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3.5e -- What REALLY needed fixing?
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<blockquote data-quote="Silvercat Moonpaw" data-source="post: 4139334" data-attributes="member: 46652"><p>I never really got to play high levels of D&D, so many of the complaints other people have had don't exist in my personal experience. Nevertheless I still managed to find things I did not like:</p><p></p><p>*Character Creation Traps: Too often I would make a character who I thought would be great but turned out to suck. I don't mind having a weak character if I've agreed to it, but I thing D&D needs to be more transparent with how its mechanics translate into actual play.</p><p>*Either too few skill points or too many skills. I frequently just could not make a character with the range of skills I wanted for them, even with the rogue.</p><p>*Per-day abilities and spells: Too much resource management. It's a great discouragement to playing certain classes. I much prefer the options that have cropped up to allow for at-will stuff.</p><p>*Equipment is a pain: Because they have prices listed in the PHB I'm afraid to take anything without carefully counting out every silver and copper piece I've spent. Seriously, if it doesn't have a <em>serious</em> mechanical impact leave out its price or put it in a "little details to tell your players" or whatever section of the DMG.</p><p>*Attacks of Opportunity. I know these are supposed to encourage tactics but in my experience all they encourage is staying in one spot in expense of tactical or any other kinds of decisions.</p><p>*PET PEEVE (not really a mechanics thing): Alignment. I don't agree with the given definitions, I don't agree with who it's assigned to, I don't agree with the existence of mechanical effects, I just hate the h***ing s**t out of it.</p></blockquote><p></p>
[QUOTE="Silvercat Moonpaw, post: 4139334, member: 46652"] I never really got to play high levels of D&D, so many of the complaints other people have had don't exist in my personal experience. Nevertheless I still managed to find things I did not like: *Character Creation Traps: Too often I would make a character who I thought would be great but turned out to suck. I don't mind having a weak character if I've agreed to it, but I thing D&D needs to be more transparent with how its mechanics translate into actual play. *Either too few skill points or too many skills. I frequently just could not make a character with the range of skills I wanted for them, even with the rogue. *Per-day abilities and spells: Too much resource management. It's a great discouragement to playing certain classes. I much prefer the options that have cropped up to allow for at-will stuff. *Equipment is a pain: Because they have prices listed in the PHB I'm afraid to take anything without carefully counting out every silver and copper piece I've spent. Seriously, if it doesn't have a [i]serious[/i] mechanical impact leave out its price or put it in a "little details to tell your players" or whatever section of the DMG. *Attacks of Opportunity. I know these are supposed to encourage tactics but in my experience all they encourage is staying in one spot in expense of tactical or any other kinds of decisions. *PET PEEVE (not really a mechanics thing): Alignment. I don't agree with the given definitions, I don't agree with who it's assigned to, I don't agree with the existence of mechanical effects, I just hate the h***ing s**t out of it. [/QUOTE]
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