Changes to 3E Rules?
Posted: Mon Feb 04, 2002 1:06 pm
I'm noticing alot different about this game from normal 3E rules. I accept that some changes are necessary due to technical limitations, but others seem more arbitrary. My main complaints...
1. Whats with the huge attack ratings and ACs on mobs. Alot of the level 5'ish mobs have ACs in the 24-26 range, and attack ratings in the 15-18 range. Why? The main difference it makes is to force us to rest after every 2-3 fights, as opposed to every 3-5 fights. This is 'balanced' against the introduction of very powerful double/triple damage weapons. It seems to me, a little less item inflation combined with less frequent rest areas would have prevented the need for this.
2. Turning undead/confusion acts as hold person?! This makes these abilities MUCH more powerful than they should be. This, combined with clerics not having to memorize spells makes them way, way overpowered. If, due to your game engine limitations you don't want to introduce fleeing into the game... why not have turnning just give something like a -4 moral effect... and how much work would it have been to make confused characters switch targets?
3. Criticals... I notice my sling users sometimes critical for 20-30 points of damage... why aren't they using the standard critical formula? Why have these occasional super criticals?
4. Sneak Attacks... it just seems damn wierd. I never get sneak attacks when attacking flat-footed enemies, only for flanking. However, flanking is really flaky... I sometimes 'get' sneak attacks when everyone is on the same side, and I rarely get sneak attacks when I sandwich an enemy. Likewise, in the roles to hit I don't seem to get a +2 flank bonus. The flatfooted rules are more confusing... as it does seem to apply them with regard to dex bonuses... it actually prints out a message if you uncanny dodge kicks in.
Pel.
1. Whats with the huge attack ratings and ACs on mobs. Alot of the level 5'ish mobs have ACs in the 24-26 range, and attack ratings in the 15-18 range. Why? The main difference it makes is to force us to rest after every 2-3 fights, as opposed to every 3-5 fights. This is 'balanced' against the introduction of very powerful double/triple damage weapons. It seems to me, a little less item inflation combined with less frequent rest areas would have prevented the need for this.
2. Turning undead/confusion acts as hold person?! This makes these abilities MUCH more powerful than they should be. This, combined with clerics not having to memorize spells makes them way, way overpowered. If, due to your game engine limitations you don't want to introduce fleeing into the game... why not have turnning just give something like a -4 moral effect... and how much work would it have been to make confused characters switch targets?
3. Criticals... I notice my sling users sometimes critical for 20-30 points of damage... why aren't they using the standard critical formula? Why have these occasional super criticals?
4. Sneak Attacks... it just seems damn wierd. I never get sneak attacks when attacking flat-footed enemies, only for flanking. However, flanking is really flaky... I sometimes 'get' sneak attacks when everyone is on the same side, and I rarely get sneak attacks when I sandwich an enemy. Likewise, in the roles to hit I don't seem to get a +2 flank bonus. The flatfooted rules are more confusing... as it does seem to apply them with regard to dex bonuses... it actually prints out a message if you uncanny dodge kicks in.
Pel.