Since someone else brought it up, I'll simply add a redirect to the most updated version, crafting "rules" included.
Any comments are welcome on the talk page so this topic isn't derailed.
3.5 D&D without tons of items
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I never understand why people who want to reduce magic item dependency want super-complicated tracking of bonuses and the like to replace it.
It's easy. Reduce monster stats by a blanket amount per level. Then you don't have to track anything.
It's easy. Reduce monster stats by a blanket amount per level. Then you don't have to track anything.
Last edited by K on Fri Dec 03, 2010 6:32 am, edited 1 time in total.
Or just get rid of the XP system altogether, and then it doesn't matter whether you're fighting lower CR monsters or not.K wrote:I never understand why people who want to reduce magic item dependency want super-complicated tracking of bonuses and the like to replace it.
It's easy. Reduce monster stats by a blanket amount per level. Then you don't have to track anything.
- RobbyPants
- King
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That's not the same, though. If you're level X and you fight a single CR X monster, it works out fine. If you're level X and you fight four CR X - 4 monsters, suddenly the numbers are off.K wrote:I never understand why people who want to reduce magic item dependency want super-complicated tracking of bonuses and the like to replace it.
It's easy. Reduce monster stats by a blanket amount per level. Then you don't have to track anything.
Also, this is a helluva lot more work for Mister Cavern. If you do it via PC bonuses instead of monster penalties, then the work is distributed among each of your players, once during each level-up. The penalty approach needs to be done by Mister Cavern on a per-monster-type basis.
I suppose there's that. That is easier, and it does "work".hogarth wrote:Or just get rid of the XP system altogether, and then it doesn't matter whether you're fighting lower CR monsters or not.
Last edited by RobbyPants on Fri Dec 03, 2010 1:21 pm, edited 1 time in total.