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All that does is highlight the disparity more and make it much harder for characters to not die in a blender unless you delve the arcane tomes to find the Book of Weeabo fightin' magic (Tome of Battle). You banned the only ways to aid martials easily, heal them in any way (since potions can only be made by casters), and do crowd control at all, which means mobs are going to crush them.As for caster supremacy, I do have things in mind to mitigate it. Firstly, I'm going to ban mages
U wot m8?because there's nowhere in the setting for them to learn - most arcane knowledge has been lost in the apocalypse and there are certainly no formal places of learning to gain levels in it (for the same reason I'm going to ban 3.5e's rather overpowered monk).
That's just asking for a player to just ditch out if you try and punish them for wanting to play a caster. Either that or abuse your radiation rules alongside the party to TPK and yeet your campaign.As for sorcerors, casting innate spells in a place with unstable background magic could lead to all sorts of unpleasant consequences (wild surges, mutation, possession) so I think I can reign their power in a bit, or at least make it come with a price. Plus there are factions in the setting that really fucking hate sorcerors.
If you’re going to mitigate caster supremacy you need to just ignore 3.5 and pathfinder all together. Just use GURPS, CoD, or anything elseGreat info, thanks buddy.
I have vague memories of playing in a couple of WHFRP campaigns in the distant past and disliking the system at the time (I accidentally created a ridiculously overpowered character without meaning to and the GM forcibly nerfed him to avoid breaking the campaign, which was a shitty, annoying solution to a shitty, annoying problem), plus as you say it would take a lot of work to de-Warham the setting to the one I've got in mind. I'll take another look but I'm edging away from that on my past experiences, plus I've never DM'd it and even as a player it was a very long time ago. Never used GUIRPS or WoD either, though my brother is an experienced GM in the latter so I'll ask his opinion.
Having looked about on Ebay and the like, the supply of original 3.5 material is not as high as I was led to believe, at least in the UK. I probably could cobble together the core rulebooks and some useful splatbooks (the splatbooks are actually easier to find because they're in less demand) but it might be a bit of an ask of all my players to do the same when there are only ever 2-3 PHBs on sale at any one time in the entire country. Maybe I'll have to get some pirated material, at least for them, or some de-DnD'ified D20 core rules books to get them started if they don't know the system already.
I'm not too keen to move too far from 3.5e simply because it's the system I have the most experience of running and I don't want to be learning a new system from scratch at the same time that I'm taking the players through a rather hardcore and complex campaign. I think adapting to 5e or Pathfinder will pose less of a risk of my fucking up and wrecking the campaign with a bad call and let us spend more time playing rather than figuring out the rules.
As for caster supremacy, I do have things in mind to mitigate it. Firstly, I'm going to ban mages because there's nowhere in the setting for them to learn - most arcane knowledge has been lost in the apocalypse and there are certainly no formal places of learning to gain levels in it (for the same reason I'm going to ban 3.5e's rather overpowered monk). As for sorcerors, casting innate spells in a place with unstable background magic could lead to all sorts of unpleasant consequences (wild surges, mutation, possession) so I think I can reign their power in a bit, or at least make it come with a price. Plus there are factions in the setting that really fucking hate sorcerors.
I'll take a closer look at Pathfinder again, see what exactly the differences are and whether I need to think again.
Lots to think about, thanks again.
Monks are absolutely fucked in pretty much every edition of D&D. Pathfinder monks are still fucked too by the way, just sliiiightly less fucked.even 5e is better than 3.5 when it comes to Caster B.S. and even there monk is often considered one of the least good classes
bruh if you think monk is broken just wait until you see the swordsage> monk
> 3.5
> overpowered
If you can get your hands on a copy of The Book of Exalted Deeds, you can stack the feats Sacred Vow and Vow of Poverty. Your monk might be wearing rags and begging for food out in the cold, but damn, the combat skills are OP.In reality, there are actually many ways to make a non-shitty monk character in 3.5. Here are a few:
The best way to play a monk, though, is this:
- Take a feat that allows your monk levels and the levels of some other class to stack for the purposes of determining how strong your monk abilities are (Tashalatora, any of the "Ascetic" feats, etc.)
