Most superfluous rule?

Nifft said:
You're thinking of Simple Weapon Proficiency, perhaps? Martial Weapon Prof. gets you exactly one weapon, just like Exotic Weapon Prof. The only difference is the prereq: EWP requires BAB +1, MWP requires nothing.

Cheers, -- N
Well... crap :o

In any case, I like Weapon Groups waaaay better. Makes so much sense, IMO.

cheers,
--N
 

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Nyaricus said:
Since most of my other problems with 3.x have likely been addressed - in regards to excessive:

Exotic Weapon Proficiency feat gets you one weapon, which is only marginally better then a Martial Weapon - which Martial Weapon Proficiency feat gets you all for the price of one.

It's silly, really.
Played too much NWN, eh ;)?
Oryan77 said:
Not really a rule, but it has rules....the Toughness feat. It's a waste of space. Luckily it doesn't take up much space.
That feat is not bad for low level games.

Personally I use Toughness as 2hp +1hp/level. Same as Toughness with Imp Toughness advancement.
 


Five Foot Steps. Oh, wait, this is about Superfluous rules, not ones that I hate? That changes everything. ;)

All the condition summaries. Hate 'em. Simplify, people! (or, better yet, include what "sickened" means in the monster description, or even give a page reference, so I don't have to find the rules for it in the middle of a combat!)
 

-Distinction between class skills and cross class skills. Just make all skills class skills.

-Dodge should just be +1 AC

-Favored Classes

-Multiclass Penalties

-Multiclass Restrictions (Monk, Paladin, etc.)

-well, starting money, we never stick to that.

-Toughness ... we changed it to +3 hp and dead at -13 instead -10, and it is still very weak.

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

The magic rule that says that divine spellcasters can leave slots open to be filled later, when there's also a rule that says divine casters can only renew their spells at a specific time each day. (With this conflict, we play specific time and ignore open slots.)
 

-Favoured classes

-Multi-classing restrictions for monk and paladins etc

-Multi-classing XP penalties

-Massive damage

-Skill ranks

-Iterative attacks

-5 ft. step

-Wild shape

-Polymorph spell

-Save or Die spells

-Leadership feat

-Certainly certain skills could stand to be folded – Hide + Move Silently = Stealth etc.
 

Flynn said:
The magic rule that says that divine spellcasters can leave slots open to be filled later, when there's also a rule that says divine casters can only renew their spells at a specific time each day. (With this conflict, we play specific time and ignore open slots.)
They renew their *slots* without the need of rest by praying at a specific time. But once renewed, not all slots need to be filled up with prepared spells.

Open slots to be filled later = more versatile clerics, wizards, druids, rangers and paladins.
 

blargney the second said:
Conditional bonuses are pretty irritating. Dodge counts doubly.
I'll second that.

I rolled an 11 on my search, 13 if it is made of stone, 13 if it is a concealed or secret door, or 15 if it is a stone concealed or secret door.
 

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