D&D anyone here (still) play it?

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Re: D&D anyone here (still) play it?

Post by Satori »

Erik von Nein wrote:Wait, wait, wait. Psionics being a better fix than spellcasters?

Okay, well, power points make a little more sense (game mechanics-wise, anyway) than spell levels, sure. But I don't see how it's more balanced than spellcasters.
It's waaaaay more balanced. Doing more with psionics costs more PP. Spellcasters get better effects just for having higher CL. Also, most psionic powers are better written than spells, and offer less open ended abilities. Astral Construct has specific limits of what your minion can do. (Lesser) Planar Binding lets you break the heck out of the game by level 13. The entire Polymorph Subschool is broken beyond belief, and let's not mention things like celerity.

Okay, if we only use the SRD, a psion blasts better than a wizard, but blasting is by far the weakest function a "mage" can do. Evocation is one of the most commonly banned schools. The most potent "mage" roles are, in order, group buffing, Battlefield Control, and debuffing. The Psion is almost useless at the first, weak at the second, and good at the third. The wizard/sorceror is decent at the first, and AMAZING at the other two.

And if you go outside core, Sorcerors out-blast psions easily, with Wings of Flurry and Maw of Chaos.

Seriously, the only people who claim psionics are broken in 3.5 are those who haven't actually tried it.

Psionics and Tome of Battle are by far the best balanced systems in D&D 3.5. Core is just about the worst, as the Monk and druid are pretty much the weakest and most potent classes in D&D, respectively.
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Re: D&D anyone here (still) play it?

Post by Erik von Nein »

Well, I suppose it didn't help that the couple times a friend (the power gamer) played a psion he either didn't know what he was doing, thus seeming to break the game for everyone else, or he went on to some optimization board and found some incredibly broken class/race combination.

And yeah, I love Tome of Battle. It was a good addition to the whole thing, what with helping melee fighters actually be relevant after mid-level.

Why do you think monks are the weakest class? They can get some pretty potent class combinations, at least in comparison to fighters or barbarians. Druids, though, my god. I think I'll forever ban fleshracker/venomfire combinations. Man.
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Re: D&D anyone here (still) play it?

Post by Imperial Overlord »

On the subject of psionics, there are a number of poorly written, abusable powers that were corrected by errata. Also, people here are making the comparison between pure psychers and pure spell casters which is where psionics have benefited from all the D&D experience with broken spells and a smaller power list which has the benefit of having a much smaller chance for broken combinations. Psychic warriors, on the other hand, can be massively powerful.
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Re: D&D anyone here (still) play it?

Post by lance »

Psions and wilders are still massively powerful, just not as powerful as a fully tricked out wizard would be.
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Re: D&D anyone here (still) play it?

Post by Utsanomiko »

Some may recall my distaste for 3rd edition Dungeons and Dragons, and the perception of d20 as a 'do anything' system through the OGL in general. My preference has always been for light simulationist systems without classes, levels, HP, or XP, so I never got into AD&D and 3rd's arrival just about killed it. My favorite game has always been the original Star Wars RPG, with Dark Heresy taking second place.

So then out comes 4th Edition, with its simplification of the rules, class balancing, and an overall transparent overview on how the game is 'supposed' to be played. And I said 'finally, Dungeons and Dragons is honest with what kind of game it's always been.'

Third Edition (and 3.5, but the difference is minor from a perspective outside of other version of D&D) was an attempt at streamlining the resolution mechanics of D&D, but ultimately it failed to streamline the clunky playstyle of the game; the vague terminology, the bloated amount of detached saves and infrequent conditional rules, imbalances in combat strength and functionality of combat classes, a narrow 'sweet spot' of levels where PC had both survivability and manageability, and so on. The system for multiclassing and prestige classes utterly borked over the system and made it nigh inaccessible to casual players, and the muddled inclusion of skills mixes with essential combat powers and useless non-combat skills only gave a false sense of breadth to the game. Third Edition was only fun for the people who really scrutinized the system and pulled the best options out of the depths; everyone else struggled and got frustrated by its obtuseness.

Eight years of encouraging players to think looking for loopholes to break the system was roleplaying and that 'character advancement' was having your 'build' planned out for the next 20 levels. "Level 16 Wizard, Level one Fighter, Level one Eldritch Warrior, level one Psionic Puppetmaster, Level one Harper Elite, ELC6, blahblahblah..." It inspires such boredom in me that I cold vomit. It certainly didn't prepare them to try out other RPGs, let alone prepare them to try 4th. I wish I could say I was surprised by the responses I've heard from 3e fans (both in person and online), but honestly they have almost exclusively been what's known as neckbeards. Boorish, inflexible, unpleasant grognards who only know how to play a character by slavishly following outlined rules, want each class to have 10 different build options even if 6 are useless and 1 is visibly better than the rest (and they'll yell at anyone taking the former and boast when theirs is the later), and think 4th should have been another rules revision to a game that's barely budged since 1979. They aren't people I'd want to play with anyway.

In fact, almost never have I heard complaints from anyone who's actually played 4th at all, let alone more than once. The net has propagated this narrow hash of blurbs that 4th has made classes the same (they're more visibly different now), that your only possible actions are defined by your powers (the exclusion of a lot of penalties and special action rules has made the game more freeform, in that the DM has rules to resolve improvised actions without just saying 'nope, impossible' or sidelining the rules altogether), that it requires official WoTC minis (it does really need a map to follow combat, unless you're a human computer who loves story puzzles. Funnily, I never knew people RPed with grid maps until 3ed appeared and lots of people said they played with minis. Only now do they seem quiet about it), or that all this somehow turns the game into an MMORPG where you can't bargain with NPCs or explore a dungeon.

The problem is entirely a matter of players and the dungeon masters unwilling to flavor their 'rollplaying' with 'roleplaying', as outdated and elitist as those ideas are. They're still seeing 4th as 3rd plus another revision, with a gamist perception that the rules are now 'smaller' and thus their gameplay options are smaller. No, the game is simplified; you have room to actually explore your characters now.

