• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Core concept or rule that just bugs you beyond your ability to put up with it?


log in or register to remove this ad

About the earlier concerns about Regular/Lowlight/Darkvision and light sources, here's how I deal with it: I fudge it. In dungeons, as long as someone in the party is carrying a torch/lantern or a light spell, I don't worry about illumination that much (and my dungeons tend to have lighting distributed around them). I generally presume that even creatures with Darkvision prefer at least modest lighting. When I describe the room, I describe it the same to everyone, unless there is something that could only be specifically seen with a special kind of vision (a long dark tunnel or deep hole and someone has darkvision). Generally, I presume that darkvision lets you get around in total darkness okay, but you get better detail and less eyestrain with at least a little light, low-light vision means you see A-OK in torchlight or other minor lightsources, and do just fine at night unless it's complete cloud cover and no other source of light. In practice, it rarely comes up since someone's got a light source (or at least a burnt out ioun stone with Continual Flame cast on it, so it's a cheap lightsource that doesn't take up a hand). Is it RAW? No, but it works and it keeps the game going just fine.

I've got no problem with D&D magic, magic items, monks, psionics, hit points, reflex saves, ect. That's just what D&D is. There are many other games out there that try and be more "dark and mysterious" or "realistic" or whatever, D&D is, IMO, over-the-top high fantasy that isn't supposed to be highly realistic.

The big thing from the RAW I couldn't stand is Favored Multiclassing. Why are Elves better Wizards than Rangers and Druids (which both seem more stereotypical), and why are Gnomes excellent Bards, when until a few years ago they couldn't even be bards? What I did was just ditch all multiclassing XP penalties and favored classes. To preserve the multiclassing advantage Humans and Half-Elves got, I gave them the "Adaptive Learning" special ability (from the UA Human Paragon class and d20 Star Wars Fringer Class), where they designate any one class skill they have at 1st character level as a permanent class skill, no matter how they multiclass in the future, so it only comes up if they multiclass, and only to a class that doesn't get their chosen skill, which still makes the Humans & Half-Elves the best multiclassers but doesn't penalize the Elf Ranger 1/Druid 5.
 


Quasqueton said:
Although, with thinking on it, I beleive it is the problem of having to describe a scene in three different ways

Hehehe, I never thought about this before, but in the group I currently play in, we have characters with:

- Low light, Darkvision and Tremorsense
- Blindsense
- Darkvision (2 characters)
- Nothing special

And we still get spotted before we see the enemies almost every time. :D
 


HeavyG said:
Hehehe, I never thought about this before, but in the group I currently play in, we have characters with:

- Low light, Darkvision and Tremorsense
- Blindsense
- Darkvision (2 characters)
- Nothing special

And we still get spotted before we see the enemies almost every time. :D
Because you have a party member with normal vision. Leave him behind, and the rest of you can walk around in total darkness. All of a sudden, anything with only low-light becomes fairly easy prey.
 

What annoys me the most...

Most of these have been mentioned already, but here goes:
1. Psionics
2. Monks
3. Fire & Forget Spell System (which, until recently, I hadn't used since about 1984)

I also like the Grim & Gritty rules, but players hate them (IME), so I don't use them.

DM
 

devoblue said:
I am perpetually anoyed by favored class. I can think of no in game rational for why it would be present, only a big meta game purpose of sending particular races in a particular direction. It makes it sound like a benefit, when really it is a penalty. Many races should have more than one but you only ever see one race or any. I would much rather see favored class any mean none, and a single favored class grant a bonus to xp (like 5%). I can't understand why we penalize characters for not following the sterotypical career.
It's just a way to model with the rules the existence of a tendency, or s stereotype.

You could penalize the character for not following it, or give a benefit from following it.

It all comes down to the same thing: to make a particular choice more convenient.
 

This is what gets me:

Dwarves' favored class is fighter. Yet, their god doesn't get War as a domain.

Elves' favored class is wizard. Yet, their god gets the War domain and all elves can handle swords and bows.

Elf clerics are better warriors than dwarf clerics! That's just wrong. Moradin should have the War domain - the fighting, dwarf cleric is a classic archetype.

The ranger and the bard still bug me, on general principle. They're like, anything you can do I can do worse.
 

Aethelstan said:
In no particular order:

-Alignments: adds nothing to game, stiffles role-playing, source of pointless arguments

-Darkvision: the dark should be scary.

-Zero risk magic: D&D magic works like a good appliance: simple and reliable...and boring.

-Experience system based on body counts.

-Attack / Defense mismatch: Attack bonuses go up with level but defense can only be increased by armor and magic. The system demands magic AC boosters at higher levels just to keep PCs alive. Makes low-magic campaigns harder to balance.

-Turn Undead: Horrific foes turned to dust or fleeing wimps with one roll. Not so scary, unless cleric botches roll, then potential TPK.

-Just fine / almost dead HP systems. A characters with 100 hp can loss 99 and still fight as well as when at full hp.

-Magic as a commodity: "Hmm, what do I need at market today: some candles, new boots and +3 flaming longsword." Magic for sales makes magic a banal product and encourges "Diablo" style play (i.e. kill, loot, run to magic shop).

-Magical healing: Dying PCs popping back to life and attacking the same round, the need for drawn out adventures and waves of monsters to deplete PCs resources (i.e. healing), abundant healing encourages PCs to be rash and stupid because healing can cover up their mistakes.

-The undervalued gold piece: 35 gp for a wagon!? That much gold should buy you a whole farm. Knock a zero off all price tags and you wouldn't need a wagon to buy that +3 flaming longsword.

Bingo- give the man a prize- he hit every one of my problems with D&D. Thank god for houserules.
 

Into the Woods

Remove ads

Top