Tons & Tons & Tons of 3.0/3.5 WotC Books !!
Posted: Tue Apr 19, 2005 9:49 pm
Wow. I'm looking at my library of 3.0 & 3.5 WotC books (since 3.0 books are still technically legal) ... and its totally overwhelming the amount of fluff and crunch that sits before my eyes. Books that encompass the Core Rules Trio, 3.0 Splatbook series, 3.5 Complete series, 3.5 Geography Books, Forgotten Realms (tons of them), Eberron, 3.0 Ghostwalk, Oriental Adventures, the XPH, & nearly a half-dozen creature tomes.
I have a reputation of being a top-notch character optimizer (and a decent tactician as well). And to keep my chops sharp, I really have to know the unique mechanics of all these books inside and out. And its turning out to be a real challenge! I never played 2nd Edition, but I'm sure that 5 years into 2nd Edition, a similar situation arose with a glut of sourcebooks to reference and memorize.
My game group as well as most others I see and know, allow most if not all of the above books in order to allow players to have access to the full gamut of possible character variables in the game. And to DM's who promote or allow this, I tip my cap to you. That's an assload of rules and game mechanics to constantly have to reference or ajudicate at the gaming table.
The primary "power" core-classes (Druid and Cleric) are especially more challenging to play. Assuming that is, you want to wring out the most power and flexibility you can out of the classes. Which is expected, since you always want to be one who brings the superior firepower to the knife-fight ... or be the utility toolbox to fix or enhance any given scenario.
The Druid and Cleric have access to an ever-expanding suite of spells since every sourcebook in creation seems to have divine spells. And the Druid and Cleric automatically have knowledge of them. Heck, they also get knowledge of the arcane spells through a savvy acquisition of domains and/or the Anyspell or Greater Anyspell spells.
Smartly optimized Druids and Clerics have some serious decisions to make each morning when they prep their spells. Me and others literally need to bring notebooks or reference cards just to keep a keen recall on all the hundreds of niche spells that exist out there. I can see why some people who want a more escapist and carefree game chose the rather simple Sorceror or the Miniature Handbook's Cleric-Sorceror (forget what he's called).
Druids have even more complex and numerous decisions to make. Wildshape now just isn't animal, plant, and elemental shapes. Via the right feats, druids can assume the form of dragons, certain templated creatures, good magic beasts, cold-based magic beasts, and even aberrations. Meaning druids need to memorize content from a dozen or so monster manuals and related sourcebooks just to stay on top their game. Yeah, issues of familiarity with a given animal can come up - but that's less of an issue for organically-created higher level druids where background storylines can fix that.
Still so, even weak classes such as Fighters and Monks still have a ton of reference material to keep up with regarding familiarity.
Being a top-tier minmaxer or optimizer these days means doing a ton of homework and permutation testing. Not like the early days of 3.0 when you had just a few books to peruse - and figuring out strong combos and neato buildcrafting took very little time and effort.
I have a reputation of being a top-notch character optimizer (and a decent tactician as well). And to keep my chops sharp, I really have to know the unique mechanics of all these books inside and out. And its turning out to be a real challenge! I never played 2nd Edition, but I'm sure that 5 years into 2nd Edition, a similar situation arose with a glut of sourcebooks to reference and memorize.
My game group as well as most others I see and know, allow most if not all of the above books in order to allow players to have access to the full gamut of possible character variables in the game. And to DM's who promote or allow this, I tip my cap to you. That's an assload of rules and game mechanics to constantly have to reference or ajudicate at the gaming table.
The primary "power" core-classes (Druid and Cleric) are especially more challenging to play. Assuming that is, you want to wring out the most power and flexibility you can out of the classes. Which is expected, since you always want to be one who brings the superior firepower to the knife-fight ... or be the utility toolbox to fix or enhance any given scenario.
The Druid and Cleric have access to an ever-expanding suite of spells since every sourcebook in creation seems to have divine spells. And the Druid and Cleric automatically have knowledge of them. Heck, they also get knowledge of the arcane spells through a savvy acquisition of domains and/or the Anyspell or Greater Anyspell spells.
Smartly optimized Druids and Clerics have some serious decisions to make each morning when they prep their spells. Me and others literally need to bring notebooks or reference cards just to keep a keen recall on all the hundreds of niche spells that exist out there. I can see why some people who want a more escapist and carefree game chose the rather simple Sorceror or the Miniature Handbook's Cleric-Sorceror (forget what he's called).
Druids have even more complex and numerous decisions to make. Wildshape now just isn't animal, plant, and elemental shapes. Via the right feats, druids can assume the form of dragons, certain templated creatures, good magic beasts, cold-based magic beasts, and even aberrations. Meaning druids need to memorize content from a dozen or so monster manuals and related sourcebooks just to stay on top their game. Yeah, issues of familiarity with a given animal can come up - but that's less of an issue for organically-created higher level druids where background storylines can fix that.
Still so, even weak classes such as Fighters and Monks still have a ton of reference material to keep up with regarding familiarity.
Being a top-tier minmaxer or optimizer these days means doing a ton of homework and permutation testing. Not like the early days of 3.0 when you had just a few books to peruse - and figuring out strong combos and neato buildcrafting took very little time and effort.