The current version game is simplified for sure, but in a way that facilitates actual roleplaying. I can actually pick powers and options that are useful from a non-gamist perspective and not worry that any of them are wrong or that I've gimped myself for later advancements to stay competitive on the leveling curve. I actually start with a number of skills that are each versatile (and get to have non-combat encounters that don't simply put the dice away while we free-form for 40 minutes) and have to think about using them in a creative, contextual manner. Every level is actually playable, magic-users get to do more than four spells a day (Vancian magic was never sensible. Not now and not 20 years ago) and fighters do more than write 'I attack the nearest monster' on an index card and go play Halo. Combat is finally interesting to follow and Monsters have different behaviors and actions, thus forcing different strategies. Players have enough leeway through self-healing to not always require a Cleric, and yet healing is still useful (and doesn't comprise your sole turn action). For that matter, encounters can actually be rated as easy or hard, because both PCs and monsters are stable enough mechanically to not drop from a bad roll in one round. You can fight a single dragon or beholder for 6-8 rounds and have it be fun. I could go on but that's just the top of my head.

Most importantly, the game is now accessible to the 90% of people you know who might actually play Dungeons and Dragons with you.

And the Dungeon Masters Guide is probably one of the most useful GMing resources I've seen in a while. How anyone who has analyzed the mechanics of an RPG and be so oblivious to game design as to not understand how useful it is to know what scale the monsters, level advancement, damage, fund availability, treasure size, and party size the game utilizes will never understand. I can design a monster from scratch in about twenty minutes, and plan out four unique encounters in under an hour, and that's way more valuable than shrouding the DM role in a mystique of trial & error frustration. I'm 25, I don't have time these days to get butt-hurt when the game's designer dares to tell me how to reward four players instead of five or what challenges they'll face without a defender.

I've been playing D&D 4th for several months now, including around two dozen sessions of an ongoing campaign (level 5 Human Ranger archer) and several single adventures to try out three other classes. I've also run a couple short games as DM with two players, where the game scales surprisingly well. It's probably tied for second as my favorite RPG system.
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Re: D&D anyone here (still) play it?

Post by Alan Bolte »

My DM is having a lot of trouble adjusting to some parts of 4e, having been trained so thoroughly by 3 and 3.5. For example, at level 2 I found a +1 shield in a hoard guarded by some sort of lightning ankheg (original unnamed extraplanar creature). Later I bothered to actually look up the rules for bonuses, and it turns out there's no such thing as a +1 shield. There also isn't any such thing as +1 helmet, or boots, or belt, or whatever. A necklace or cloak will give an enhancement bonus to fort, reflex, and will, while armor will give an enh bonus to armor. Most magic items have daily powers, and since you can only use one of any of those powers per day (at heroic tier), it's less advantageous than you might think to have several magic items, though of course it makes you somewhat more versatile. He can accept that, but the thing that really throws him is that nothing gives bonuses to abilities. Some stuff gives bonuses to skills, but rather than try to work with the game as laid out I suspect he's going to try to create some weird hybrid of 3.5 and 4e, and then wonder why he's having trouble balancing it. He eventually ruled that my shield is a +1 item bonus to AC, which makes it a pretty high level shield for my level 3 Paladin. At least level 5 anyway.

I think I'm having a little trouble adjusting from WoW and other computer RPGs too. The concept of 'you can do anything' is cool, I grasp that, I just never know what to do, to the point that the DM is making suggestions. I've never been accused of creativity. 4e does seem like it's really accommodating for people like me, because while it is more rollplay than roleplay, it's a lot more roleplay than I've ever tried before. Any more and I probably wouldn't bother.
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Re: D&D anyone here (still) play it?

Post by Utsanomiko »

Level 5, or up to level 7, is reasonable for a 3rd level party's reward; the DMG suggests about 4 magic items in that range over the course of lvl3 as a good amount of treasure. I'm not sure +1 AC is ever an appropriate item bonus simply for
being such an obviously good choice you'd never not want, however. The DM of my local store's campaign aims lower on the treasure curve, so we seem to be fighting a lot of level 2s and 3s still in a rather low-magic setting.

Part of running an RPG as the game master is providing the players enough narration of the situation and explanations of details their character would notice or consider as options. Otherwise they're left working in a vacuum without any points of reference. This is also where a battle map and other visual aids come in handy, as you can have all the little details of the room printed out or just draw them on while describing the scene. Meanwhile the players figure out where to move so they can rip down a curtain and grapple the nearest enemy, or who they can jump on top of if they leap off the balcony. A little less room for fudging distances, but it'll lead to many more opportunities being spotted.

Power cards help make a new player's combat options much more tangible as well; His primary actions should be attacking, so when he can see in his hands what spells and exploits he has available, with their frequency color-coded and all the modifier bonuses already added, it simplifies the decision-making process and gives him more time to think about other actions to take.

For miniatures, I like to make mine using paper printouts. I'll grab a picture online and resize it to about 1"x2", and by adding two extra inches above and an inch below the portrait I have a strip long enough to fold into a triangular stand-up. So every Kobold looks like a Kobold, Sir Allan is visually distinguishable from Sir Dubain (complete with names on the back), and some monsters require a lot less descriptions to explain.
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Re: D&D anyone here (still) play it?

Post by Alan Bolte »

My DM does an okay job of describing rooms and stuff. I recall in a recent battle in a cellar our sorcerer's spells were smashing the wine racks and burning the playing cards on the table. I just can't put myself enough in character to have a decent conversation.

It's definitely a relatively high-magic setting. We found ourselves on another plane at level 2! Regardless, I'll express my misgivings about stat-creep next time I talk to him. Might help if I chose a different shield and we just retconned it.

That's an interesting idea with the paper printouts, I'll pass that along.
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Re: D&D anyone here (still) play it?

Post by Satori »

Utsanomiko

Rollplaying can be done with any system, or even without one. One of the most fun RP's i did was based on a mix of AD&D 2.0 and Pokemon, but had no rules at all; pure free form. The point of a system is to have hard rules for when you need to resolve a result fairly between players (and the players care enough that they want a non-arbitrary resolution). A game book that tells you to ad hoc or fugde things because they can't be bothered to publish rules for them is a gamebook I'm returning to the store to get my money back.

