kinda what psychopomps are for, yeah.
kinda what psychopomps are for, yeah.
having more variance in player capabilities and unique strengths (this build can fight orcs forever without getting tired!) that can kind of shape a campaign is much better than all the shit that tries to reduce variance and balance, keeping players at similar levels of general capacity just isn’t worth the effective homogeneity.
what I liked about 3.5 was that it was insane, and the system was exploitable in ways the GM could not predict. it let you surprise even a railroady GM. there’s a kind of vibrancy that gives to a fantasy world. I think for a lot of people, that was the first time they saw anything like that. it was a tedious 90s/00’s kind of good.
it was tedious, and required knowing far too many rules. it was a tedious sprawling 90s/00’s kind of shitty. I don’t think it was a good system on balance, I just think it’s better than any other D&D, unless pathfinder counts.
and you can absolutely play a non-wizard, you just have to be as broken and weird as the wizards are.
because you’re no fun and don’t want to install a proper cat door.