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Original post by loufoque
As I understand, the main critic of that system is that there are some quite lethal builds so people who use better combinations are at an advantage. That's actually something I like.
Oh yes there are certainly some really lethal builds. I had a Druid that could out damage a Rouge (2 * 1D10 damage each round) and out tank a fighter (the healing spells). Admittedly I did try to tweak it a bit, but it was mostly by accident.
In the first combat encounter the DM gave us, the fighter was dropped on then first round, the rogue didn't hit the creature, and I dropped it first hit (also if it wasn't undead, I would have done death from massive damage anyway).
My character was only level 1.
The trick with 3rd ed D&D Druids is to make liberal use of the Spell "Shillelagh" and use a Quaterstaff. It makes it the equivalent of a great sword in damage for each attack, the to hit bonus puts you up there with a fighter and you can get two attacks a round!
This is an example of where synergies between abilities can make other class' abilities obsolete.
It is also why I suggested listing the actions that the players are going to perform in your game as it give you the ability to see where you ahve doubled up on abilities, and where you want to have similar degrees of abilities between classes.
I used this when I am GMing pnpRPGs. I list all the abilities that the characters have, then I use these to design the adventures so that each character has something to do in the adventure. I also try to list the skills that the players themselves have and then present things that gives each player, as a player not as their character, time to shine. E: one of my players was quite knowledgeable about real estate (he was a real estate agent), so I introduced an NPC that was trying to sele them a house and gave the party some interaction with him. The player used their knowledge to role play that interaction better by becoming more immersed in the events that were unfolding.
This is the problem with a lot of cRPGs that I ahve played. The games give you all these different abilities and skills, but you never really need to use them. Take Neverwinter Nights as an example:
You are given skills like bluff, diplomacy, etc, but you almost never use them, and when you ahve situations that you do use them for, it does not really impact the story much. Either you can retry the check again and again until you achieve it, or it just gives a slightly different dialogue that ends up achieving exactly the same as if you failed or succeeded the check.
And that is all it comes down to as well, it is just a simple check. One roll and you either succeed or fail. It is not interesting and not very interactive.
Rolling dice to see which branch of a conversation tree is displayed to you is not role playing. It is not even really gameplay.
This is why you need to know, before you decide what skills or abilities each class has, what you are wanting your players to do in the game. A "Craft Delicious Banana Sunday" might be a really interesting idea for an ability to give a certain class, but if the player is not going to even need to Craft Delicious a Banana Sunday, then it is absolutely pointless to include in the game. And if the game is set in a hard core fantasy world, it will seem forced and break the immersion of the world to force the player to Craft Delicious a Banana Sunday just so you can justify the inclusion of such a skill.