- Prestige class into something with decent class features that simultaneously progresses your monk abilities (Sacred Fist, Shadow Sun Ninja, etc.)
- Play any non-monk class and take Superior Unarmed Strike and possibly even Snap Kick, then simply give your character monk fluff
- Play a Battle Dancer
In other words, the best way to play a monk is to either take a small handful of monk levels or to just not take any monk levels at all. You could argue that you technically aren't a monk if you use any of this and that it's also "cheating" as the monk class itself only plays a very minor (or completely non-existent) part in everything up top... but at the same time I don't give a shit. Even if it can be argued that you aren't really a true monk and that you're "cheating" if you do any of the above stuff, I'd still much rather try any of this than, god forbid, take a full 20 levels of monk.
- Locate a copy of the Player's Handbook for 3.5
- Burn it
- Curse the being known as Monte Cook for making martials so shit in 3.5
- ???
- Locate a copy of the Tome of Battle
Play a fucking swordsage (optionally with the unarmed swordsage adaptation) instead
Not even Pun-Pun can save you from your fate if you decide to take a full 20 levels of monk.
bruh if you think monk is broken just wait until you see the swordsage
Nope, those actually cripple monk because NOW you can't use magic items to help boost its mediocre attack ability or use items to heal since you never have money. And sacred vow only boosts a skill it doesn't use all that much.If you can get your hands on a copy of The Book of Exalted Deeds, you can stack the feats Sacred Vow and Vow of Poverty. Your monk might be wearing rags and begging for food out in the cold, but damn, the combat skills are OP.
This is the best thing they can do for the barbarian sure, but that caster could just end the fight themselves. Something like stoneskin makes the barbarian miles better but, at the same level, something like fear or confusion just wins so long as that barbarian is awake.A barbarian's best friend, besides their axe, is an Abjuration specialist
I think you're a very different type of player to the guys I'll be playing with. They're wargamers, they will go maximal effectiveness and that means no healing spells during combat. After level 6-8 they won't buff the melee guys either. They'll cast a save or lose spell or two and then tell the melee to clean up. Part of what I intended to do with this is make that pre-level 6 buff the melee strategy more appealing in comparison as the low level buff spells tend to be better than the CC and you can still cast those without any problems so long as you keep 5 foot stepping.actually build up a good healing spell
Rangers are druid-like, bards sorcerer-like, paladins cleric-like. I forgot to list them all out but every caster fits into one of the four categories.Also you forgot how to screw over the Ranger and Bard
Those effects are some of the first you can ignore though... like, fear can be defeated at level one. I don't think you or your players really get how the magic works if they're actually using fear effect spells and think those are good. Color Spray or Sleep are superior save or sucks, and even then I'd prefer grease over it. Confusion is a better spell, but by that point you have critters with spell resistance that can hold on those since the earliest you can get it is level 5, where you get into your roles and where monsters start to build up magic resistance.This is the best thing they can do for the barbarian sure, but that caster could just end the fight themselves. Something like stoneskin makes the barbarian miles better but, at the same level, something like fear or confusion just wins so long as that barbarian is awake.
And they call themselves good casters; first they think fear effects are good and debuffing is good, and then they don't do buffing because they just unlocked fireball or some other twee spell. Especially silly if they're playing clerics or Bards, because that is what they DO.I think you're a very different type of player to the guys I'll be playing with. They're wargamers, they will go maximal effectiveness and that means no healing spells during combat. After level 6-8 they won't buff the melee guys either.
Unless they can pull Destruction or Impending Implosion out of their keister (so far later in the game) and can casually raise their caster DC to a high degree, then it's very doable to ignore a save or suck spell based on monster since they have to beat their Spell Resistance and immunities. It's why illusionists are so trash.They'll cast a save or lose spell or two and then tell the melee to clean up.
Which may drive attendance down since you've now alienated those dudes who just love throwing dice pools.Part of what I intended to do with this is make that pre-level 6 buff the melee strategy more appealing in comparison as the low level buff spells tend to be better than the CC and you can still cast those without any problems so long as you keep 5 foot stepping.
