Psion
Adventurer
airwalkrr said:1. Multiclassing
AD&D was too strict. 3rd edition is too permissive. In AD&D you couldn't change professions unless you were human; that was a problem. In 3rd edition you can't help but change professions many times, including certain prestigious professions; this is also a problem.
Potential Solution: There needs to be a significant drawback to multiclassing while keeping it viable. Currently, the only drawback (XP penalty) is easily circumvented. Even when it isn't avoided, XP loss isn't fun.
The XP penalty is a flavor enforcement thing more than a bona fide balancing factor, though it does tend to catch people doing "level dipping", which is a good thing.
At any rate, I disagree with your premise, so I'll move on.
2. Free Metamagic
Metamagic as an idea is great. But there is a reason the designers gave it an opportunity cost in the form of a higher level spell slot. Wizards were not meant to maximize fireballs at 5th level and clerics weren't meant to chain greater magic weapon at 7th level. The current trend of metamagic rods, sudden metamagic feats, and other "free" metamagic effects gives spellcasters too much power.
Potential Solution: I think this aspect just needs to be removed from the game. Metamagic is fine. "Free" metamagic is not.
IMO:
1) Metamagic rods are expensive, as they should be. 5th level mages won't be using them. But for the cost, I don't think they are overpowered.
2) Metamagic has great potential, but IMO, it's too costly. There have been some sloppy workarounds too this, but I think that some mitigation of some sort is needed to keep them useful.
3. Synergy
I'm not talking about synergy bonuses from skills. I am talking about unintended consequences of mixing and matching sourcebooks. For example, if a dread necromancer (Heroes of Horror) takes the Tomb-Tainted Soul feat (Libris Mortis), he gets unlimited healing. Taken separately, neither of these abilities is overpowered. Taken together, they have synergy that is far greater than the power of their individual components, likely an oversight because the books had different development teams.
Potential Solution: Allow each player access to one sourcebook ONLY outside of the three core rulebooks. This prevents most forms of synergy. Of course it reduces player options so it is not an ideal solution.
My preferred solution is:
1) Allow sourcebooks only as appropriate for the campaign, depending on campaign theme.
2) DM approval on anything outside the core books.
4. Two-Handed Weapons
Because of the double bonus from Power Attack, floaty shields, and more beneficial Strength modifier, two-handed weapon wielders have become the staple of melee combat. Forgive me, but this is trite. Two-weapon fighters and sword-and-board style have become comparatively worthless relics in the game.
This is one I agree on. Though I do tend to think that it balances out a bit at higher levels. A shield is like an extra magic item slot. But still, I think sword-n-board needs better options.
IMC, bonus from Power Attack operates under the same rules as strength bonuses do (x1.5 two-handed, x1/2 off hand.) This was one of my first rulings in 3.5.
5. Balancing Per Encounter Instead of Per Day
This is a horrible idea because it propagates the notion that the world conforms itself to the power level of the player characters. Some encounters are meant to be tougher, and those encounters require greater resources. Others are meant to be more menial and require fewer resources. Properly gauging the difficulty of an encounter and balancing your resources is part of the strategy of D&D. Leave "per encounter" balancing in MMORPGs and keep D&D a strategic game, like it was meant to be. Or at least publish two versions.
Not sure what you are getting at here. Though there is more per-encounter balancing in later products, I don't see this as being a problem. I'm certainly not obsessed with running multiple encounters per day, but on occasion I'll push a party to their limits to keep them on their toes. I don't think weaker per day abilities are going to break this. Yeah, warlock is dumb IMO and I don't allow it, but it's not like we haven't always had fighters and archer builds that are effectively repeatable resources excluding HP, and they have been there all along. New books are just about affording that sort of resource philosophy to other types of abilities.
I think part of the strategy is balancing the use of your expendable resources versus your persistent ones.
6. Neverending Buffs
Never bothered me. Liberal use of dispel magic and heavy need for healing will quickly bring those who abuse this in line.
7. Combat Expertise and Power Attack
These kinds of feats make the game a bit too complicated because of the constant calculation required. A 10th-level fighter with Power Attack has 11 attack options representing the various penalties he can take. A 10th-level fighter with Power Attack AND Combat Expertise has 66 attack options! And he is expected to quickly decide which course of action is best?
This strikes me as just nitpicking. Most likely, unless the player is really analyzing minutia in game, most players just pick a mod they are comfortable with and be done with it.
If they try to analyze mid-combat, institute a time limit for announcing actions.
8. Point Buy
As if we needed more excuses for players to focus on character creation as opposed to actually playing the game. The world isn't that fair. I don't know why we would expect our characters to be "equal" either (as if that ideal were even possible). Besides, it ruins the excitement of rolling up a really nice set of scores.
Potential Solution: Roll ability scores.
You'll get massive disagreement here, but I don't. I enforce a narrow spread of ability score modifiers and a dice system that minimizes dump statting, but overall, I feel that the blandness and point-niggliness that comes with point buy is not worth any gains in "player freedom".
9. Rerolls
Various class abilities that allow rerolls greatly reduce the amount of chance in the game.
As someone who feels dumped upon by the dice gods, I don't see the problem here.

10. Magic Item Creation
It costs XP to make magic items. So my character unlearns things for succeeding at a task. How on earth does that make sense?
Old chestnut, and I disagree even more now than I did years ago. Because now, you see, you can never lose enough XP that you could lose a level, so you don't unlearn anything.
What is happening is that you lose some of your personal vitality and drive that pushes you on to greater things. Having seen smart people that could have done so much more with their lives if they had that drive, it makes sense to me that if this quality was metaphysically tapped, it would hamper that.
I think if you can't handle the concept of personal essence and drive as a metaphysical concept, there are lots of other D&D concepts you shouldn't think too hard about else the figurative house of cards that is D&D metaphysics might come tumbling down...
Edit: That said, I do allow exotic components to defray this (and other) costs, but mainly for flavor reasons.
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