3.5 had options. It was poorly balanced to be sure, but if you're not playing with idiots or jerks, that should never be an issue.

4.0 has "better" balance. Whoopee. Where are my gorramn options? Shifting does not in any way make up for walling, sculpting, illusioning, lockdowining, entangling, and everything else they took out for it.

You seem to think that 3.5 players were all powergamingers or something. Simple fact is, most of the people who make all those convulated builds? never play them. Making those builds by exploiting the system *is* a game unto it's self, and that's why they make them. For kicks, and to show off their knowledges of the rules. besides, 95% of those crazy mix and match builds? Still weaker than a core druid.

I hang out on the optimization boards. 99% of that crowd play in games balanced for tier 3, with no silly class sheniagans. Actually playing in a campaign, most Opimizers will have fairly simple, medium-power builds, because learning enough to optimize also teaches them what is most fun to play, and it isn't tier 1.

Erik von Nein:

Monks have no synergistic abilities. Their abilities don't work together at all, Sure you can "fix" a monk by only taking 2 levels and using other classes that "mix" with it, but why even bother with the 2 levels? Let's peek at their class features:

1) Unarmed strike. The damage isn't that much more than what you can get with a decent weapon, unless you seriously twink. Worse, it cost much more money and the valuable throat slot to get a permanent enhancement bonus on your fists vis-a-vis a weapon.

2) AC Giving up armor for Wis to AC is pretty weak tea. Why? Because AC doesn't mean jack all past level 8 or so, since attack bonuses scale up faster than defense bonuses. You need to generate miss chances, negate attacks, or otherwise *avoid* being swung/shot at in the first place. the best tank in core is the Wizard, since he has Mirror Image, Displacement, and Blink. All the fighter-types (including monks, rangers, paladins and barbarians) gets is AC, and outside core, the Wizard has more of that too. The reall use of armor is to get non-ac related armor enhancements, such as Fortification and DR, which the monk doesn't get. And if you do wear armor as a monk, half your class features disappear.

3) Fast Movement. See armor. Also, you still can't full attack and move on the same round. The Cleric or Psywar can, making him a much better frontliner than you or any other core melee class.

4) Flurry of misses. Go back a read about the expense of enchanment bonuses. And notice that you, for some reason, have 3/4ths BAB a a melee class. You have a substantially lower to hit than the fighter. You can make up for this by passing on power attack (which isn't so hot for you anyway, since you can't two-hand an unarmed strike), but now you don't deal much damage. Having an optimized bard buddy can fix this, but if you need someone else fix you.... so yeah.

And comparing to fighters and barbs? fighters are considered only marginally better than monks. They share most of the same problems, but with a fighter's bons feats at least you have options... Barbs only function if you pick good PrC's. othewise you again have the same problems as the fighter and monk.

D&D game designers may have lied and claimed otherwise, but D&D has NEVER balanced spellcasters against melee. Casters win, period, hands down. The 4th edition fix to this was to make everyone a (pityfully weak, by the standards of older editions) caster. Sure they claim that you draw power from Arcane/Divine/Primal/Martial, but that's pure fluff, with no differences in the basic mechanics.
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Re: D&D anyone here (still) play it?

Post by Utsanomiko »

I play 4th edition weekly and I see plenty of class options and enjoyable mechanical differences (like Paladins vs Fighters), as well as conditions and special types of effects every round. It's merely lacking the same ones or having the same degree of bloat. The key factor here is actually seeing the system in action, and how the streamlining and tactical options add up.

Like I said, 3rd's variety of options was very opaque and ultimately superficial, or just made for clunky disparaging differences in individual PC's usefulness in the party. Lockdowning, a 'best' class and a 'weakest' class, "casters win, period, hands down", 3e multiclassing in any form, 'tiers', Vancian casting vs combat feats, et cetera; that is exactly what I'm talking about. I've never liked that kind of design, I find it boring, and I don't like the apologetic, outdated, arbitrary-numbers gaming mindset it's nurtured among its players.
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Re: D&D anyone here (still) play it?

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Utsanomiko wrote:I play 4th edition weekly and I see plenty of class options and enjoyable mechanical differences (like Paladins vs Fighters), as well as conditions and special types of effects every round. It's merely lacking the same ones or having the same degree of bloat.
And why, when in the process of making that piece of shit edition, did it never occur to any of them (as it seems to have eluded you) that they could have simply, I don't know, fixed the bloat or whatever it is you don't like about 3ed rather than axing the previous character options? :roll: For example, I don't remember seeing a single bit of illusion magic in there. What the fuck? You really think that is a sign of good game design? Really?

Character options are not mutually exclusive with streamlining. 4ed $ed has one, but it lacks the other.
The key factor here is actually seeing the system in action, and how the streamlining and tactical options add up.
Bullshit. I don't have to play the game to know when its missing something crucial to my enjoyment. I can fucking read the rules and figure that out. And BTW, the game never was really lacking in tactical options, at least as long as you avoided the bog-standard fighter build (and possible even then, if you were smart about it). But then, I'm not surprised you fixate on combat anyway, since that's all there is to the game, right? Image
Like I said, 3rd's variety of options was very opaque and ultimately superficial, or just made for clunky disparaging differences in individual PC's usefulness in the party. Lockdowning, a 'best' class and a 'weakest' class, "casters win, period, hands down", 3e multiclassing in any form, 'tiers', Vancian casting vs combat feats, et cetera; that is exactly what I'm talking about. I've never liked that kind of design, I find it boring, and I don't like the apologetic, outdated, arbitrary-numbers gaming mindset it's nurtured among its players.
Again, why couldn't they simply fix those things rather than nuking them?

