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D&D Older Editions
Rebuilding 3e (3.75 if you will) - My Rendition, a work in progress
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<blockquote data-quote="airwalkrr" data-source="post: 3979941" data-attributes="member: 12460"><p><strong>Problems/Issues/Proud Nails in 3.5</strong></p><p></p><p><strong>1. Multiclass Characters</strong> I don't like AD&D racial level limits, but it is too easy to pick up a new class in 3e. Need I point out the oft-mentioned absurdity of an illiterate barbarian waking up one day with a spellbook full of spells? Even the assumption that he has been learning all along is hard to swallow when it only took a couple weeks or even days of adventuring.</p><p></p><p><strong>2. Power Attack</strong> This feat has two big problems with it. First of all, it is too variable. At 15th level, a fighter has 16 different attack bonuses and damage bonuses. The math isn't too hard... until you factor in that the player is probably adding in numerous bonuses from elsewhere at that point. The second problem is that it favors two-handed weapons too much. Statistically, there is rarely a benefit to using Power Attack with a one-handed weapon anyway. Although shield feats from PH2 help make up for this, sword-in-board is still considered inferior. Both should offer exciting options, but one is clearly better mechanically, so that is what players usually go for.</p><p></p><p><strong>3. Skills</strong> I have a number of problems with skills in general (not particular skills though). Mechanically, most of the skills work in a well-balanced fashion. But the way skills are organized is troublesome. First, some skills simply aren't worth investing in. When was the last time you saw anyone with serious ranks in Appraise or Use Rope? And Knowledge (geography) just isn't as sexy as Knowledge (the planes). Second, skill synergies, while a good idea in theory, end up being a bother to keep track of, especially when creating characters above 1st level. Who really cares to note that 5 ranks in Knowledge (dungeoneering) gives you a +2 on Survival checks underground? Does it really come up that often? It creates sub-skills within a sub-skill in some cases. Skills already take up a huge portion of the character sheet. Finally, skills are boring and practically worthless for some characters, and vital for others. All characters should be able to have at least a few useful skills.</p><p></p><p><strong>4. Monk</strong> So many cool abilities, but not very cool to play at 1st level. Even after the 3.5 fix added bonus feats at 1st, 2nd, and 6th the class still doesn't really come into its own until around 10th level. It should be fun to play from beginning to end.</p><p></p><p><strong>5. Bard</strong> Actually my main complaint with this class has little to do with power. The bard is a powerful class, but only in the right context. A campaign with lots of social interaction and intelligent opponents gives the bard a chance to shine. A dungeon-crawl campaign where the most common foe is a mindless predator does not. My problem with the bard lies in the fact that it lost a lot of the flavor that made it interesting in AD&D. A bard should be more of a druidical figure. That is the historical archetype upon which the class is based.</p><p></p><p><strong>6. Vancian Magic</strong> I hear 4e is going a long way towards fixing this--perhaps too long. I think Vancian magic is an important part of D&D. But it is no fun when you are a wizard out of spells. Reserve feats were a great idea to help mitigate this problem, but they need to be more integrated into the rules since they are more of an afterthought to the game.</p><p></p><p><strong>7. Fighter</strong> Could this class be any more boring? I liked it back in AD&D when fighters were the ones who got the coolest castles and the most minions. We need to bring that back.</p><p></p><p><strong>8. Magic Item Creation</strong> I don't think I could say it any better than Gary Gygax in the 1e DMG. The player characters should be out having adventures and exploring, not sitting in dimly lit rooms, pouring through dusty tomes, researching arcane formulae. (I'm paraphrasing because I don't remember the exact location of the quote.) It's fine to have rules for magic item creation, but 3e makes it too easy and too tempting. It is also one of the main reasons we see the Christmas Tree Effect.</p><p></p><p><strong>9. The Christmas Tree Effect</strong> Speaking of the Christmas Tree Effect, there are too many spells in existence that stack with each other that have durations that go on practically all day. A more powerful spell should provide a better bonus, not last all day. Greater magic weapon does both compared to its lesser cousin. Besides, what's cool about a +3 longsword when your 9th-level cleric has one 9 hours out of the day anyway?</p><p></p><p><strong>10. Spiked Chain</strong> Ignoring the fact that wielding the weapon the rules suggest you should would be nearly impossible, the spiked chain is too good mechanically. It should let you threaten 10 feet away or 5 feet away, but not both at the same time. I think that implies far too much control on the part of the wielder than is physically possible anyway.</p><p></p><p><strong>11. Armor</strong> Space is wasted on armor player characters will never wear anyway (at least not for more than a few sessions). Chain mail and splint mail come immediately to mind.</p><p></p><p><strong>12. Injury and Death</strong> The hit point system isn't perfect, but it is a necessary evil. What I hate is that you can be knocked down to 0 hp and still be up, knowing the monster has another attack this round, and he hasn't dealt less than 24 points of damage per strike yet. It's not a fun situation. At least there are some variants in Unearthed Arcana that address this.