Most superfluous rule?

seans23 said:
It has in my campaign. An NPC had a blue fire shield, so the party didn't know if it was warm or chill.

Ah, you are right, I just looked it up in the SRD. When I typed up my post I was thinking it switched between Blue/Green and Violet/orange. Guess I should hold my tongue next time. :-P
 

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I believe I have a winner. From the PHB page 81.

Active abjuration spells within 10 feet of each other for 24 hours or more create barely visible energy fluctuations. These fluctuations give you a +4 bonus on Search checks to locate such abjuration spells.
 


I think that's quite a funky rule, except that it has no hope of being remembered among all the other variables and subrules.

Why, oh, why can't my players take to C&C?
 

I have several that are on my hit list:

Minimum ability scores for feats or weapons

Minimimum prerequisites other than "ECL" and roleplaying for prestige classes

Rolling for hit points and ability scores

Cross class skill category

The divine/arcane/psionic distinctions. Magic should be magic.

jh
 
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Deset Gled said:
I understand this explanation, but it doesn't work out all the time. For example, when reach weapons are involved, there would be no moving into an opponents square. To be "in melee", the opponents aren't even required to attack each other (just threaten). Also, when the opponents are of different sizes, it should be significantly easier to hit the larger one.

The PHB agrees with you.

Player's Handbook said:
If your target (or the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, you can avoid the -4 penalty, even if the character you're aiming at is engaged in melee with a friendly character.
 

isoChron said:
-the wide array of +2/+2 feats, really there should only be one generic feat, with DM approval of choice.

I note that these feats are so weak that they are pretty much never taken. I think that either making them comvert the skills in the feat to class skills or scaling them with level would make them actual options instead of wasted space!
 

Okay, I'm going to go back and be devils advocate on the ones that people put up. Just trying to present another view. A lot of these are more rules people dislike then rules that serve no purpose. I'm trying to stay away from those.

der_kluge said:
My vote is for "Favored Class". Completely unnecessary, IMHO.

I was talking to a game designer who was doing an alternate players handbook, and he said that he originally took it out but it actually did help provide race flavor during playtests and put it back in - with favored class you were more likely to pick up a level or two of the favored class if it was worthwhile.

Gnome said:
Multi-classing restrictions for paladins and monks.
I'd love to play devil's advocate on this, but I can't. Well, I suppose I could say it adds to the purity of the classes, that from a flavor perspective they need to be completely focused. But I'm biased against if it's needed because I don't like it. If you want to design that in, then design it in by havign good abilities that keep coming at higher levels and play off character level. The monk is a better example of this then the paladin...

blargney the second said:
Conditional bonuses are pretty irritating. Dodge counts doubly.

Conditional bonuses are the bread and butter of some DMing styles. The rules can't touch everything. "I watch the guard on his rounds and sneak past when he has his back turned." How do you represent doing something smart like that without a conditional bonus? And that's not even including things like ranger favored enemy or dwarven stonecraft. They definitely serve a purpose, even if they are a bit unwieldy.

seans23 said:
massive damage
I think the rule is a bit poorly done, but not useless. I've seen it come up several in high level games. Bard (the man, not the class) killing Smaug was a critical hit and massive damage. The problem is that the Fort save is far to low by the time 50 points of damage is going out for it to come into play.

FireLance said:
One rule that hasn't been mentioned yet is staggered/disabled. It's something that hardly ever comes up in play, and could be deleted from the game without significant effect.
Wik said:
All the condition summaries. Hate 'em. Simplify, people!

Yes and no. Just because they are poorly done doesn't mean they are superfluous. From a game design I agree - simplify and remove ones that don't come into play. But I do see the need for something besides just (lethal) HP damage. Could conditions be done better - definitely. Between Firelance and Wik you get "simplify and remove redundant", which makes sense.

gnfnrf said:
Heal Checks and Long Term Care: I understand that this should be possible, but I've never seen it used and I don't expect it to ever be used.

Used constantly in the game I run. I think this may be more of a party compisition and DM thing then a rule that isn't needed.

lukelightning said:
Aging rules. I've never seen a PC die of old age. They are more likely to die of old dragon. I don't think there should be any stat bonuses for aging either.

Aging rules can often be more a tool for a DM. (Pet peeve - they also needed to go the other way and have adjustments for young, so I can have street urchin thieves.)

lukelightning said:
How about random heights and weights, and random starting ages. Does anyone actually use them?

Hard to played devil's advocate on these. The only time they're used it's as a quick reference of averages for a player to base their character off. But that's better as a line in race description then a rule, so I guess I have to agree that those aren't needed.


Destil said:
A ranger can not choose his own race as his favored enemy unless he is evil.

That's 3.0, not 3.5. So looks like the designers agreed with you that it's not needed.

Okay, this was just trying to present other sides of the coin. There were a lot of rules that people just didn't like - that's a different issue (and could be a fun thread). Some of the ones above I'd change myself if writing the game from scratch, but most have a purpose, even if they don't do a great job of it.

Cheers,
=Blue(23)
 


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