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Core concept or rule that just bugs you beyond your ability to put up with it?
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<blockquote data-quote="ThoughtBubble" data-source="post: 2051112" data-attributes="member: 9723"><p>My expierence is mostly 3.0, so assume that my gripes are all about that.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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? </p><p></p><p>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.</p><p></p><p>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 <strong><u>not</u></strong> 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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>Spellcraft vs. Knowledge(Arcana). Which is which now?</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>Aaaaah. Thanks. That was relaxing.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 2051112, member: 9723"] 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 [B][U]not[/U][/B] 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. [/QUOTE]
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