Author Topic: 3E Balance thread  (Read 110974 times)

sarendt

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Re: 3E Balance thread
« Reply #30 on: March 02, 2010, 11:49:09 PM »
Quote
This could lead to some boredom around the table.  It really sucks when you have a turn when you don't do anything.  Imagine if you had to skip every other round.

I thought the whole point of this is to balance with melee types who feel underpowered?  Doesn't the fighter in 3.x feel bored if he just swings every round?  From a balance point of view if the magik types are really throwing heavy spells it should take a few extra rounds, not to mention it would be an indication to the intended targets too.  Monster one "Gee Bob, that wizard standing over there has been casting the same spell for two rounds, do you think we should do something about that?"  Monster Bob, "Nah, I think we have a few more rounds before he finishes it, lets just ignore him..."   BOOOOOM :*)
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clockworkjoe

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Re: 3E Balance thread
« Reply #31 on: March 03, 2010, 12:11:42 AM »
Paladins can get improved critical and use a scimitar as well.

clockworkjoe

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Re: 3E Balance thread
« Reply #32 on: March 03, 2010, 12:12:19 AM »
Also, fighters are objectively weaker than paladins.


clockworkjoe

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Re: 3E Balance thread
« Reply #33 on: March 03, 2010, 12:41:47 AM »
Also, fighters are objectively weaker than paladins.



how? they have the same base attack and saves

Paladins have better saves because of divine grace - a flat bonus to all saves based on the paladin's charisma.

Paladins can heal themselves in battle and have a magical mount. The mount gets attacks as well.

Setherick

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Re: 3E Balance thread
« Reply #34 on: March 03, 2010, 12:48:49 AM »
Also, fighters are objectively weaker than paladins.



how? they have the same base attack and saves

Yes, but Paladins also have the ability to cast spells on top of their abilities. The paladin is the most versatile character in the game and also the most difficult to play.
"Something smart so that I can impress people I don't know." - Some Author I've Not Read

clockworkjoe

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Re: 3E Balance thread
« Reply #35 on: March 03, 2010, 01:01:25 AM »
who the fuck cares about feats

what can you do with a feat that you can't do with magic?

Also paladins aren't as versatile as druids.


clockworkjoe

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Re: 3E Balance thread
« Reply #36 on: March 03, 2010, 01:17:31 AM »
which feats

what are they

i want names

clockworkjoe

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Re: 3E Balance thread
« Reply #37 on: March 03, 2010, 01:33:06 AM »
Looking at d20srd.org

The druid is easily the most powerful base class

At level 20, they can turn into a huge elemental, have a T-rex animal companion AND cast level 9 spells like storm of vengeance. I mean, that is some fucked up shit. Think about the druid who turns into an air elemental - flying, traits like:

    *  Darkvision  out to 60 feet.
    * Immunity to poison, sleep effects, paralysis, and stunning.
    * Not subject to critical hits or flanking.
    * Elementals do not eat, sleep, or breathe.
 
and a whirlwind attack - not counting all those spells and the T-rex grappling casters and so on.


clockworkjoe

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Re: 3E Balance thread
« Reply #38 on: March 03, 2010, 01:37:01 AM »
Are you fucking kidding me?

okay toughness is only helpful at low levels will give you extra hit points so your 1st level fighter instead of having 12 hp he'll have 15

as i said improved critical is good for all weapons and classes

quick draw free action to draw your sword

skill focus

weapon focus and specialization

whirlwind attack

all those ranged attack feats like point blank shot shot and on the run

improved initaitive

dodge

defect arrows

shall i go on?

Those are pretty weak. 3 hit points means jack and shit.

clockworkjoe

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Re: 3E Balance thread
« Reply #39 on: March 03, 2010, 01:45:44 AM »
Okay let's do an example

human Wizard 1 vs human Fighter 1

you make a level 1 fighter with http://www.d20srd.org/index.htm

use these rolls for your attributes 18, 14, 13, 12, 10, 8

slightly better than standard array for you.

I'll make a wizard.

Let's say these guys want to duel each other until one is dead or in negative hit points.

They can start the duel anywhere between 10 and 100 feet from each other. I'll let you choose how far.



Boyos

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Re: 3E Balance thread
« Reply #40 on: March 03, 2010, 01:47:36 AM »
okay toughness is only helpful at low levels will give you extra hit points so your 1st level fighter instead of having 12 hp he'll have 15 - 3HP is boaring

as i said improved critical is good for all weapons and classes - Valid but you still have lots of level requirements for them.

quick draw free action to draw your sword - Who dont walk around while holding there Great Axe.

skill focus - Ehh.

weapon focus and specialization - good for the fighter

whirlwind attack - takes forever to actuly get, when you do get it its nice in situations, Dont help aginst a Solo monster.

all those ranged attack feats like point blank shot shot and on the run - Play a ranger.

improved initaitive - Everyone should have this.

dodge - What are you a monk?

defect arrows - See above you get it free!

Quote
Those are pretty weak. 3 hit points means jack and shit.

i said your FIRST LEVEL fighter
thats like a whole wizards hit die

You get 3 feats if your a human, of the 3 as a fighter your gonna get power attack, wepon focus, and maybe toughness cus seriously thats about the only thing left to get, other then quick draw.



Boyos

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Re: 3E Balance thread
« Reply #41 on: March 03, 2010, 02:00:25 AM »
Oh Oh OH Ill play the fighter!

Str 14 +2
Con 13 +1
Dex 18 +3
wis 12 +1
int 8 -1
Cha 10

Rolling 1d10:
(5): Total = 5


Dwarf Level 1 Fighter

Feats: Imp Init, Wepon Focus 1d10 Sword.

Equipment 1d10 Sword, Hide armor +3, Shield - AC=17(10+3AC+4Dex+1Shield)




clockworkjoe

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Re: 3E Balance thread
« Reply #42 on: March 03, 2010, 02:00:47 AM »
wizard

str 8
dex 14
con 13
int 18
wis 10
cha 12

hit points 8
AC 12
Initiative +6

relevant skills:
concentration +4
spellcraft +4
knowledge arcana +4
knowledge religion +4
Bluff +2
Diplomacy +2
Craft: Basket weaving +4

familiar
toad +3 hit points

feats
scribe scroll
spell focus illusion
improved initiative

spells
color spray DC 16 (10+1 level+4 int modifier+1 spell focus)
color spray

weapon
scythe 2d4  ×4 critical

Boyos

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Re: 3E Balance thread
« Reply #43 on: March 03, 2010, 02:01:44 AM »
So 6 hp

We start 15 feet from each other

Initative

Rolling 1d20:
(14): Total = 14
+5

Boyos

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Re: 3E Balance thread
« Reply #44 on: March 03, 2010, 02:02:12 AM »
Oh Should i start with Max hp then?