And its ironic you should say the second part after saying this:
So then out comes 4th Edition, with its simplification of the rules, class balancing, and an overall transparent overview on how the game is 'supposed' to be played. And I said 'finally, Dungeons and Dragons is honest with what kind of game it's always been.'
I think you mean "now it ADMITS to being wargaming-lite!" Never mind that that is what perpetrates the arbitrary-numbers gaming mindset in the first place. Hell, its even a stated design goal that all character classes must now fit into a cookie-cutter "role" that basically amounts to an arbitrary tactical designation. This unstated attitude that roleplaying is all about combat is exactly the wrong impression to give to new players. This isn't WoW or waraming, but you wouldn't know by looking at $ed.

Yes, 3ed had problems, and if I could convince the players in my area to try a different game for a change I would. However, it still does basically what I need from the game, whereas $ed not only didn't address the issues I cared about, but took a step back and distilled everything I hated about 3ed into one concentrated piece of cockbite. No amount of streamlining is worth that.
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Re: D&D anyone here (still) play it?

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I've played 4th edition for a half a dozen sessions. I don't object to the simplification. I object to the increase in abstraction and even less realistic world presentation. How do they handle the massive gold inflation endemic in D&D? Invent currencies even more valuable than gold. According to the magic item rules, the entire cost of a magic item is components and any item can be created in a day. Cost of wizard's labour? Zero. It's not even attempting to portray a world inhabited by something resembling real people or with a real economy. The game plays like Earthdawn with a lobotomy and all the setting flavor sucked out.
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Re: D&D anyone here (still) play it?

Post by Eleas »

My chief problem with D&D 4th edition is simple, and doesn't require much in the way of testing to pinpoint: as soon as I try an interesting character concept, more often and not I'm checked at the door by 4th Ed. The litmus test for any character seems to go something like this:
  • All classes must be equally proficient in battle.
  • All included options must have annoyingly specific, and more often than not nauseatingly gaudy, yet core concepts.
  • All non-combat options are given short shrift, if by "short shrift" you mean liberal axe treatment. The exception seems to be the Skill Challenge system, which has been errataed to a point where it looks actually usable (though still more railroaded than the Temple of Doom).
  • As IO alluded to in an earlier thread, a once-vibrant world and its cosmology have been lobotomized, taking with them many potentially clever character concepts.
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Re: D&D anyone here (still) play it?

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Imperial Overlord wrote:I've played 4th edition for a half a dozen sessions. I don't object to the simplification. I object to the increase in abstraction and even less realistic world presentation. How do they handle the massive gold inflation endemic in D&D? Invent currencies even more valuable than gold. According to the magic item rules, the entire cost of a magic item is components and any item can be created in a day. Cost of wizard's labour? Zero. It's not even attempting to portray a world inhabited by something resembling real people or with a real economy. The game plays like Earthdawn with a lobotomy and all the setting flavor sucked out.

It's actually worse than that. The ritual itself has a cost, so any wizard who makes an item for sale is taking a loss(only 100 gp or so, but still).
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Re: D&D anyone here (still) play it?

Post by Grandmaster Jogurt »

D&D is a combat- and puzzle-based dungeon-crawler game, even with splatbooked 3.5 and its comparative flexibility. Yes, you can play other kinds of games with it and enjoy them a lot, but it's obvious the system is straining against those forms of play. I don't mind at all that they trimmed off a whole bunch of extra stuff to focus on making that core concept work well. From what I've played of 4th Edition, I think it actually does a very good job, and also see how they've set it up so people who haven't been immersed in D&D before can see how things are supposed to work, which is also a good thing. For other types of games, well, now I have much less excuse to go try other systems. And for everyone who still wants something the same as 3.5, it's still out there and always will be, and you'll have people tinkering with it as long as there's interest for those who want 3.5.1 or whatever.

I've also never once played in a preexisting setting, so I don't really understand the need for "this is how the economy should work" in the books themselves. Not that 3.5 had anything near realistic there, either. If you're going to complain about magic item costs and creation, I'll just mention selling half-ladders as ten-foot-poles for 8x profit.

But seriously, "$th"? Just... christ.
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Re: D&D anyone here (still) play it?

Post by Imperial Overlord »

Grandmaster Jogurt wrote:D&D is a combat- and puzzle-based dungeon-crawler game, even with splatbooked 3.5 and its comparative flexibility. Yes, you can play other kinds of games with it and enjoy them a lot, but it's obvious the system is straining against those forms of play. I don't mind at all that they trimmed off a whole bunch of extra stuff to focus on making that core concept work well. From what I've played of 4th Edition, I think it actually does a very good job, and also see how they've set it up so people who haven't been immersed in D&D before can see how things are supposed to work, which is also a good thing. For other types of games, well, now I have much less excuse to go try other systems. And for everyone who still wants something the same as 3.5, it's still out there and always will be, and you'll have people tinkering with it as long as there's interest for those who want 3.5.1 or whatever.
So is Warhammer Fantasy. So is Earthdawn. Both managed to have somewhat realistic economies and game worlds. Warhammer managed to have a nice little sidebar where it displayed the incomes from a scattering of professions from the bottom to the top of the socioeconomic ladder. The fact is, this shit is old hat and 4th fails totally at it.
I've also never once played in a preexisting setting, so I don't really understand the need for "this is how the economy should work" in the books themselves. Not that 3.5 had anything near realistic there, either. If you're going to complain about magic item costs and creation, I'll just mention selling half-ladders as ten-foot-poles for 8x profit.
Brilliant. You find an error in 3.5's pricing system. D&D has about the worst pricing system of any RPG I've ever played. In a sensible world, that's the kind of thing that gets corrected between editions. 4th can't even manage to price magic items (which is a much huger gaffe with far more effect on players than missing comparative costs between 10foot pole and ladders) in a sensible way while continuing the "gold is crap" hyperinflation.
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Re: D&D anyone here (still) play it?

Post by Grandmaster Jogurt »

Imperial Overlord wrote:Brilliant. You find an error in 3.5's pricing system. D&D has about the worst pricing system of any RPG I've ever played. 4th, which can't even manage to price magic items (which is a much huger gaffe than missing comparative costs between 10foot pole and ladders) in a sensible way while continuing the "gold is crap" hyperinflation.
Oh, if you're just saying that 4th's rules on the economy haven't managed to even start to clean up the mess that previous editions were, I can't say I disagree. I thought people were saying that 3.5 had a workable system and 4th didn't.
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Re: D&D anyone here (still) play it?

