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General Tabletop Discussion
*TTRPGs General
Core concept or rule that just bugs you beyond your ability to put up with it?
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<blockquote data-quote="Aethelstan" data-source="post: 2050378" data-attributes="member: 14304"><p>In no particular order:</p><p></p><p>-Alignments: adds nothing to game, stiffles role-playing, source of pointless arguments</p><p></p><p>-Darkvision: the dark should be scary.</p><p></p><p>-Zero risk magic: D&D magic works like a good appliance: simple and reliable...and boring.</p><p></p><p>-Experience system based on body counts.</p><p></p><p>-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.</p><p></p><p>-Turn Undead: Horrific foes turned to dust or fleeing wimps with one roll. Not so scary, unless cleric botches roll, then potential TPK.</p><p></p><p>-Just fine / almost dead HP systems. A characters with 100 hp can loss 99 and still fight as well as when at full hp. </p><p></p><p>-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).</p><p></p><p>-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.</p><p></p><p>-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.</p></blockquote><p></p>
[QUOTE="Aethelstan, post: 2050378, member: 14304"] 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. [/QUOTE]
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