shadow said:
1. The weapon size rules: They added an unneeded level of complexity to the game to correct a non-existent problem. Now a halfling or gnome can't simply pick up a short sword, they have to get a "small" short sword. Even worse is the absurd, oxymoronic terms such as "tiny greatsword".
Halflings and gnomes can still use standard-sized short swords. They're simply considered a one-handed weapon instead of a light weapon.
The 3.0 weapon size rules did make sense, until
Savage Species came out and people began to notice that the 3.0 weapon size rules created a whole lot of problems when it came to playing as PCs larger than medium-sized. I, too, was skeptical with the 3.5e weapon size rules until I got used to them. Now, I prefer them over 3.0's weapon size rules.
2. The facing rules are absurd. They are geared completely to miniature play (my next point).
Unless you're using the variant rules for facing found in
Unearthed Arcana, there are no facing rules in 3.5e.
3. The reliance on miniatures: It's ironic that I always enjoyed using miniatures. However, I have often gamed without them. The 3.5 PHB states that players need miniatures and a battle mat, which is a cheap plug for WotC's new mini line.
I played 3.0 without miniatures, and I play 3.5 without miniatures without any more degree of difficulty. Although you are correct; WotC should not have listed miniatures as a requirement.
4. The nerfing of the wizard: Wizards have always been the weakest class at low levels. 3.0 gave wizards a boost in power, but the 3.5e philosophy seems hellbent on restoring the status quo. Buff spells are now only useful for a single combat, haste is now totally useless! The list goes on and on!
When exploring dungeons, I've had buff spells last for 2-3 combat encounters. I also don't feel sad about haste getting nerfed, as it was too powerful before. In 3.0, combats often became "quick-draw" contests between the mages on each side. Whichever mage got the higher initiative roll would cast haste on himself, and then blow the opposition out of the water with two spells per turn.
Generally, I don't feel too bad about the nerfing of the wizard in 3.0 and 3.5e, because in 1e and 2e, mages were the dominant class after the first few levels. Now the other classes finally have a chance to shine.
5. Even the much lauded ranger doesn't seem that great to me. It seemed to much of a half-a---d revision. Now instead of being able to specialize in two-weapong fighting, the ranger can specialize in archery or two-weapon fighting! The ranger should be defined by skill in woodcraft and wilderness lore, not by combat styles and virtual feats.
It seems like if you were to ask 10 people what a ranger class should be like, you get 10 different answers. Some people say that a ranger should be like Davy Crockett, some people say that a ranger should be like Aragorn, some people say that it should be like Legolas, some people say that a ranger should be a medieval green beret, some people think that a ranger should be a woodland ninja, et cetera.
It's gotten to the point where I've started tuning out rants by people who are upset because the ranger dosen't fit their own personal vision of what a ranger
should be.
6. The silly monster description flavor text in the MM: Sure I would like to see a physical description of the monster listed, but these are just poorly written and silly!
Then by all means don't use them. The descriptive paragraphs at the start of each monster entry were meant to exemplify how a DM might describe a monster to his players. I personally thought that they were a nice touch.
7. No playtest credits: Was this edition even playtested!? (Apparently it was to some extent, although it was an "in-house" playtesting.)
I agree with this one. There should have been playtester credits included.