Post by Imperial Overlord »

Grandmaster Jogurt wrote:
Imperial Overlord wrote:Brilliant. You find an error in 3.5's pricing system. D&D has about the worst pricing system of any RPG I've ever played. 4th, which can't even manage to price magic items (which is a much huger gaffe than missing comparative costs between 10foot pole and ladders) in a sensible way while continuing the "gold is crap" hyperinflation.
Oh, if you're just saying that 4th's rules on the economy haven't managed to even start to clean up the mess that previous editions were, I can't say I disagree. I thought people were saying that 3.5 had a workable system and 4th didn't.
Fuck no. D&D's economic system has always been a piece of shit. However, when they're were talking up the game before the release they mentioned how they "solved the mountain of gold needed to buy anything really valuable" problem. Turned out that was by having two currencies that were much more valuable than gold by jacking up the value of platinum and introducing astral diamonds. Fucking bait and switch bullshit. I expect the economy of a game to improve between editions or at least not get any worse.
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Re: D&D anyone here (still) play it?

Post by Utsanomiko »

Formless wrote: And why, when in the process of making that piece of shit edition, did it never occur to any of them (as it seems to have eluded you) that they could have simply, I don't know, fixed the bloat or whatever it is you don't like about 3ed rather than axing the previous character options? :roll: For example, I don't remember seeing a single bit of illusion magic in there. What the fuck? You really think that is a sign of good game design? Really?
No, I think finally wiping the slate clean and starting at the basics, without a compulsion to be congruent with previous editions that ran under different systems, was the best option. I don't see the reason to be attached to third to that degree any more than 2nd or first. Also, Illusion and Conjuring has been included with Arcane Power. Maybe in a few years fourth will become bloated too and I'll have to become a huffing grognard when 5th doesn't use the same math. :P
Character options are not mutually exclusive with streamlining. 4ed $ed has one, but it lacks the other.
I disagree that 3rd had actual desirable options, in practice. It presented the appearance of it, especially with all the numbers assigned under the hood, but nothing visible or accessible to the casual player.
Bullshit. I don't have to play the game to know when its missing something crucial to my enjoyment. I can fucking read the rules and figure that out.
Flat-footed is crucial to your enjoyment? Racial penalties harm your ability to roleplay? Magic Missile not hitting automatically breaks your suspension of disbelief? You really want to paint this kind of picture of a 3e roleplayer? I've already heard these complaints, told to my face. I wasn't impressed by them then.
And BTW, the game never was really lacking in tactical options, at least as long as you avoided the bog-standard fighter build (and possible even then, if you were smart about it).
Maybe *you* avoided those bad builds with your deft skill/feat choices and multiclass dabbling; the rest of us had to listen to you players talk about builds the whole game while we just try to play a core class that sounded good on the first read-through.
But then, I'm not surprised you fixate on combat anyway, since that's all there is to the game, right? Image
It was until 3rd sprinkled in some sporadic knowledge and social skill checks and suddenly WotC has this d20 'Do Anything' universal system that they can market to every dope with Adobe Acrobat and an armchair to sit in and write up feat progression charts. I've seen systems that have a good amount of weight in its non-combat rules, d20 isn't it. The current DMG has plenty of rules for social conflicts, exploration, investigation, encounters exclusively using skills, and campaign-spanning quests. We spend about half the time out of combat, interacting or doing other challenges, in our local games. Some people just see the new books with up-front guides telling them how to do things without pure guesswork and they shit a brick that they're being told what to do, regardless of every damn page that shows how to adjust it or run with their own judgement.

And really now, you can't expect me to believe most people don't just sideline the ruleset when they're running in town and talking to people; it doesn't matter if they've got 12 separate social skills to pick from or whether they've been lumped into three. Whatever happened to people gloating about how much they'd homebrew their own situational tables and economy charts? This is the same crap as when 1st and 2rd Edition were retired; it's crap, but it's not your childhood's crap.
Again, why couldn't they simply fix those things rather than nuking them?
I'd call it parsimony. They only served a purpose if you wanted more things to keep track of than enjoyable, and weren't noticeable to anybody who spent less that five hours a day studying the books. The proper fix to junk like daily-only spells and ECL was making them not be in the game, in my option.
I think you mean "now it ADMITS to being wargaming-lite!" Never mind that that is what perpetrates the arbitrary-numbers gaming mindset in the first place. Hell, its even a stated design goal that all character classes must now fit into a cookie-cutter "role" that basically amounts to an arbitrary tactical designation. This unstated attitude that roleplaying is all about combat is exactly the wrong impression to give to new players. This isn't WoW or waraming, but you wouldn't know by looking at $ed.
I don't think you even know what arbitrary means. Third Edition and previous ones are chock full of game design decisions that make no sense for what they're trying to achieve other than 'it sounded like a good concept.' Why did magic-users get hundreds of super-powered spells and fighters get a couple techniques? Because it sounded like a good concept. Why did Dwarves and Elves only get to be certain classes up to certain levels, while Humans got nothing else to show for their supposed resourcefulness? Because it sounded like a good concept. Why do players spend two hours creating characters at level one, when a badger can kill them in one hit? Because it sounded like a good concept. Why does a Beholder come with a potentially absurd amount of allies and drops a holy shield? Because it sounded like a good concept. Why should there be rules for epic level adventurers when the system makes it unplayable? Because it sounded like a good concept.

Dungeons and Dragons is a GAME. It is three to seven people pretending to be characters that adventure together as a complimentary group. The rules exist solely to facilitate that. Not to look good on paper, not to simulate how well a real Ogre could resist a real sleep spell and its duration, not to make some characters better at adventuring than others. If you make every class a combat classes with combat abilities who regularly engage in combat and advance via combat experience, you need to make them all good at combat. If you want each character to have a set of skills unique and useful to the party, you need to give them a set of unique and useful skills to chose from. If you want players to earn a satisfying amount of treasure that they'll use, you need to plot out what's a satisfying amount of usable treasure. If you want them to consistently survive at a given level versus challenging fights that aren't too random to consistently rate as 'easy' or 'lethal', you gotta give both sides the tools to survive and threaten eachother in a transparent manner. If you want each player to feel like an equal member of the group with a character that contributes to the party in its adventures, and that their build choice wasn't 'bad' in some manner unseen for 5 more levels, you gotta design them with that shit in mind too.

