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D&D Older Editions
[3.5] Things I wish they would have fixed
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<blockquote data-quote="brehobit" data-source="post: 1014177" data-attributes="member: 12032"><p>I'm sure everyone has pet pieves about the rules. And I will say they fixed a lot of very broken things. (Although I think they may have broken some things too.)</p><p></p><p>But there are things that were around in 3.0 that against all good reason (IMO) are still here.</p><p></p><p>1. Burst weapons are a +2 bonus. Why? Surely something that adds 1d6 on all attacks is better than something at adds 1d10 on criticals. Sure you can get 3d10 for some items, but if you believe that a rapier (18-20) is just as good as a pick (x4) then you have to buy the notion that the rapier is doing an extra d10 damage less than 30% of the time the d6 gets off. The only thing good to say about burst weapons is you don't need to activate them. But really that isn't such a big deal.</p><p></p><p>2. Counter spells are still pretty worthless. I've never seen anyone even try to use one. A feat which allowed it as a free action would actually be pretty cool, but as a move action would be great too. It seems like a great idea wasted... (although I can't find anything in the 3.5 rules to indicate what type of action needs to be readied...)</p><p></p><p>3. I still hate that armor, dex, etc. all get merged into one big "AC" I'm guessing that come 4th edition armor will provide DR rather than a defense bonus. A change I will welcome.</p></blockquote><p></p>
[QUOTE="brehobit, post: 1014177, member: 12032"] I'm sure everyone has pet pieves about the rules. And I will say they fixed a lot of very broken things. (Although I think they may have broken some things too.) But there are things that were around in 3.0 that against all good reason (IMO) are still here. 1. Burst weapons are a +2 bonus. Why? Surely something that adds 1d6 on all attacks is better than something at adds 1d10 on criticals. Sure you can get 3d10 for some items, but if you believe that a rapier (18-20) is just as good as a pick (x4) then you have to buy the notion that the rapier is doing an extra d10 damage less than 30% of the time the d6 gets off. The only thing good to say about burst weapons is you don't need to activate them. But really that isn't such a big deal. 2. Counter spells are still pretty worthless. I've never seen anyone even try to use one. A feat which allowed it as a free action would actually be pretty cool, but as a move action would be great too. It seems like a great idea wasted... (although I can't find anything in the 3.5 rules to indicate what type of action needs to be readied...) 3. I still hate that armor, dex, etc. all get merged into one big "AC" I'm guessing that come 4th edition armor will provide DR rather than a defense bonus. A change I will welcome. [/QUOTE]
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[3.5] Things I wish they would have fixed
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