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D&Disms That Make You Go "Huh?"
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<blockquote data-quote="LonePaladin" data-source="post: 3840185" data-attributes="member: 6963"><p>Several quirks with the current version of the rules.</p><p></p><ul> <li data-xf-list-type="ul">Horses that are 10 feet wide.</li> <li data-xf-list-type="ul">It's impossible for a Small humanoid to climb up a Huge creature, because he can never beat it's grapple check. Good luck hanging on if you <em>do</em> get up there.</li> <li data-xf-list-type="ul">While I'm at it, grappling favors large creatures too heavily. Most things with Improved Grab have high Strength scores <em>and</em> a size bonus, which easily outstrips most PCs.</li> <li data-xf-list-type="ul">The DCs for Tumble checks. Once you can get a +15 bonus, there's practically no reason to ever increase it.</li> <li data-xf-list-type="ul">Heal DCs. This one reaches maximum usability even earlier.</li> <li data-xf-list-type="ul">A 5th-level arcanist can create a permanent magical item in two days, but still needs the better part of a week to make one vial of acid.</li> <li data-xf-list-type="ul">Hide and Move Silently being separate skills. This is something that's always bothered me since the Basic D&D rules, but it's even worse in 3rd edition. Who ever picks up one skill but not the other?</li> <li data-xf-list-type="ul">Any rules that still require you to keep track of facing. They tried to do away with it in 3.0, and did a better job of it in 3.5, but any creature that flies still needs to note which direction they're pointed at, while most of the other rules don't. One or the other, people.</li> <li data-xf-list-type="ul">Making magic items difficult to identify. A lot of DMs neglect to use the rules on cursed items, so there's usually no harm in experimenting (or using one-shot items in an emergency). The latest rules for IDing things in the <em>Magic Item Compendium</em> helps with this, but everything before that made it a real hassle.</li> <li data-xf-list-type="ul">All poisons take one minute to have their full effect, then apparently run their course and vanish from the victim's system. Real-world poisons can take <em>much</em> longer to have an effect, and take a <em>very</em> long time to run their course. (Of course, there are some venoms that can kill in less than a minute, so...) The same goes for diseases; why didn't they include any real-world examples, to give DMs some sort of baseline?</li> <li data-xf-list-type="ul">All languages are apparently grammatically and phonetically separate, with no similarities between them. (Note that this doesn't apply to the Forgotten Realms, where the languages actually have etymologies, thanks to Sean K Reynolds.) In most game worlds, someone who speaks Dwarven has no clue about anything spoken in Giant, even though the two have the same alphabet and are probably somewhat similar.</li> <li data-xf-list-type="ul">If you've bought all the 3.5 rulebooks, there are 3,279 feats to pick from. Unless you're a member of a specific class, you're only going to get 7 before reaching epic level. Couldn't they have released at least one major splatbook that didn't have a bunch of new feats? Just once?</li> </ul></blockquote><p></p>
[QUOTE="LonePaladin, post: 3840185, member: 6963"] Several quirks with the current version of the rules. [list] [*]Horses that are 10 feet wide. [*]It's impossible for a Small humanoid to climb up a Huge creature, because he can never beat it's grapple check. Good luck hanging on if you [I]do[/I] get up there. [*]While I'm at it, grappling favors large creatures too heavily. Most things with Improved Grab have high Strength scores [I]and[/I] a size bonus, which easily outstrips most PCs. [*]The DCs for Tumble checks. Once you can get a +15 bonus, there's practically no reason to ever increase it. [*]Heal DCs. This one reaches maximum usability even earlier. [*]A 5th-level arcanist can create a permanent magical item in two days, but still needs the better part of a week to make one vial of acid. [*]Hide and Move Silently being separate skills. This is something that's always bothered me since the Basic D&D rules, but it's even worse in 3rd edition. Who ever picks up one skill but not the other? [*]Any rules that still require you to keep track of facing. They tried to do away with it in 3.0, and did a better job of it in 3.5, but any creature that flies still needs to note which direction they're pointed at, while most of the other rules don't. One or the other, people. [*]Making magic items difficult to identify. A lot of DMs neglect to use the rules on cursed items, so there's usually no harm in experimenting (or using one-shot items in an emergency). The latest rules for IDing things in the [I]Magic Item Compendium[/I] helps with this, but everything before that made it a real hassle. [*]All poisons take one minute to have their full effect, then apparently run their course and vanish from the victim's system. Real-world poisons can take [I]much[/I] longer to have an effect, and take a [I]very[/I] long time to run their course. (Of course, there are some venoms that can kill in less than a minute, so...) The same goes for diseases; why didn't they include any real-world examples, to give DMs some sort of baseline? [*]All languages are apparently grammatically and phonetically separate, with no similarities between them. (Note that this doesn't apply to the Forgotten Realms, where the languages actually have etymologies, thanks to Sean K Reynolds.) In most game worlds, someone who speaks Dwarven has no clue about anything spoken in Giant, even though the two have the same alphabet and are probably somewhat similar. [*]If you've bought all the 3.5 rulebooks, there are 3,279 feats to pick from. Unless you're a member of a specific class, you're only going to get 7 before reaching epic level. Couldn't they have released at least one major splatbook that didn't have a bunch of new feats? Just once?[/list] [/QUOTE]
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