It's a game and it's supposed to be playable. Not realistic or overly-complicated.

Having a battlemat and a character build that can be summed out outside of numerical-analysis and 'it lets you be this class without having that crap' is not a wargame. Having haggling split into 'barter' and 'bribe' doesn't make a system inherently better at social RP. It does at least make the player look between the two and use them more strictly. Roles are just basic game analysis; they're there in 3rd, they just don't tell you, and let you make them become better than everyone else's role or do nothing well.

I like the parts where you keep painting me as some combat-only 'wargamer' when my other preferred RPGs include one with a 100% random character generator (including class, stats, and warts) and one where melee combat and persuasion are equally-complex skills leveled up by how many points you earn for 'good group participation'. D20 is a system where combat is a huge expanse of special rules and effects, monsters with huge stat blocks and spells with whole other rules, while negotiating with the Dwarf King is still a single old Charisma roll plus skill bonus, plus the DM putting on a Scottish accent. Fourth edition levels the disparity out better to keep the rules in use for various situations. Not as much as other games, but I like the variety.
Yes, 3ed had problems, and if I could convince the players in my area to try a different game for a change I would. However, it still does basically what I need from the game, whereas $ed not only didn't address the issues I cared about, but took a step back and distilled everything I hated about 3ed into one concentrated piece of cockbite. No amount of streamlining is worth that.
Tell them to shave their necks. I still don't see what's keeping you from roleplaying elves and dwarves going on adventures. Nothing is stopping you from adding Craft: Cooking if needed, or giving out more feats and skill choices at the start, or making grapple complicated, or letting Duane's ranger advance into an Arcane Psionic Bowmaster though a paragon or epic path. Hell, it's easier to plop that stuff in now with the rules working together with a purpose, and not have to worry that suddenly he can kill every enemy within 10 levels of him in two rounds and now you need to throw eight class profiles onto a new boss that won't kill everybody else.
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Re: D&D anyone here (still) play it?

Post by Formless »

Utsanomiko wrote:No, I think finally wiping the slate clean and starting at the basics, without a compulsion to be congruent with previous editions that ran under different systems, was the best option. I don't see the reason to be attached to third to that degree any more than 2nd or first.
Wiping the slate clean is a tactic that works if you are willing to replace the things you took out. Otherwise you are left with an incomplete game. Going back to basics assumes you want to go back to playing a basic game. I don't.
Also, Illusion and Conjuring has been included with Arcane Power. Maybe in a few years fourth will become bloated too and I'll have to become a huffing grognard when 5th doesn't use the same math. :P
I must have missed that. It has been a while since I looked through that thing-- needless to say I don't own the thing because I decided it would be a wasted purchase.
I disagree that 3rd had actual desirable options, in practice. It presented the appearance of it, especially with all the numbers assigned under the hood, but nothing visible or accessible to the casual player.
Desirable by whose standard, fuckwad? The point is that they were actually there, and could have just as easily been fixed rather than being removed. An option that doesn't exist is less desirable by definition than one that just doesn't work. Try to keep up.
Flat-footed is crucial to your enjoyment? Racial penalties harm your ability to roleplay? Magic Missile not hitting automatically breaks your suspension of disbelief? You really want to paint this kind of picture of a 3e roleplayer? I've already heard these complaints, told to my face. I wasn't impressed by them then.
*Yawn* Come back when you have a complaint that actually applies to anyone here. Otherwise, see Kuja's post. That was pretty much my reaction as well, especially as pertains the way the classes are set up. I never liked the way classes tend to define a character. In this edition its more true than ever-- and its a stated design goal! Just considering combat for a moment, it used to be that a wizard could choose to focus on nuking the field (playing the "controller"), save or die spells (playing the "striker"), buffing (the supporting leader-ish role), or subterfuge (for avoiding combat entirely) depending on what spells you chose. That's almost all of the current "roles" right there. That gave you the freedom to chose what made sense for your character, both in the way you wanted to fight and in the way you wanted to roleplay. No such luck with $ed; a wizard is a controller, and your imagination does not figure into it.

