BigRedRod said:Types
Just a quick glance reveals that the types and sub types are all over the place without any real thought or theme. Most of it has been fudged together and clouded further as time has passed
Currently types serve little purpose. They have a few rules attached which tend to be ignored in both common play and official supplements. And yet most loathe to use sub-types for various reasons. Most player races end up with the humanoid subtype when other types seem to fit far better
A better system would seem to have far fewer Types and give most monsters a sub-type or two. Even player races would benefit.
Very convincing.
The problem is similar with the "elements" in D&D
We have : Lightning, Fire, Cold, Air, Acid, Sonic, Earth, Water
and possibly even others like wood
There wouldn't be a problem if D&D didn't try and make itself inherently elemental but it has and as such it is a mess
It would need a great deal of work to sort out. ButI remain hopeful that fourth edition will really trim back some of the dead wood and try things afresh
Don't get me wrong, I love D&D. I've yet to find another system which approaches the high-quality inherent in 3.5e. It is just that the whole element and type system makes less sense than the way pokemon handles it
I don't understand the bold-faced text. What is an elemental D&D exactly? For the elements, I have already a solution - Elements of Magic Revised. With 22 elements it covers all end everything, what you will find in D&D. But that is more a minor aspect, because EoMR is a balanced replacement to the core magic rules, and thus it needs for example the element Space for teleportation. Read some reviews for more information, but beware, that the bookmark issue has been already solved and a major update to the rules is on the way. A half year of public playtesting showed some gaps and errors, which will be closed. I have to update my own review sometime.
