airwalkrr
Adventurer
I know this is not the first time someone has complained about 3rd edition. I also know that most people have already made up their minds about 3rd edition, whether they like it, hate it, tolerate it, or keep what they like and throw out what they don't. So I do not claim to be the first one to realize 3rd edition has flaws, nor do I expect to alter anyone's opinion. I simply want to lay out a few key problems with the current incarnation of the game as I see them, preferably with the goal of brainstorming simple solutions to these problems. I have a few ideas, although some of them are a bit vague. Please tell me what you think. If you believe there are other major issues with the way 3rd edition works, feel free to discuss them as well. The goal of this thread is identifying problem areas and seeing if there are simple workarounds for them that might not have been considered before (or that someone might have come up with before but hasn't yet shared).
Honestly, I think 3rd edition is a fine system. However, it is marred by a relatively small list of things that have really started to ruin the game for me. I think if they were shored up or limited in some manner, it would make the game a lot better.
(Note: I had considered putting this thread in the House Rules forum, but it isn't just about house rules. It is more about the concepts of 3rd edition that are problematic, as well as the broader implications this might have for 4th edition.)
Anyway, here they are, in order of importance (in my opinion).
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.
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.
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.
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.
Potential Solution: (and this is vague) The game needs to support multiple fighting styles by providing viable options for each that don't heavily overshadow the others. Player's Handbook 2 goes a long way towards rectifying this problem, but I don't know if it goes far enough.
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.
Potential Solution: (another vague one) Characters should not be able to use their most powerful abilities without limit.
6. Neverending Buffs
Yet another thing that removes an element of strategy from the game. Clerics are particularly fond of these. Spells like magic vestment, greater magic weapon, and heroes' feast are virtual must-haves for clerics because they last practically all day, especially with extend spell. "Forget situational spells. Just memorize the ones that keep you perpetually powered-up!" That's bland.
Potential Solution: Reduce durations of spells like this, or add costly material or XP costs to reduce their frequency of use.
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?
Potential Solution: Simplify these kinds of feats with a flat penalty and flat bonus. The decision for the player then becomes merely to use it or not.
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.
9. Rerolls
Various class abilities that allow rerolls greatly reduce the amount of chance in the game. You aren't likely to roll very many 1s during a game session, and if you have one or two reroll abilities (luck domain, luck blade, fatespinner, etc.) you don't need to worry about them. As long as your character is powerfully built, you will almost never need to worry about pesky automatic failures. Additionally, these abilities are greater still in the hands of NPCs, who only usually need them for one battle.
Potential Solution: Don't allow rerolls to change the result of automatic successes or failures.
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?
Potential Solution: Just drop the XP cost for magic item creation. It already costs your character a feat. Or make the creation of magic items difficult by requiring rare components that must be quested for.
Honestly, I think 3rd edition is a fine system. However, it is marred by a relatively small list of things that have really started to ruin the game for me. I think if they were shored up or limited in some manner, it would make the game a lot better.
(Note: I had considered putting this thread in the House Rules forum, but it isn't just about house rules. It is more about the concepts of 3rd edition that are problematic, as well as the broader implications this might have for 4th edition.)
Anyway, here they are, in order of importance (in my opinion).
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.
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.
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.
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.
Potential Solution: (and this is vague) The game needs to support multiple fighting styles by providing viable options for each that don't heavily overshadow the others. Player's Handbook 2 goes a long way towards rectifying this problem, but I don't know if it goes far enough.
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.
Potential Solution: (another vague one) Characters should not be able to use their most powerful abilities without limit.
6. Neverending Buffs
Yet another thing that removes an element of strategy from the game. Clerics are particularly fond of these. Spells like magic vestment, greater magic weapon, and heroes' feast are virtual must-haves for clerics because they last practically all day, especially with extend spell. "Forget situational spells. Just memorize the ones that keep you perpetually powered-up!" That's bland.
Potential Solution: Reduce durations of spells like this, or add costly material or XP costs to reduce their frequency of use.
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?
Potential Solution: Simplify these kinds of feats with a flat penalty and flat bonus. The decision for the player then becomes merely to use it or not.
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.
9. Rerolls
Various class abilities that allow rerolls greatly reduce the amount of chance in the game. You aren't likely to roll very many 1s during a game session, and if you have one or two reroll abilities (luck domain, luck blade, fatespinner, etc.) you don't need to worry about them. As long as your character is powerfully built, you will almost never need to worry about pesky automatic failures. Additionally, these abilities are greater still in the hands of NPCs, who only usually need them for one battle.
Potential Solution: Don't allow rerolls to change the result of automatic successes or failures.
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?
Potential Solution: Just drop the XP cost for magic item creation. It already costs your character a feat. Or make the creation of magic items difficult by requiring rare components that must be quested for.
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