</p><p></p><p><strong>13. Metamagic Feats</strong> What a great idea. What horrible implementation. Giving spellcasters ways to improve existing spells is great, but requiring that they use a higher level spell slot means these feats rarely get used, even the cool ones like quicken and maximize.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3979941, member: 12460"] [b]Problems/Issues/Proud Nails in 3.5[/b] [B]1. Multiclass Characters[/B] I don't like AD&D racial level limits, but it is too easy to pick up a new class in 3e. Need I point out the oft-mentioned absurdity of an illiterate barbarian waking up one day with a spellbook full of spells? Even the assumption that he has been learning all along is hard to swallow when it only took a couple weeks or even days of adventuring. [b]2. Power Attack[/b] This feat has two big problems with it. First of all, it is too variable. At 15th level, a fighter has 16 different attack bonuses and damage bonuses. The math isn't too hard... until you factor in that the player is probably adding in numerous bonuses from elsewhere at that point. The second problem is that it favors two-handed weapons too much. Statistically, there is rarely a benefit to using Power Attack with a one-handed weapon anyway. Although shield feats from PH2 help make up for this, sword-in-board is still considered inferior. Both should offer exciting options, but one is clearly better mechanically, so that is what players usually go for. [b]3. Skills[/b] I have a number of problems with skills in general (not particular skills though). Mechanically, most of the skills work in a well-balanced fashion. But the way skills are organized is troublesome. First, some skills simply aren't worth investing in. When was the last time you saw anyone with serious ranks in Appraise or Use Rope? And Knowledge (geography) just isn't as sexy as Knowledge (the planes). Second, skill synergies, while a good idea in theory, end up being a bother to keep track of, especially when creating characters above 1st level. Who really cares to note that 5 ranks in Knowledge (dungeoneering) gives you a +2 on Survival checks underground? Does it really come up that often? It creates sub-skills within a sub-skill in some cases. Skills already take up a huge portion of the character sheet. Finally, skills are boring and practically worthless for some characters, and vital for others. All characters should be able to have at least a few useful skills. [b]4. Monk[/b] So many cool abilities, but not very cool to play at 1st level. Even after the 3.5 fix added bonus feats at 1st, 2nd, and 6th the class still doesn't really come into its own until around 10th level. It should be fun to play from beginning to end. [b]5. Bard[/b] Actually my main complaint with this class has little to do with power. The bard is a powerful class, but only in the right context. A campaign with lots of social interaction and intelligent opponents gives the bard a chance to shine. A dungeon-crawl campaign where the most common foe is a mindless predator does not. My problem with the bard lies in the fact that it lost a lot of the flavor that made it interesting in AD&D. A bard should be more of a druidical figure. That is the historical archetype upon which the class is based. [b]6. Vancian Magic[/b] I hear 4e is going a long way towards fixing this--perhaps too long. I think Vancian magic is an important part of D&D. But it is no fun when you are a wizard out of spells. Reserve feats were a great idea to help mitigate this problem, but they need to be more integrated into the rules since they are more of an afterthought to the game. [b]7. Fighter[/b] Could this class be any more boring? I liked it back in AD&D when fighters were the ones who got the coolest castles and the most minions. We need to bring that back. [b]8. Magic Item Creation[/b] I don't think I could say it any better than Gary Gygax in the 1e DMG. The player characters should be out having adventures and exploring, not sitting in dimly lit rooms, pouring through dusty tomes, researching arcane formulae. (I'm paraphrasing because I don't remember the exact location of the quote.) It's fine to have rules for magic item creation, but 3e makes it too easy and too tempting. It is also one of the main reasons we see the Christmas Tree Effect. [b]9. The Christmas Tree Effect[/b] Speaking of the Christmas Tree Effect, there are too many spells in existence that stack with each other that have durations that go on practically all day. A more powerful spell should provide a better bonus, not last all day. Greater magic weapon does both compared to its lesser cousin. Besides, what's cool about a +3 longsword when your 9th-level cleric has one 9 hours out of the day anyway? [b]10. Spiked Chain[/b] Ignoring the fact that wielding the weapon the rules suggest you should would be nearly impossible, the spiked chain is too good mechanically. It should let you threaten 10 feet away or 5 feet away, but not both at the same time. I think that implies far too much control on the part of the wielder than is physically possible anyway. [b]11. Armor[/b] Space is wasted on armor player characters will never wear anyway (at least not for more than a few sessions). Chain mail and splint mail come immediately to mind. [b]12. Injury and Death[/b] The hit point system isn't perfect, but it is a necessary evil. What I hate is that you can be knocked down to 0 hp and still be up, knowing the monster has another attack this round, and he hasn't dealt less than 24 points of damage per strike yet. It's not a fun situation. At least there are some variants in Unearthed Arcana that address this. [b]13. Metamagic Feats[/b] What a great idea. What horrible implementation. Giving spellcasters ways to improve existing spells is great, but requiring that they use a higher level spell slot means these feats rarely get used, even the cool ones like quicken and maximize. [/QUOTE]
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