And before you repeat yourself about how bad 3ed was, remember that I never said it was perfect. Just that it wasn't as bad as this.
Maybe *you* avoided those bad builds with your deft skill/feat choices and multiclass dabbling; the rest of us had to listen to you players talk about builds the whole game while we just try to play a core class that sounded good on the first read-through.
Actually, I couldn't care less about builds. I care about the character concept, in the same sense as a writer or author would. In fact, I normally play single class characters because the options available in any given class are good enough for most (though not all) characters. But nice way to latch onto the one word and miss the point: no matter how much planning I put into the character advancement and build, I was never lacking for tactical options.
It was until 3rd sprinkled in some sporadic knowledge and social skill checks and suddenly WotC has this d20 'Do Anything' universal system that they can market to every dope with Adobe Acrobat and an armchair to sit in and write up feat progression charts. I've seen systems that have a good amount of weight in its non-combat rules, d20 isn't it. The current DMG has plenty of rules for social conflicts, exploration, investigation, encounters exclusively using skills, and campaign-spanning quests. We spend about half the time out of combat, interacting or doing other challenges, in our local games. Some people just see the new books with up-front guides telling them how to do things without pure guesswork and they shit a brick that they're being told what to do, regardless of every damn page that shows how to adjust it or run with their own judgement.
Now, tell me why making D20 more universal is a bad thing? Just because 3ed did a poor job of it doesn't mean that they were wrong to try.
And really now, you can't expect me to believe most people don't just sideline the ruleset when they're running in town and talking to people; it doesn't matter if they've got 12 separate social skills to pick from or whether they've been lumped into three. Whatever happened to people gloating about how much they'd homebrew their own situational tables and economy charts? This is the same crap as when 1st and 2rd Edition were retired; it's crap, but it's not your childhood's crap.
And as has already been pointed out, if you have to homebrew something extensively to get it to do what you want, it isn't worth buying. Any game can be houseruled, but the very fact that a game must be houseruled means the developers failed at something.
I'd call it parsimony. They only served a purpose if you wanted more things to keep track of than enjoyable, and weren't noticeable to anybody who spent less that five hours a day studying the books. The proper fix to junk like daily-only spells and ECL was making them not be in the game, in my option.
What is enjoyable to you is not what is enjoyable to me. Sure, I studied the books. You kind of have to no matter what game you are going to play, so I don't see what your point is. It certainly never took five hours a day to figure out what I wanted to do with it. Besides, as has been mentioned, studying the books is its own pastime, one which some people find enjoyable in its own right. Are you now the authority on fun?
I don't think you even know what arbitrary means.
Arbitrary from a roleplaying perspective, idiot. See above. There is no reason that any given class should be restricted to its stupid tactical role besides game balance reasons. Hence why I call it arbitrary.
Third Edition and previous ones are chock full of game design decisions that make no sense for what they're trying to achieve other than 'it sounded like a good concept.' Why did magic-users get hundreds of super-powered spells and fighters get a couple techniques? Because it sounded like a good concept. Why did Dwarves and Elves only get to be certain classes up to certain levels, while Humans got nothing else to show for their supposed resourcefulness? Because it sounded like a good concept. Why do players spend two hours creating characters at level one, when a badger can kill them in one hit? Because it sounded like a good concept. Why does a Beholder come with a potentially absurd amount of allies and drops a holy shield? Because it sounded like a good concept. Why should there be rules for epic level adventurers when the system makes it unplayable? Because it sounded like a good concept.
You don't like 3ed. We get it already. No one said it was the pinnacle of perfection for roleplaying games, only that it was better than $ed. Any one of those things you mentioned could have simply been fixed rather than throwing the baby out with the bathwater. What's your point?
Dungeons and Dragons is a GAME. It is three to seven people pretending to be characters that adventure together as a complimentary group. The rules exist solely to facilitate that. Not to look good on paper, not to simulate how well a real Ogre could resist a real sleep spell and its duration, not to make some characters better at adventuring than others. If you make every class a combat classes with combat abilities who regularly engage in combat and advance via combat experience, you need to make them all good at combat. If you want each character to have a set of skills unique and useful to the party, you need to give them a set of unique and useful skills to chose from. If you want players to earn a satisfying amount of treasure that they'll use, you need to plot out what's a satisfying amount of usable treasure. If you want them to consistently survive at a given level versus challenging fights that aren't too random to consistently rate as 'easy' or 'lethal', you gotta give both sides the tools to survive and threaten eachother in a transparent manner. If you want each player to feel like an equal member of the group with a character that contributes to the party in its adventures, and that their build choice wasn't 'bad' in some manner unseen for 5 more levels, you gotta design them with that shit in mind too.

It's a game and it's supposed to be playable. Not realistic or overly-complicated.
3ed is bad. Gotcha.

Did it ever occur to you that not everyone necessarily plays the same way you seem to think the game should be played? For example, my friends and I often play games where we have a less than ideal team structure, because it is often more fun roleplay wise. No cleric? That's fine! Makes injuries more dramatic! No fighter? Better use our wits rather than rush into fights! That kind of stuff. And that's not mentioning horror games: fair fights? No such thing!
Having a battlemat and a character build that can be summed out outside of numerical-analysis and 'it lets you be this class without having that crap' is not a wargame. Having haggling split into 'barter' and 'bribe' doesn't make a system inherently better at social RP.
No, but playing as if the game is just a vehicle for getting you from fight A to fight B isn't a far cry from one either. To me, combat is fun, but its a means to an end not the end unto itself. The end of course is fun, but if combat is the only fun thing in a game I might as well use my money on video games rather than dicking around with dice.
It does at least make the player look between the two and use them more strictly. Roles are just basic game analysis; they're there in 3rd, they just don't tell you, and let you make them become better than everyone else's role or do nothing well.
Wrong. To me, role is something I define according to the story at hand, not something you can spoonfeed as part of the system. This is exactly the attitude I was talking about that I don't want to see instilled in new players, because it tends to turn them into insufferable powergamers. Which is exactly what you say you don't like about 3ed.
I like the parts where you keep painting me as some combat-only 'wargamer' when my other preferred RPGs include one with a 100% random character generator (including class, stats, and warts) and one where melee combat and persuasion are equally-complex skills leveled up by how many points you earn for 'good group participation'. D20 is a system where combat is a huge expanse of special rules and effects, monsters with huge stat blocks and spells with whole other rules, while negotiating with the Dwarf King is still a single old Charisma roll plus skill bonus, plus the DM putting on a Scottish accent. Fourth edition levels the disparity out better to keep the rules in use for various situations. Not as much as other games, but I like the variety.
If the glove fits... you should listen to yourself sometime. All you keep talking about is the marvelous streamlined combat options the characters have, and how all the non-combat stuff of the previous editions were bloat and unnecessary to the game. I don't give a fuck about what other games you like are, when it comes to DnD the only thing you seem to care about is how many wonderful combat powers you can get off to. The only reason D20 sucks at things that aren't combat is because the idiots at WotC happen to have a similar attitude to the game as you do. Otherwise, there is no reason $ed couldn't have expanded on what 3ed started with making the game more universal.

Oh, and BTW, I like the parts where you accuse me of being a powergaming asshole with exactly zilch evidence. Hypocrite.
Tell them to shave their necks. I still don't see what's keeping you from roleplaying elves and dwarves going on adventures.
Those people happen to be my friends, so fuck you asshole. 3ed DnD happens to be the game they want to play, and they would rather get their monies worth out of it than learn something new. I can try to change their minds, but I can't force them to change games because I want to. Or did you miss the part where roleplaying was a social activity?
Nothing is stopping you from adding Craft: Cooking if needed, or giving out more feats and skill choices at the start, or making grapple complicated, or letting Duane's ranger advance into an Arcane Psionic Bowmaster though a paragon or epic path. Hell, it's easier to plop that stuff in now with the rules working together with a purpose, and not have to worry that suddenly he can kill every enemy within 10 levels of him in two rounds and now you need to throw eight class profiles onto a new boss that won't kill everybody else.
Again, the need to houserule something is what makes a game worse, not better. Its more work that I have to do that the designers were too lazy to do themselves.
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Re: D&D anyone here (still) play it?

