If you had to cut one element from the D&D game...

If you had to cut one element from the D&D game...


  • Poll closed .
I chose other:

[edit: 0. the ease of multiclassing]
1. Reliance on magic items
2. Alchemical items in the core
3. Spiked chains, etc. in the core
4. Riding dogs in the core
5. Prestige classes
6. Experience point loss for casting certain spells (find another penalty)
7. Hit Die/Level of the target capping spell effects: have staged effects based on how much the saving throw failed.
8. Vancian Magic
9. Clerics having access to nearly the entire spell list
10. cultual apsects being built into non-human races.
11. any spell involving Law/Chaos
12. NPC Classes
 
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EricNoah said:
Oh, shoot, I wish Prestige Classes had been listed. 'cause I would have picked that. There's nothing a prestige class can do that some well-crafted feats and some multiclassing class variants and variant abilities can't. Nothing in 3.x is worse, to me, than a player who has to plan his character out several levels ahead of time so he can make the prereqs for some PrC.

Now i agree ;)
 

Nifft said:
Air. What a poorly considered element. Why is it associated with lightning instead of sonic?! That's just not trying.

Cheers, -- N
AIR!?! Air == lightning has nothing on how absurd cold == water and earth == acid are.

Heck, this is a change I've been considering anyway. No more fire, cold or sonic damage. Just generic 'Energy' damage (and resistance), with a creature every now and then that is vunurable to one specific type. Mabye incorporate force as energy as well.

Or properly do what Monte Cook did in Arcana Evolved with Energy and Elemental damage: fire energy needs to be renamed to heat and elemental damage resistance needs to be widespread.
 


Destil said:
AIR!?! Air == lightning has nothing on how absurd cold == water and earth == acid are.
Ugh, very agreed. I voted "Arcane/Divine" because I find it absurd, but I really don't get why water isn't markedly affected by freezing while stone isn't markedly affected by superconcentrated strong acids.

Straight-up elemental names would be much better, but if nothing else we should switch the above.
 

The Magic Crutch (the entire magic system, especially utility belt spells, the dependence on magic items and the abundance of magic items)
 

Magic item reliance. I prefer the days when two or three magic items were usually enough for an adventurer to rely on.

Also, two-handed weapons as the end-all, be-all of weaponry. I want sword-and-board to be the norm, not the two-handed weapon. I'd also like it if single-handing a weapon was a bit more viable than it currently seems to be.
 



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