Relative class power D&D vs. PRPG and implications


Alpha Release 1 General Discussion

Sovereign Court

I like most of what I read so far. Especially the approach to grappling et al. And the skill renovations sound promising.

One thing that is unbabancing the whole game bakance is unsettling me, though:

MOST of the enthusiastic readers here thank you for the built in backwards compatibility with 3.5. This promise isn't true though as you mention on the very last pages of Alpha 1:

The increase of feats and special powers in each new class increases their relative
power level so much that 3.5 classes (and monsters!!) pale in comparision considerably.

I understand your motives: Give players new powers/ feats at *every* level.

The disadvantages are considerable, though:
- the often critisized point when PCs grow to complex to be played easily will be reached even earlier than before (keep in mind: your PCs will accumulate more feats and powers per level than before)
- This considerable increase of power in comparision to 3.5 classes will render the latter virtually useless as the changes proposed by you equal a complete revamp of the 3.5 class in question.
- 3.5 monsters won't be usable either without major adjustments (or willingly accepting underpowered monsters)

I don't think the necessary 'adjustments' to be minor ones. Additionally I expected PRPG exactly NOT to follow the 4e train of ever more powers per level. You don't pacify 4e fans with this move and you alienate those who took your promises of backwards compatibility lteral.

Please reconsider this needless power up of all classes. Isn't one fighter feat per level enough? Do rogues need this much sneak attack damage? Why not let D&D PCs stay compatible with PRPG? (Not complaining about minor changes like skill and feat changes!)

Cheers,
Guenther

PS: Sorry for rephraing part of what I wrote in wrong thread before.

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