Post by Grandmaster Jogurt »

Formless wrote:*Yawn* Come back when you have a complaint that actually applies to anyone here. Otherwise, see Kuja's post. That was pretty much my reaction as well, especially as pertains the way the classes are set up. I never liked the way classes tend to define a character. In this edition its more true than ever-- and its a stated design goal! Just considering combat for a moment, it used to be that a wizard could choose to focus on nuking the field (playing the "controller"), save or die spells (playing the "striker"), buffing (the supporting leader-ish role), or subterfuge (for avoiding combat entirely) depending on what spells you chose. That's almost all of the current "roles" right there. That gave you the freedom to chose what made sense for your character, both in the way you wanted to fight and in the way you wanted to roleplay. No such luck with $ed; a wizard is a controller, and your imagination does not figure into it.
The problem is that in 3.5, a Wizard could pick what role to specialise in every single day, while other classes had to choose it based on their build (and most couldn't have nearly that many actual choices). This isn't anywhere near balanced. In 4th, everyone has options in a similar manner. Want to be a fighter that heals people? Warlord. A fighter who stabs people a lot? Ranger. A fighter whose role is to make sure the other guys don't die? Fighter. Same with different concepts of Wizards or whatever (it helps that they've released more books now). Before you say anything about the fluff not matching what you want it to, every single 4th edition book tells you outright that they encourage you to change the fluff about any power or ability; it's all just suggestions. Just because you want to play a "wizard" doesn't mean you have to stick to the Wizard class and curse under your breath when it's not what you wanted.

And as much as you complain about 4th edition splitting everyone into four roles, two of those roles didn't really exist in 3.5. Unless you were in a tiny hallway or something, it was impossible to really force enemies to engage anyone in particular, so no defender role, and except for the Crusader, I'm not aware of any classes that could heal without spending their entire turn doing so, so there goes a lot of the appeal of the Leader except for one controversial late-edition book.
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Re: D&D anyone here (still) play it?

Post by Agent Sorchus »

Re: Monks
Monks are the poor mans choice in 3e but gain a lot in 3.5. However their role is simply not to deal more damage than a fighter but to lock down the opposing spellcasters.
They have all good saves to defeat spells with, they have evasion and resiliency to enchantments, and enough number of attacks to render miss chances ineffective while also forcing more concentration checks and the best ability to trip. The metagame problems is that most DM's do not pit players versus anything that has class levels or as a caster can totally ignore the weak monk (ie dragons).

Also I would question the power of the wizard, sure he can deal the greatest damage in one turn of almost any class, but the wrong choice in spells is fatal for a wizard. In a dungeon filled with differing immunities the wizard is only powerful if the player has out of character info on the monsters/opposition. That is the real reason that wizards are so powerful (OoC info), not that they can change what their focus is in a day. The first time I changed my focus I totally messed with the parties ability to plan and cope with the tacitcal changes.
Tanking with the wizard is possible but your biggest foe becomes those that can cancel magic. So while you can fight past the majority of the lesser minions without problems with miss chances you cannot really do as much damage as if you were a simple blaster. And if you fight the tougher monsters blind fight and various anti magic techniques turn you into a pincushion.

Personally 4 is not holding any interest for me. It loses the ease of truly customized classes, something that was quite plainly laid out in 3e's DMG.
3.5 makes some amateurish mistakes in translation from 3, and it also totally slaughters the DR system (I still don't really understand 3.5s DR set up).
So currently I favor a slight mishmash of 3e rules and 3.5e classes and spells and I am taking many notes from the Heros of Horror book for my next campaign world.
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Re: D&D anyone here (still) play it?

Post by Imperial Overlord »

Agent Sorchus wrote: In a dungeon filled with differing immunities the wizard is only powerful if the player has out of character info on the monsters/opposition. That is the real reason that wizards are so powerful (OoC info), not that they can change what their focus is in a day. The first time I changed my focus I totally messed with the parties ability to plan and cope with the tacitcal changes.
That's the truth. Back when I was playing Nalifan, not writing stories about him, we went through City of the Spider Queen (8th level at the time). In the early part, we were pursuing drow slavers and expecting more of the same. Instead we encountered vampire and undead minions. Necromany spells aimed at crippling the living meant the undead beat us like a drum.
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Re: D&D anyone here (still) play it?

Post by Grandmaster Jogurt »

Isn't that sort of situation where the Divination school comes in? Which is another advantage spellcasters have over the other classes. A fighter can be neutered just as easily as a non-diversified wizard if you come up against something with the wrong DR, or ethereal, or flying, or faster than you are, anything at all like that. The wizard can use one of his skills to see into the future and then set up for it the next day. The fighter can't see the future on his own, and even if he could, he either has to swap out with another character, have the right magical equipment, or ask the spellcaster to get him ready for it.
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Re: D&D anyone here (still) play it?

Post by Erik von Nein »

Grandmaster Jogurt wrote:And as much as you complain about 4th edition splitting everyone into four roles, two of those roles didn't really exist in 3.5. Unless you were in a tiny hallway or something, it was impossible to really force enemies to engage anyone in particular,
There is the Knight class and goad feat. The Knight class is pretty much set up to be the stereotypical tank, including late-level options of just plain not dying (well, until you run out of uses of your core ability). Goad didn't work out as well, but it was still possible to force other opponents to attack you, especially if you were out in the front.
Grandmaster Jogurt wrote: so no defender role, and except for the Crusader, I'm not aware of any classes that could heal without spending their entire turn doing so, so there goes a lot of the appeal of the Leader except for one controversial late-edition book.
That I don't really know about. You could always nab quicken spell and be a Healer or Cleric.
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