Difficulty Classes. For skills, there’s a handy table that helps you negate any progression by offering “appropriate” challenges for each level (naturally, people say to put what “makes sense”, but that doesn’t seem to be what published adventures do). For saving throws, the math just seems to break down, resulting in rocket tag or other problems. Especially when creating new creatures and traps, I’d really rather just say “this requires a Reflex saving throw” and not have to care about math while I’m creating something.
Edition specific stuff (based on what I’ve played or ran):
Edition specific stuff (based on what I’ve played or ran):
- B/X: XP for gold. I like that it communicates clearly what the game is about, but if you want to run a B/X game that isn’t about that, you need to devise a replacement.
- 3e: Square monsters. More of a 3.5e issue. I liked that large monsters were either tall or long in 3e.
- 4e: The math. It was broken until it was patched, so monsters early in the edition’s life had too much HP. Runner up: the skill system (not having any customization after character creation is boring).
- 5e: Ability score saving throws. Let’s be honest, almost everything is just Fortitude, Reflex, and Will with a different name. I like the way PF2 unified these mechanics more (where one can conceivably make an Athletics saving throw if the situation calls for it).
- PF2: Multiple degrees of success. As written, the outcomes almost always need enumerated (there’s no generic approach). It’s too much, and it results in an absurd skill actions list.
- WWN: Incomplete or confusing rules. Part of this is how the book is written, but some of the rules are just missing (like how fast you move while exploring if you’re not using abstract exploration). I ended up creating an OSE/WWN hybrid to fill in the gaps.
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