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D&D 3.5 and Pathfinder / Re: Reasons for Inclusion - Questions about 3.5's most powerful (legacy) abilities
« on: July 31, 2014, 11:05:58 PM »
In 3.5, depending on what you do, it is possible to use the same rules to play many very different games: high-mortality level 1 play, rocket tag, guess-what-I'm-not-immune-to, politics, ... . Your game can be Dark Souls, Skyrim, or Professor Layton.
The problem with this is that the game isn't very aware of this, and does next to nothing to make its players aware of it. As a result, each person (including the DM) shows up prepared for the game they were expecting to play. When some people expect to play one game and others expect to play another game, conflict ensues.
Each of the things you have listed are important parts of some of these games, but antithetical to others:
The problem with this is that the game isn't very aware of this, and does next to nothing to make its players aware of it. As a result, each person (including the DM) shows up prepared for the game they were expecting to play. When some people expect to play one game and others expect to play another game, conflict ensues.
Each of the things you have listed are important parts of some of these games, but antithetical to others:
- Permanent minions belong to that part of D&D wherein players are powerful wizardly types (though not necessarily wizards in game terms). Could anyone without permanent outsider minions be said to wield ultimate cosmic power? Yet their ready availability means that any sufficiently high-level spellcaster has the option of becoming that powerful, which many (you included, it seems) do not want.
- The main problem with open-ended form-changing seems to be that it interacts poorly (i.e. too strongly) with other parts of the game - monsters were not created with the intent that they be available to players. 3.5 is full of situations where the left hand doesn't know what the right hand is doing. So is any document with that many authors and insufficient oversight (the Bible, any system of laws, etc.).
- Silent image and its ilk come from a part of 3.5 where effects are adjudicated by negotiation between players and DMs: they were not meant to be lawyered. (Or rather, it was expected that they be lawyered in the traditional sense, with arguments and human decision-makers.)
- Some people are of the opinion that absolute immunities should be available; some are of the opinion that they should not be available. The hard counters were included for use by the first group. The second group were free to ignore them, until monsters and challenges were constructed that assumed their availability.
- Niche magic items can be part of an eccentric character concept. I have no idea why being eccentric requires being sub-par in other areas, however. You would think that D&D players of all people would be accepting of eccentricity! (I also think that wealth-by-level guidelines are partly to blame for this: the opportunity cost of buying a weird, cool item isn't just the useful stuff you could have bought with that money but also the possibility of earning more money to spend on useful stuff.)