-25, 01:09 PM (ISO 8601)
- Join Date
- Jun 2011
Re: 3.5 Classes that Broke Your Heart
For all of your completely and utterly honest needs. Zaydos made, Tiefling approved.
-
2015-05-25, 01:16 PM (ISO 8601)
- Join Date
- Apr 2005
- Gender
Re: 3.5 Classes that Broke Your Heart
I once had a DM whose solution to the 5 minute workday was to give casters more spells per day. Specifically, any spell you prepared you could cast a number of times equal to the spell's spell level before the spell slot was lost.
Yeah think about that for a few minutes and marvel at how awful some people can be at 'fixing' mechanics.If my text is blue, I'm being sarcastic.But you already knew that, right?
-
2015-05-25, 01:23 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- GMT -5
- Gender
Re: 3.5 Classes that Broke Your Heart
I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
-
2015-05-25, 01:31 PM (ISO 8601)
- Join Date
- Apr 2005
- Gender
Re: 3.5 Classes that Broke Your Heart
Yep, you're reading that right.
Edit: This was also the same DM who during the transition from 2e to 3e didn't quite understand the difference between a feat and a skill, since he was used to non-weapon-proficiencies, but still insisted on houseruling everything. Which led to really weird stuff like 1 feat cost 1 skill point (and thus the Fighter had fewer feats than just about anyone in the game), being able to take multiple ranks in a feat to improve its benefits, and custom skills/feats (most notably was "Trains of Thought", which for every rank you took you gained an extra full round action every round, but that extra action could not use your body in any way. So a caster preparing silent/still spells was legit getting 20-40 spells per round at high levels, and had the spell slots to back it up).
Oh and none of his houserules were ever actually written down, so anything on your character sheet could mean something totally different from one session to the next. One player's favorite minigame was convincing the DM that he had ruled in a certain way in a previous session (whether he actually had or not) to be able to pull off some stupidly ridiculous stunt.
The game was interesting for no other reason than a brilliant example of what not to do while homebrewing.Last edited by Seerow; 2015-05-25 at 01:36 PM.
If my text is blue, I'm being sarcastic.But you already knew that, right?
-
2015-05-25, 01:33 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- GMT -5
- Gender
Re: 3.5 Classes that Broke Your Heart
I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
-
2015-05-25, 01:37 PM (ISO 8601)
- Join Date
- Apr 2005
- Gender
Re: 3.5 Classes that Broke Your Heart
Check the edit if you want more facepalmery. I really wish I had kept a campaign log while playing with this DM, it was an even mix of frustrating and insane back then, but today it would be pretty hilarious to read through.
If my text is blue, I'm being sarcastic.But you already knew that, right?
-
2015-05-25, 01:41 PM (ISO 8601)
- Join Date
- Jun 2011
Re: 3.5 Classes that Broke Your Heart
I was going to say that you sorta proved my point, but ah...I don't think he was very good at houseruling so nevermind.
Oh, and here's another one to add to the old pile: Assassin. I don't really know why I cannot make a good aligned assassin, and I am not terribly fond of prestige classes with their own spellcasting. Death attack is very much an NPC ability.For all of your completely and utterly honest needs. Zaydos made, Tiefling approved.
-
2015-05-25, 01:48 PM (ISO 8601)
- Join Date
- Aug 2006
- Gender
Re: 3.5 Classes that Broke Your Heart
They do, really, along with everything else. Not a buff in terms of raw power, but a buff in terms of available actions. I find the options are staggeringly dull if you're starting at 1st level unless your DM speeds up progression, and heaven forbid you'd prefer to go the other direction and slow it down. I'm not saying the amount of spells casters get should be increased without considering carefully what other classes get, or without taking into consideration changes to spells to balance them out (both those on the low end and the high). I was also careful with my wording, such a blanket increase in spells available isn't appropriate for games that progress beyond low/low-mid levels and much more nuanced changes would be needed. For some other examples, binders need to be able to switch vestiges multiple times other than a 1/day feat, ToB classes need an increase to known and available maneuvers just as spellcasters, and both need a (significantly) larger number of vestiges/maneuvers to choose from. Paladins needs encounter-available smite with rider effects, significantly more spells starting from 1st level, and probably some other additions; PF's rage powers are a good starting point for barbarian but need to change from predominantly passive effects to 1/rage or always-available-to-activate abilities and the speed at which they're gained needs to be doubled or tripled. The default combat maneuvers need to be worth using for any (martial) character without needing significant investment, too; if they were actually functional that alone would go a long way towards making martial characters more interesting to play.
Like I said, I think this problem is endemic to 3.5, not something limited to particular classes.Last edited by lsfreak; 2015-05-25 at 01:49 PM.
Proudly without a signature for 5 years. Wait... crap.
-
2015-05-25, 01:58 PM (ISO 8601)
- Join Date
- Sep 2011
Re: 3.5 Classes that Broke Your Heart
Binders can change vestiges an extra time per day with a Vestige Phylactery (15k). Admittedly the cost means that you can't get it until mid to high levels.
Last edited by Story; 2015-05-25 at 01:59 PM.
-
2015-05-25, 02:31 PM (ISO 8601)
- Join Date
- Jan 2015
Re: 3.5 Classes that Broke Your Heart
By that token, Binders need an extra vestige at level 1, maybe 2. If so many cool tricks have a recharge, let me cycle between them.
