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3.5e -- What REALLY needed fixing?
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<blockquote data-quote="Foundry of Decay" data-source="post: 4372250" data-attributes="member: 846"><p>The biggest problems for myself (and to a lesser extent, my group):</p><p></p><p>- Spell Lists for NPC's: I could rarely use anything other than sorcerers or the Dragonlance equivalent for clerics (I forget the class name) for enemies simply because pouring over a laundry list of spells for an enemy that wouldn't last more than perhaps 1 or 2 rounds was a huge waste of time.. Which brings me to..</p><p></p><p>- Enemy nuke: At mid levels this started to become a problem when you'd have a BBEG lose initiative and get wiped off the map outright in the first round or two after the ranged party members unleashed on them. This was especially bad when the BBEG was a caster type. Those D4 hp don't go too far.</p><p></p><p>- Fight/rest/fight/rest syndrome: Or the 15 min. work day. While I had house rules in place for some situations, and had to load the group up with healing potions from the start (more so if there wasn't a cleric in the group), I disliked the need to rest so often after clearing one or two encounter.</p><p></p><p>- Iterative attacks: These started to bog things down in our games. Even with rolling say 3 d20's at once along with any damage dice, it still took ages for it all to be added up. Even more so if any one of those attacks were a crit. This was compounded to ridiculous levels when I had a 2 weapon fighter who could easily take up a good 10 min. of a fight just on their turn alone.</p><p></p><p>- Low starting HP/Swingy HP: Self explanatory.</p><p></p><p>- CR system: I never cared for the CR system as much more than something to help me eyeball how hard an encounter would be.</p><p></p><p>- Monster advancement: To this day I'm sure I still advanced monsters incorrectly. Even worse is that for some inexplicable reason if you advanced a monster by a few levels they would gain a size category.</p><p></p><p>- Magic dependance: Self explanatory.</p><p></p><p>- Magic item creation: Didn't much care for the xp costs or the strange math required to create items.</p><p></p><p>- Save or Die effects: Self explanatory.</p><p></p><p>- Condition tracking: Self explanatory.</p><p></p><p>That's my list, anyway.</p></blockquote><p></p>
[QUOTE="Foundry of Decay, post: 4372250, member: 846"] The biggest problems for myself (and to a lesser extent, my group): - Spell Lists for NPC's: I could rarely use anything other than sorcerers or the Dragonlance equivalent for clerics (I forget the class name) for enemies simply because pouring over a laundry list of spells for an enemy that wouldn't last more than perhaps 1 or 2 rounds was a huge waste of time.. Which brings me to.. - Enemy nuke: At mid levels this started to become a problem when you'd have a BBEG lose initiative and get wiped off the map outright in the first round or two after the ranged party members unleashed on them. This was especially bad when the BBEG was a caster type. Those D4 hp don't go too far. - Fight/rest/fight/rest syndrome: Or the 15 min. work day. While I had house rules in place for some situations, and had to load the group up with healing potions from the start (more so if there wasn't a cleric in the group), I disliked the need to rest so often after clearing one or two encounter. - Iterative attacks: These started to bog things down in our games. Even with rolling say 3 d20's at once along with any damage dice, it still took ages for it all to be added up. Even more so if any one of those attacks were a crit. This was compounded to ridiculous levels when I had a 2 weapon fighter who could easily take up a good 10 min. of a fight just on their turn alone. - Low starting HP/Swingy HP: Self explanatory. - CR system: I never cared for the CR system as much more than something to help me eyeball how hard an encounter would be. - Monster advancement: To this day I'm sure I still advanced monsters incorrectly. Even worse is that for some inexplicable reason if you advanced a monster by a few levels they would gain a size category. - Magic dependance: Self explanatory. - Magic item creation: Didn't much care for the xp costs or the strange math required to create items. - Save or Die effects: Self explanatory. - Condition tracking: Self explanatory. That's my list, anyway. [/QUOTE]
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