About: Grimoire of the Balanced Wheel (3.5e Sourcebook)/Introduction   Sponge Permalink

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One more book, another mound of text that requires reading... But why do we really need this? Isn't D&D fine as it is? Some people play wizards or druids, others play monks or fighters, DMs spend an hour creating a single custom monster, working out things such as saves and BAB according to HD, ability scores, feats, skill points, and more, and then having a combat that either ends up ending on the first turn with the monsters debilitated and unable to fight well, or killing the whole party because of how screwed up the CR system is... Yeah. Some people have noticed that the system, as written, doesn't work very well. There is a large disparity between the power of different classes, the system which gauges the strength of monsters is completely FUBAR, at different levels characters can be

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  • Grimoire of the Balanced Wheel (3.5e Sourcebook)/Introduction
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  • One more book, another mound of text that requires reading... But why do we really need this? Isn't D&D fine as it is? Some people play wizards or druids, others play monks or fighters, DMs spend an hour creating a single custom monster, working out things such as saves and BAB according to HD, ability scores, feats, skill points, and more, and then having a combat that either ends up ending on the first turn with the monsters debilitated and unable to fight well, or killing the whole party because of how screwed up the CR system is... Yeah. Some people have noticed that the system, as written, doesn't work very well. There is a large disparity between the power of different classes, the system which gauges the strength of monsters is completely FUBAR, at different levels characters can be
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  • One more book, another mound of text that requires reading... But why do we really need this? Isn't D&D fine as it is? Some people play wizards or druids, others play monks or fighters, DMs spend an hour creating a single custom monster, working out things such as saves and BAB according to HD, ability scores, feats, skill points, and more, and then having a combat that either ends up ending on the first turn with the monsters debilitated and unable to fight well, or killing the whole party because of how screwed up the CR system is... Yeah. Some people have noticed that the system, as written, doesn't work very well. There is a large disparity between the power of different classes, the system which gauges the strength of monsters is completely FUBAR, at different levels characters can be completely out of line with the expected power levels of equivalent monsters, and there's absolutely no guideline for how strong a monster should even be. Another thing that always aggravated us was how easy it was to die--on both sides of the DM screen. A single save-or-die (such as Flesh to Stone, Finger of Death, or even Phantasmal Killer) could mean the end of a PC after a whole campaign of adventuring, while the same spell cast by a PC could mean the end of what was to be an epic combat between the PCs and the final boss who had been behind all the machinations which led to their many adventures. And then there was the 15-minute workday and all that it entailed; casters might blow their entire load of spells in an encounter or two, and then call for a rest. On the other hand, if the party was under a time table, the fighters might need to pick up the slack and potentially die in encounters to come when they couldn't rely upon the aid of the spellcasters to help them. In an effort to remove such things, Grimoire presents rules that allow classes to balance to a per-encounter rather than per-day system in a way that's both balanced and interesting, allowing characters not to be a burden as the day wears on, nor to be too powerful at the start of the day. With the change to a system that was balanced towards a more per-encounter perspective came the need to change many spells that were far more powerful than similar abilities other characters had at certain levels, and these were implemented to allow spellcasters and the like to be both powerful, flavorful, yet not overly so. Next was the problem with magical items, where some PCs felt like they needed to give mounds and mounds of gold in order to keep the characters at the same place as comparable enemies (as per the Character Wealth by Level rules presented on page 135 of the DMG), while others gave virtually nothing, feeling that a +2 sword was special enough for 18th level characters with no need for any of the other equipment that comes with the DMG. The rules presented in this sourcebook allow characters to stay on the Random Number Generator as far as equipment goes, while at the same time giving options for magic items given out by the DM or as part of the character in and of themselves. With each of these rules, design notes will be added in to explain why the specific rules were chosen and how they affect the game to give both players and DMs a better understanding of how the game works from a design standpoint.
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