-
2015-05-25, 02:38 PM (ISO 8601)
- Join Date
- Jan 2014
- Location
- Vancouver, Canada
Re: 3.5 Classes that Broke Your Heart
-
2015-05-25, 03:56 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- Malsheem, Nessus
- Gender
Re: 3.5 Classes that Broke Your Heart
Originally Posted by Honest Tiefling
Class-based options, yes, but that's because the low levels are the "normal people and animals with a few handy tricks" tier. You don't need to rage in every encounter when one or two plain ol' two handed weapon attacks will be lethal to most things you'll face, you don't need a bunch of long-duration buffs to protect you from ambushes when special senses and movement modes don't come online for a while, you don't need a lot of slots for blasting spells when HP inflation from high Con hasn't kicked in and a single burning hands or shocking grasp is still fairly effective, and so forth. The intention is, and has been since 1e, for players to use their mundane gear, their environment and positioning, and their creativity to explore dungeons, make allies, and win fights at low levels, with class features serving as limited-use abilities to get past certain obstacles or overcome particularly difficult challenges; everything is about using tactics effectively to survive. Not to mention that only having 1 rage/combat spell/smite/music/etc. per day at the early levels isn't a problem when you're probably only going to have one combat encounter per day, since a single 1d6 goblin attack can seriously mess up your 6 average HP wizard and three of them can put a crimp in the plans of your 12 average HP fighter, so a handful of cantrips/orisons and skills for out of combat use is perfectly serviceable.
And then this phases out in the low-mid levels (5-8) in favor of a setup where mundane gear and environments are helpful but not dominant in comparison to class features and multiple encounters per day without serious risk of death are a possibility, and thinking about strategy becomes important along with the tactical side of things. That then phases out in the mid levels (9-12) in favor of a setup where everyone slowly stops caring about encumbrance or high-ground bonuses because magical gear and class features are more effective, and strategy becomes more important than tactics when running out of rations isn't a problem anymore, pretty much everyone is flying most of the time, and controlling the pace and location of engagements is more important than ever. In the mid-high levels (13-16) logistics begins to replace strategy, as plot concerns start involving nations rather than towns, the casters can teleport all over the place and martial types can run cross-country between cities, and class features become a binary matter: either you have the thingy that lets you get to X in time/avoid getting killed by Y/find out Z or you don't, too bad. At the highest levels, logistics rules everything: if you want an army and/or stronghold, you have them; if you need money or certain gear, you can get them; if you want to be somewhere in the multiverse, you can go there.
The changes you proposed making would remove this progression of foci as you level, which I argue is not at all a good idea; if you don't like the playstyle in a particular level range, just don't play there. Except when introducing the game to new players who need the tutorial, I haven't run a game that started below 6th level in years, because I (and most of my groups) prefer more strategic play, whereas the other DM in my current group likes keeping things in the 1-9 range because he doesn't want mundane concerns to ever stop mattering. Drastically increasing spells per day, making smites and rages spammable, and so forth removes the resource management that's a big part of D&D; it's only starting in 3e that people started to think that you need to use cast a spell (or multiple spells) every single round to contribute, when in fact casting fewer spells more judiciously can have a bigger impact.
Binders need to be able to rebind vestiges frequently only if you view not having the right vestige for every encounter as a bad thing, rather than as a tradeoff for making the decision "I'm going to turn myself into a skirmisher today with Andras and Paimon, and if socializing with Naberius and Dantalion or stealth with Malphas and Marchosias would've been better, oh well" just like Vancian casters have to make tradeoffs in their spell prep. Paladins need a lot more spells per day only if you view them as clerics with a stunted spell progression, rather than as warriors who have some spells for self-buffs and whose primary differentiating features should be their smites and their mount. Some of your points I certainly agree with--martial characters should get combat maneuver enhancements out of the box, ToB characters should have more discipline choices if they're going to be well-rounded martial characters instead of backported-4e-playtest experiments, barbarians need to have more round-by-round choices to make them more interesting to play for those players who like that--but what you view as an "endemic problem" in 3e is simply a clash of desired playstyles.
Originally Posted by NomGarrett
-
2015-05-25, 04:42 PM (ISO 8601)
- Join Date
- Apr 2005
- Gender
Re: 3.5 Classes that Broke Your Heart
The problems here, I think, are that (A) the designers overestimated the average combat length, expecting binders to be able to use each ability 2 or 3 times when in fact they only get them once or maybe twice per combat most of the time at lower levels, and (B) vestiges have too high of a passive-ability-to-active-ability ratio in general, with many having just one active ability and that ability having a recharge. Dropping the recharge to every 3 rounds and ensuring that every vestige has at least one recharge and one at-will active ability, at least one of which is usable in combat (I'm looking at you, Andras, Eurynome, Haagenti, Ipos...) would go a long way towards making each vestige more interesting to use.If my text is blue, I'm being sarcastic.But you already knew that, right?
-
2015-05-25, 04:58 PM (ISO 8601)
- Join Date
- Jul 2011
- Location
- Tula, Russia
- Gender
Re: 3.5 Classes that Broke Your Heart
I think it's because
Special
The character must kill someone for no other reason than to join the assassins.