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<blockquote data-quote="Tzarevitch" data-source="post: 296561" data-attributes="member: 1792"><p>My $.02.</p><p></p><p>1) Separate the item creation feats a bit better. </p><p></p><p>Craft Wondrous Item is too broad. It is the uber item creation feat because under the rules you can use it to duplicate stuff from all of the other item creation feats except Arms and Armor. </p><p></p><p>Place all magical clothing into their own category (Weave Wondrous Clothing or something). Take anything that is fundamentally a dust or an ointment and put it under Brew Potion (i call this new category Magical Brew). Remove all magical jewlery and place it under Rings (new category= Craft Jewelry). Wondrous Architecture should get its own category as well. What is left over (the truly wierd stuff such as Ioun Stones) stays in Wondrous Item.</p><p></p><p>Craft Rod: Why does this category exist? It is a relic from previous editions. It contains a bizarre hodge-podge of sticl-like items that can be divvied up into other categories. </p><p></p><p>2) The skills system is too weak. It is a great idea but doesn't go far enough. </p><p></p><p>2a)There are too many static DCs. For example, the DC to disarm a trap should be set by the makers Craft(Trap) skill. That way it is not possible for rogues to know for certainty that their skill is good enough. </p><p></p><p>2b) Static DCs are too low. For example, the DC to make masterwork items is trivial. If the item is of such exceptional quality, why is it everyone and their brother with a tiny amount of skill can make one 1 time out of 20. Some skills have only static DCs that are so low that people can make the roll untrained. Why evern bother having such a skill in the game. It is a waste of points, which brings me to my last point about the skills system.</p><p></p><p>2c) Too few skill points across the board also designers were too stingy about putting skills in class. </p><p></p><p>Wizards in particular have too many skills in class and too few skill points to support them. 2+Int is ridiculously low. The only saving grace is that Wizards tend to have a high int. </p><p></p><p>Rogues despite their 8+Int also have too few points for so many in-class skills. </p><p></p><p>The fighter's skill list is criminally small and the fighter also has too few points to even thing about cross-classing. Apparently a decision was made somewhere in game design that all fighters should do is fight because they have neither the skills nor the points to do anything else. </p><p></p><p>Fighters who are supposed to be skilled in combat manouvers can't Tumble and apparently have no sense of Balance. They also apparently too stupid to figure out when someone is feinting them in combat (no Sense Motive in class) despite the fact that they should be the best at spotting feints in a fight. Combat is what they do (and based on both a lack of skills AND skill points fighting is all they CAN do) so they should at least be good at it. Oh! Did I forget to mention that the big, burly fighter who can cleave you in twain apparently isn't very Intimidating either. </p><p></p><p>2d)Lastly, the ability to make skill items with unbounded skill bonuses makes the skill system useless at mid to high levels (mainly due to the problem of so many low, static DCs.) </p><p></p><p>3) Get rid of or fix the "old-timer" spells that are still lurking around from 1e and 2e.</p><p> Heal/Harm (these have been argued to death so I won't re-start the argument here.)</p><p> All spells with unlimited range: Create an additional range type: Extra Long Range, with a standard range of say, 5miles/lvl. This way you can't teleport across the crystal sphere or scry onto different planets. </p><p> Death to all of the Shadow Magic spells: I HATE these spells. Either get rid of them or actually explain the limits on what they can do. They have been around forever and I have never seen an official explanation on how they work. What exactly does x% real mean? Does a shadow magic fire burn x% as fast, x%as much or x% of the time? How do these spells affect objects which have no ability to believe or disbelieve? If you use shadow magic fire how does it interact with a creature which is immune to fire since it isn't real fire. Does shadow magic fire burn underwater since it is only x% real, or does it only burn 100-x%. </p><p> </p><p>Sorry about the rant. I love 3e, I really do. It is a beautiful system and it has far fewer problems than 2e had (and I won't even mention 1e), but these problems that remain continue to irritate me. </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 296561, member: 1792"] My $.02. 1) Separate the item creation feats a bit better. Craft Wondrous Item is too broad. It is the uber item creation feat because under the rules you can use it to duplicate stuff from all of the other item creation feats except Arms and Armor. Place all magical clothing into their own category (Weave Wondrous Clothing or something). Take anything that is fundamentally a dust or an ointment and put it under Brew Potion (i call this new category Magical Brew). Remove all magical jewlery and place it under Rings (new category= Craft Jewelry). Wondrous Architecture should get its own category as well. What is left over (the truly wierd stuff such as Ioun Stones) stays in Wondrous Item. Craft Rod: Why does this category exist? It is a relic from previous editions. It contains a bizarre hodge-podge of sticl-like items that can be divvied up into other categories. 2) The skills system is too weak. It is a great idea but doesn't go far enough. 2a)There are too many static DCs. For example, the DC to disarm a trap should be set by the makers Craft(Trap) skill. That way it is not possible for rogues to know for certainty that their skill is good enough. 2b) Static DCs are too low. For example, the DC to make masterwork items is trivial. If the item is of such exceptional quality, why is it everyone and their brother with a tiny amount of skill can make one 1 time out of 20. Some skills have only static DCs that are so low that people can make the roll untrained. Why evern bother having such a skill in the game. It is a waste of points, which brings me to my last point about the skills system. 2c) Too few skill points across the board also designers were too stingy about putting skills in class. Wizards in particular have too many skills in class and too few skill points to support them. 2+Int is ridiculously low. The only saving grace is that Wizards tend to have a high int. Rogues despite their 8+Int also have too few points for so many in-class skills. The fighter's skill list is criminally small and the fighter also has too few points to even thing about cross-classing. Apparently a decision was made somewhere in game design that all fighters should do is fight because they have neither the skills nor the points to do anything else. Fighters who are supposed to be skilled in combat manouvers can't Tumble and apparently have no sense of Balance. They also apparently too stupid to figure out when someone is feinting them in combat (no Sense Motive in class) despite the fact that they should be the best at spotting feints in a fight. Combat is what they do (and based on both a lack of skills AND skill points fighting is all they CAN do) so they should at least be good at it. Oh! Did I forget to mention that the big, burly fighter who can cleave you in twain apparently isn't very Intimidating either. 2d)Lastly, the ability to make skill items with unbounded skill bonuses makes the skill system useless at mid to high levels (mainly due to the problem of so many low, static DCs.) 3) Get rid of or fix the "old-timer" spells that are still lurking around from 1e and 2e. Heal/Harm (these have been argued to death so I won't re-start the argument here.) All spells with unlimited range: Create an additional range type: Extra Long Range, with a standard range of say, 5miles/lvl. This way you can't teleport across the crystal sphere or scry onto different planets. Death to all of the Shadow Magic spells: I HATE these spells. Either get rid of them or actually explain the limits on what they can do. They have been around forever and I have never seen an official explanation on how they work. What exactly does x% real mean? Does a shadow magic fire burn x% as fast, x%as much or x% of the time? How do these spells affect objects which have no ability to believe or disbelieve? If you use shadow magic fire how does it interact with a creature which is immune to fire since it isn't real fire. Does shadow magic fire burn underwater since it is only x% real, or does it only burn 100-x%. Sorry about the rant. I love 3e, I really do. It is a beautiful system and it has far fewer problems than 2e had (and I won't even mention 1e), but these problems that remain continue to irritate me. Tzarevitch [/QUOTE]
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