Originally posted by Fire
Originally posted by Wickerman
The grid system isn't being forced down ANYONE's throat, it's only something to help you out. Just like most rules in the DMG are "mostly guidelines" . Sure, a DM can change as much as he wants, he can rule-zero anything, he can house-rule stuff, but that doesn't change the fact that it was put in there as a guideline for a reason. The grid system should only be used during battles. Most people i know of that dislike having an occassional battle in the game now and then are either girls, or emo guys that have no idea what strategy means, or that have the "ewww....all these rules make my head hurt" syndrome. Example of the importance of the grid system: You're playing a fighter. The bad guy is a wizard. He sends a fireball at your group from his nice safe spot. Normally, on the grid system, you guys wouldn't be all together in one group, so that if he casts an area effect spell, he doesn't hit you all. So on the grid, only 1 or 2 characters would get damaged. Without the grid, the DM can simply say "Yep.....casts fireball....fries you all...."
I know what you mean by the area of effect and the ranges and stuff, but generally a rough map will do. Now I still think they are forcing it down the throat of the players in a very subtle way, just compare the 3 edition PHB with the 3.5 edition. In the 3th there is nothing about grids, no examples nothing. in the 3.5 they are all over the book. That plus the fact that they supply you with a grid if you buy the DMG of 3.5 (which in itself is a very nice gesture) classifies to me as ramming it down the throat of the players.
That may classify as ramming it down the throat of the players to you, but it's not. They're just trying to make the rules easier to understand and to apply. In the 3.0 manuals the grid was hinted to, but in 3.5 they're making it easier to understand. Just like the conversion from 2nd ed. to 3rd edition, rules were made much more clear. The idea was for players to have an easier time understanding the game and enjoying it. That's a huge part of what 3.0 was all about. And so, 3.5 is very similar. They fixed some of the Su, Sp, Ex crap, they errata-ed a lot of PrC's.....they redid the druid's wild shape, etc. The grid being used more often is just a way to make players understand how to use it easier. It's not ramming down their throats, it's actually helpful. And it's not just about area effect spells and such, or movement, or Attacks of Opportunity, it's also about the fight sensation. I don't know if you've seen older battle maps. The ones that generals would look at. They're exactly like the fight grid in DnD. Either hexes, or squares. Most people that don't use the grid system either don't KNOW how to use it properly, or they're just too lazy.
Originally posted by Fire
I prefer to make each combat seem epic when i'm DM-ing. They're pretty rare, and it's a chance to make the players feel good about winning the battle against the odds they face. I'm pretty harsh as well....And i can assure you that a good DM and a good PLAYER of the game, know how to do both just fine. That's what makes quality players of the game. Simply ignoring the fights, or simply ignoring the rp-ing shows that you're not an exceptional DM or Player. As for ADnD....the TSR one???? Since when DIDN'T it have grids?
well again the difference is that (atleast in my ADnD books) there never was any mentioning of this rule works on the grid like that and so on....
Back in the ADnD days, grids were being sold like crazy. And there were area effect spells and such, and speed, etc. All that were used on the grid. Grids were being:
1. Sold
2. Hinted to in descriptions of spells, spell-like abilities, psionics, etc.
Originally posted by Fire
to someone that plays the game with skills in both rp-ing and fighting scenes, yes, it does matter, because their character is limited in comparison with other characters. It has the potential but no chance to reach it. That's why most good DM's houserule a few classes/prestige classes in order to give all the players an equal chance at rp-ing/fighting.
LOL again, play what you think is cool, and someone taking a bard should understand that in combat he will probably be less potent than a fighter. Some classes are just better at some things than other classes. The warrior classes are just better in combat than the non-warriors. I know it can be frustrating but that's just the way the game goes. Against undead fighters can be hacking away at them for round and after round and then one cleric comes around does a very kick ass turning and they're all turned. Not really fair either, but then again a cleric just has a thing with undead.
Are you shittin me??? My 3rd level bard saved the party like....at least 9 times
seriously.....And no, that's just stereotypical. there's really no such thing as a non-combat oriented class. There may be non-melee oriented classes. But trust me, after level 6 Mages start rocking your world
Not to mention Mystic theurge builds, A cleric with divine metamagic and Initiate of Mystra can reach an AC of around 60 around level 9, etc. A bard/sublime chord can annihilate pretty much any fighter-like character, etc. etc. etc. Each class, used properly, either as in game-play or simply the way they're built, can do pretty much anything. That's the fun of it. The great versatility of PrC's.
Originally posted by Fire
That's always a good thing. My point was that the fighter class is a weak class compared to the rest, in the long-run. Also, going into prestige classes can always help with making your character more complex, giving you even more rp chances, making him deeper, and maybe even more interesting. Not saying you NEED to go into PrC's in order to do that, but it's great. It makes sure there's a difference between your character and stereotypes
You can make a very big difference between your character and the stereotype without a PrC. I still don't consider the fighter class that weak. Indeed it has no skillpoints and no decent saves. But it has a shitload of FEATS and if you have enough books to choose from those FEATS RULE.
The fighter class has crappy skillpoints, crappy saves, and yeah, a shitload of feats that you're gonna blow on crap mostly
Unless you have a clear cut vision of what you want the character to become, that's not gonna help a lot. A psychic warrior/illithid slayer has almost the EXACT same attack bonus as the fighter, a few feats less, and can manifest like a psion of a HUGE level. It just stomps the fighter into the ground. But that was just an example. There's a gajillion other things.
Originally posted by Fire
I sort of learned to play the game on my own, and soon after joining a group was chosen the new DM. But yeah, that's pretty much what i tell my players as well. However, i'm a bit picky about who i let join my group. Only mature players, and by mature i understand people that understand the importance of both rp and fighting, and that can mix those two, without ignoring one or the other.
~wickerman~
That indeed is best. you shouldn't play with everybody cause well the game needs to be fun for everyone
Yeah, i know, it sounds like elitist trash, but hey, they can learn with another group, till they're good enough to join my group. And by good enough, i mean 'till they reach the point where they won't annoy/disturb my players and myself.
Originally posted by Fire
but more important than discussing the grid ssytem and the classes there is a better question to ask: Who plays what and what are you planning to play in the future.
I myself am playing a level 8 ranger/level 1 cleric for the moment (undead hunter) soon to get his PrC.
Then I'm playing a level 5 samurai, a level 2 paladin.
I'm planning to play a fighter again if one of those guys dies. Probably a fighter on age, maybe an old gladiator or someone with a tad more talent and brains then the normal fighter, all depends on stats.
The coolest class (the one I like to play the most, but am not playing ATM for a few reasons) is Monk
I only play a character online, not IRL, since IRL i usually DM. Last character i played was a druid/shifter (The old PrC from Masters of the Wild). Needless to say he kicked ass.
Currently i'm sort of online in an epic game. I play an infernal/wizard. Don't ask.......
ps: i don't suppose you're going to take the age modifications to STATS in consideration huh?
Originally posted by Fire
I was one played a monk who worshipped death, you should have seen the faces of the other players when I started to explain that to NPCs. They were all like "Nooooooooooooooooo....." Cause everyone always thought he was evil. Almost never spoke a word and never left his sword behind.
Monk w/ sword ?!?!
ahem.....there were a few nifty tricks and items and feats to make monks pretty awesome. I once made a character that involved paladin, monk, and a few more classes. He was basically untouchable by anything other than psionics. So i called him the Steadfast Nightmare
~wickerman~