At higher levels color spray is stunned for a turn and sleep does literally nothing.Color Spray or Sleep are superior save or sucks
Remember it's going to be intrigue and espionage rather than a dungeon haul. They'll be fighting pirates, bandits and assassins rather than monsters.critters
Yes, these are some of the best things you can be doing. Not fear effects specifically, they are on the worse side, but CC in general.fear effects are good and debuffing is good
Bards suck, they're just one of those bad at everything classes. Clerics buff but only either defensive buffs to prevent your opponents from using save or suck spells (and why waste those on the melee?) or buffing themselves with shit like divine power and righteous might. Clerics in particular are indicative of what's wrong with casters. They make better melee than the melee does.Especially silly if they're playing clerics or Bards, because that is what they DO.
They do get to choose which save or suck spell they cast. They pick the one that doesn't get ignored. Target your opponents lowest save and you can usually get about a 75% chance of success.it's very doable to ignore a save or suck spell based on monster
You know the main reason that's frowned upon is because it slows games right down rather than because of its power right? That's not to say it's not pretty powerful, it's a hell of a lot better than any melee class, but it's not optimal.a true dickass wizard would minionmancy
And yet both are better than fear, which is what I was comparing them to but you chose to be disingenuous on that one. No comment on grease either, because you know that I was right on that one.At higher levels color spray is stunned for a turn and sleep does literally nothing.
Conveniently allowing illusionists to not suck then, got it.Remember it's going to be intrigue and espionage rather than a dungeon haul. They'll be fighting pirates, bandits and assassins rather than monsters.
Debuffs rarely hit entire crowds and in quite a few cases you need to set up a spectral hand since a lot of them require touch attacks, meaning at minimum you need two turns. I would know, I've played a debuffer and this was a routine problem.Yes, these are some of the best things you can be doing. Not fear effects specifically, they are on the worse side, but CC in general.
Proves you suck at playing them then, because they're very good at whatever they want to do, you just have to plan them out first.Bards suck, they're just one of those bad at everything classes.
Okay, so you like playing the war clerics that only self buff. Honestly really nuking my opinion on your group more and more because they remind me of a fellow that hated helping his peers when they needed it and who was very much the That Guy of the group. He got kicked out by the way.Clerics buff but only either defensive buffs to prevent your opponents from using save or suck spells (and why waste those on the melee?) or buffing themselves with shit like divine power and righteous might.
Only if they choose to do the War domain which they need to boost their BaB to full, which is more of a player issue than the class. Still takes more time to set up than just abusing Spectral Weapon tbh.Clerics in particular are indicative of what's wrong with casters. They make better melee than the melee does.
Spell resistance called; it wants to remind you that you need to factor that in first before you even get that chance.They do get to choose which save or suck spell they cast. They pick the one that doesn't get ignored. Target your opponents lowest save and you can usually get about a 75% chance of success.
You've never seen a pure minionmancer that knows what they're doing at work then, got it. Because a good minionmancer can pull quite the menagerie out of their pockets. Also is how you get the most gain out of being a Wizard tbh.You know the main reason that's frowned upon is because it slows games right down rather than because of its power right? That's not to say it's not pretty powerful, it's a hell of a lot better than any melee class, but it's not optimal.
Honestly, controlling the terrain and minions I've seen are better for the most part, in and out of combat.Save or [die|lose|suck] is the optimal way to play wizards/sorcerers (in straight up combat anyway).
They aren't given you have a very good spell list that allows you to do much of the same as their wizardy buddies and you choose to just be a selfish hitbeast instead. Also you seem to only care about the war domain, which yes is very good, but there are those equally good too.Being better at melee than the melee classes is the optimal way to play cleric/druid.
Nice, trying to call me incompetent because you don't like your strats being criticized.All of these are OP as shit. All of these things have been the consensus for nearly 20 years now. After your first post I thought you just didn't have much experience with 3.5 but now... I dunno what to tell you. You do you I guess.
You could also use Thieve's World or Modiphius' take on Conan too by the way, if you really want a low magic setting.When someone starts to mod one of the core systems so heavily, I get confused why they use that system. If they're all wargamers, why not use another system like Warhammer fantasy battle? D&D is not really meant for army sized battles.