If you are using standard bioware monsters (not advisable), then yes, many things could easily be construed as uber, without a doubt a +7 weapon would be like extremely powerful against the standard monsters...
Haste improves a character's power considerable, is it uber? That depends on the monsters you are using..
Many builders know, you gotta start beefing the monsters up at level 16-40, or a party of players, because they have better gear now & backup, will just push the monsters over, and it won't matter if the PCs have haste on, not really...
I had a poster remark about my Underworld module, that it was all about the items... This is mostly true (but it's a party module mainly & requires a party, flat out), however, I'd like to say something in reponse to that, and have other people hear it.. If you were level 40 and you got naked, could you take the level 40 monters in your module? If the answer is no, then your module is item dependent too..
Heck, even in the Oiriginal Campaign, ITEMS ARE VERY NECESSARY!
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So, basically, what I'm saying is, all modules are more or less Item dependent, unless of course +2 is the highest level item in the module, however +2 is weak compared to a spell that gives +5 AB & +5 Magical Damage (and there are more buff spells), or the spell that can enchant a weapon for a +5 Enchantment Bonus (with a long duration), therefore trying to control items by reducing them only solidifies the power of magic all the more..
Even if the spell changes to weapons are temporary, players will STILL avoid any and all restrictions you put on them and find a way to win... and trust me from experience, they will call for help when they want to win bad enough.. And they will win, but then again, thats the whole point of the game, to have fun and win.. (at least sometimes) So when a large party learns there is strength in #s, then your low level item & low level module will be laughed at by large parties I assure you, no module can handle a 10 player party, unless it's using custom spawn in scripts to spawn in a mass amount of monsters based upon the # of players in the party present in the area..
Balance isn't tough, it's about controlling how easy things are, and how hard they are, and that lays 80% with the monsters, not the gear the PC have available, and you can always raise the DC on things should they have a lot of skill points to use...
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I hope this helps you in some way mate..
Modifié par Genisys, 03 septembre 2010 - 06:08 .