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

My expierence is mostly 3.0, so assume that my gripes are all about that.

First and foremost, two weapon fighting penalties. This grates on me to no end. Why? Because if you haven't spent the feats it's not even worth trying. -4 and -8? That's insanity. That drops it down to "dont even bother" levels. I'm sorry I thought it might be cool to pick up a new, swashbuckly fighting style without having to spend the next 6 levels getting the ability to hit anything. And then it takes another feat to make an additional attack. You know, the attack that goes with the itreative attack I earned over those six levels. Sure, if you're a human fighter, it's easy. For things that aren't (human or fighters, say elven paladins, or dwarven barbarians) that becomes a huge investment. Fortunately, I hear that in that 3.5 thing they fixed some of that. :)

Bard weapon selection. The whole 'one non simple weapon out of this list' is just bothersome. So, I can use a bow, or a sword, or a whip? And that's it? For ever?

Skill points, or more specifically, trying to pick up anything that's cross class as a 2 skill points/level class. If cross class skills were more forgiving, or if the 'dumb' classes got a few more skillpoints, it wouldn't be an issue for me, but the combination has really bothered me.

The fact that there are more 3.5 skills related to performing than there are any other skill areas. So the instrument I play requires more granularity than the core dungeon survival skills? The only time it'll ever come up is as a way to make the performance skill not work. Because, you know, the performance skill is heavily overused, and we need to make sure it doesn't work every time there's an opportunity. :confused:

Spellcraft vs. Knowledge(Arcana). Which is which now?

The Ranger's spells. The Ranger's spell list seems like it could easly be tweaked to model supernatural toughness, being in touch with with the wilderness, and bursts of energy really well, if the list had different spells in it (expedious retreat anyone?), and they could cast spontaniously (oh, and without components).

Paladin spells. "At last, level 12, and my coveted third level spell. I get Cure Moderate Wounds! Sure the cleric's had it since level 3, but that a whopping 2D8+ half my level sure looks good. Or what about Greater Magic Weapon, Imagine what I could do with that, an entire +2 to my attack, that's like Divine favor all over again." With the exception of a small selection of spells, the paladin's list is pretty well useless. Anything with a numerical effect is too small, and crippled by the half caster level.

Aaaaah. Thanks. That was relaxing.
 

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fafhrd said:
Seems that when you sum up the worst parts of D&D... you get D&D. :p

<calls fire department>

Don't think about it too much or the universe will implode on itself. >_>

The only thing I don't like is Psionics. All that does is save me some cash. The rest of everything mentioned, I enjoy. :)
 

One more... how the hell is a scythe not a simple weapon? Is it or is it not a peasant's tool? Granted, it's not normally swung at people, but if you have ever harvested an entire field using a scythe, I don't think hacking at somone is going to be a huge stretch for you.
 

Frankly, I love a lot of the things that people are complaining about in this thread. Magic as a commodity, for example. In 2e, when I wanted to give a magic item to a PC, I'd place it in treasure, no matter how inappropriate it was. So, the evil wizard had to carry around a suit of +3 plate mail and a frost brand that he basically had no use for. Now, I can give that evil wizard gear that he can use to make life difficult for the PCs, and when the PCs defeat him, they can sell his items if they don't want them and get stuff that they can actually use. Of course, with the introduction of standard PC wealth levels, I've gone one step further and decreed that PC equipment value refreshes to the standard equipment value whenever they go up a level, and the PCs can get whatever gear they want. No more worries about buying and selling!

I also love zero risk magic. I don't want to roll to see if extradimensional entities will eat out my brain every time I cast a magic missile spell. Of course, given that some people actually enjoy Russian roulette, bungee jumping and other extreme sports, I guess everyone has different definitions of fun.

My personal pet peeve is the non-stacking of caster levels. BAB stacks, base saves stack, skill levels stack, hit points stack. Even class abilities such as uncanny dodge stack. But for some reason, caster levels don't. This makes multi-classed spellcasters far less viable than they should be. Hopefully, this will get fixed in 4e.
 

FireLance said:
My personal pet peeve is the non-stacking of caster levels. BAB stacks, base saves stack, skill levels stack, hit points stack. Even class abilities such as uncanny dodge stack. But for some reason, caster levels don't. This makes multi-classed spellcasters far less viable than they should be. Hopefully, this will get fixed in 4e.

Would you want cleric and wizard levels then to stack and be able to cast lots more cleric and wizard spells then? So a wizard/cleric 5/5 would cast as 10th in each class?
 

Lasher Dragon said:
One more... how the hell is a scythe not a simple weapon? Is it or is it not a peasant's tool? Granted, it's not normally swung at people, but if you have ever harvested an entire field using a scythe, I don't think hacking at somone is going to be a huge stretch for you.

If you're going to go there, I'm going to bitch about the Handaxe being a martial weapon. Farmers probalby use it enough around the farm and using it against a person is about the same (where a sythe would be different unless you're always attacking their ankles) and I can't see fighting with a handaxe as being any more intricate than a dagger/knife.
 

barsoomcore said:
Oh, and if somebody could explain to me how a Reflex Save helps you avoid damage from a fireball going off beside you in a bare room, that'd be great.

You curl up in a ball fast enough so that only a small part of you gets 2nd and 3rd degree burns. And, as any 1st year college student will tell you, that's really important. You don't suffer all of that fluid loss...

And, shock. Don't forget shock. That can be bad...

And, umm, pain! Yeah, pain. A lot less of that too...

(At least, that's the explanation that was given to me when I fireballed a party of monks in an open field that proceded to beat the snot out of me.)

:p
 

Insight said:
I agree with Barsoom here, as I tend to do most of the time. Reflex saves are silly when you have no cover and no way to dodge them. But then how do you adjudicate Reflex saves? It becomes problematic either way. I suppose you could say that the character would have to be able to move to cover as an abort/reaction type of action, but I don't think that's possible in the RAW. Maybe they'll fix it in 4th ed.

Well, I don't have a problem with half-damage reflex saves as the HP system is already nonsensical anyway, so whether a fireball takes 30 hp or 15 doesn't really make a difference.

For evasion, though, you can allow the player an immediate action to move up to his speed. If he can't move out of range or behind cover in that move, then he takes the half-damage.
 

barsoomcore said:
Oh, yeah, I don't have any better ideas, which is why the Reflex Save isn't on my list of things I can't stand. I don't tend to have a lot of fireballs in my campaigns anyway, so it's not a big problem.

It's just one of those really weird things. Like hit points, though hit points bug me a lot more than Reflex Saves.

I'm actually considering some sort of alternate to hit points that players can expend not only in combat but in all sorts of situations -- I think it would make for a less combat-focussed game. Haven't got all the pieces straight in my head but stay tuned...

I've done something a bit like this. Basically I've added fatigue to the list of things that HP represents. Barbarian rage causes HP loss, an alternate magic system I have causes HP damage to the caster, etc.
 

Crothian said:
Would you want cleric and wizard levels then to stack and be able to cast lots more cleric and wizard spells then? So a wizard/cleric 5/5 would cast as 10th in each class?
Sure, the Wizard 5/Cleric 5 can cast fireball to deal 10d6 damage, or cure serious woulds to cure 3d8+10 damage, just like a Wizard 10 or a Cleric 10. But so what, the Wizard 10 is casting cloudkill or empowered fireball, and the Cleric 10 is casting raise dead or mass cure light wounds.

I personally think the multiclass character gives up more than enough when he trades off his access to the higher level spells and higher-level spell slots in one class for the lower-level spells and lower-level spell slots in another. Reducing his overall caster level as well just makes him even less effective.
 

Into the Woods

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