[NABAIS] Commonly shared gripes about D&D

Prestige Classes.

A very interesting idea, but with 11 core classes already and very uneven execution, I think they ended up pointless except for powergaming for the most part.

OTOH, the PrC have some fun ideas and the game works fine without them.
 

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Wolfen Priest said:


You might find this hard to believe, but people in real life can and do survive falls from that distance. 100 ft is only ~33 yards. It's definitely possible.

Real life is pretty random. You can die falling from a chair and survive a drop of 3km. (Though you'll achieve terminal velocity long before that.)
 

Bear in mind that I love 3e. It is such a vast improvement over 2e and 1e that words can't describe it. I no longer have headaches from trying to DM. Still . . .

The 3e poison system is pretty bad. Poison is useless. The game designers went from overly-lethal 2e poison to useless 3e poison. Poison does too little damage and it takes too much time to do have what little effect that it does. To top it all off, whomever conjured up the poison costs was out of his mind. Why does rat poison cost most of a year's income (and it likely won't even kill a 3e rat.) Delay Poison makes it useless to even ATTEMPT to poison a PC or an important NPC.

The CR system SUCKS. It is AWFUL. It takes too much time to calculate and it is too subjective. I would love to see what formula was used to assign CR to certain creatures because I don't believe there is one. I think someone took a dart board and threw darts to determine CRs in the Monster Manual.

I love the skills system with two exceptions:
1. DCs are too low for certain tasks, and there are too many fixed DC. There are a number of skills where all you really need are a certain number of ranks because there is nothing with a higher DC. 20 is also too low a DC for a difficult task. At high level, many skills become irrelevant because the DCs are so low.

2. The ease of making skill items wrecks the skill system. In order to be able to make a skill item, the maker should be required to actually HAVE that skill and there should be a max rating that you can give the item unless you are an epic level character. Some items in later products specify this, most don't.

I also like the way that 3e codified how to make magic items. They didn't go far enough though and some of the codifications are illogical:
1. Craft Rod is a stupid category. This is a relic of 2e. All of the rods can be farmed out into Craft Arms and Armor (Rod of Lordly Might, Rod of Flailing etc.), Craft Staff (Rod of Thunder and Lightning, Rod of Metal and Mineral Detection etc.- Just Give them charges again), or Craft Wondrous (Rod of Spleandor etc.) The Rod category has too many dissimilar items that are in the same grouping only because someone reclasified them as "rods".

2. Craft Wondrous needs to be broken down into several feats. As it stands right now it is the Uberfeat. There are too many items in this category that could form cohesive categories of their own and deserve their own feats. For example: Craft Magical Clothing (all Cloaks, Capes, Vestments, Shirts, Boots, Belts etc.) Why is it all of the related magical clothing was not entitled to their own feat but the heterogenous rods category did merit its own? Also: Build Wondrous Architecture. This should be its own feat as well.

3. Forge Ring: Why just rings? Why is it if it's shaped like a small band that goes on a finger it is a ring, but if it is a bigger band that goes around the head it is a headband that is made with the Craft Wondrous feat? Rename this feat as Craft Magical Jewelry and include (Rings, Earrings, Brooches, Clasps, Phylacteries, Scarabs, Amulets etc.)

Lastly, there are a number of spells that I have gripes about:
Delay Poison, Haste, Heal, Harm, Mass Heal, Mass Haste (in my campaign these spells do not allow you to cast a second spell in a round), Greater Magic Weapon (lasts WAY too long), all of the Shadow Magic spells (these have been busted since 1e but no one ever fixes them), and Teleport (nix the unlimited range. I created an "Extra Long Range" category of 5 miles per level. This stops the PCs from trying to teleport to the moon or Scry onto other continents) are just some of them. Timestop is the great granddaddy of busted spells. This one has been debated to death on these lists before so I won't bring it up again.

Tzarevitch
 

Tzarevitch said:
and Teleport (nix the unlimited range. I created an "Extra Long Range" category of 5 miles per level. This stops the PCs from trying to teleport to the moon or Scry onto other continents)
Tzarevitch

Actually, there is an easy, in-game solution to teleporting to the other side of the world (although it doesn't work for scry or the others). Relative velocities. As the planet is spinning, people on one side are going in one direction at a significant velocity, while people on the other are going in the other direction at an equal velocity (I forget the exact amount). So anyone teleporting to the other side will suddenly find themselves moving, relative to everyone else, at several hundred miles an hour. The real question is: will the impact kill him, or the bursting into flame from air friction?
 


Pheonix said:


Actually, there is an easy, in-game solution to teleporting to the other side of the world (although it doesn't work for scry or the others). Relative velocities. As the planet is spinning, people on one side are going in one direction at a significant velocity, while people on the other are going in the other direction at an equal velocity (I forget the exact amount). So anyone teleporting to the other side will suddenly find themselves moving, relative to everyone else, at several hundred miles an hour. The real question is: will the impact kill him, or the bursting into flame from air friction?

Of course, this would prevent teleportation of any significant distance whatsoever, especially in terms of latitude. It's best to assume the spell is not meant to cause death to the user. If magic can egregiously break the 1st law of thermodynamics, I think it's safe to assume is can adjust relative velocity.
 

1-Shield - a 1st lvl spell that give +7 to AC ??? and im geting sick of earing "shields up" (or some other one liner like that) from every wiz/sor in my campaigns as the first action in combat.

2-Skill Focus - probably the most underpowered and useless feat in the game unless u nedd it as req. for Pclass

3-Ranger - enough said ...

4-Boots and Cloak of Elvenkind - +10 bonus ??? way to mutch.

5-Halfling and Gnomes - ridiculous

6-Half-elves - what append to my favorite race. they're worst than human and elven and have nothing to compensate (how i miss my fighter/cleric/mage :( )

7-Tarrasque- the ultimate destruction machine that as 1in4 chance of being killed/destroyed in 3 or 4 round by 16th lvl cleric and a angry mob (about 30 or 40 1st lvl commoners) armed with scyths ??? :eek:

It's a good thing Aragorn is not a character from a 3e world or he would have to be protected by the hobbits and not other way arround :D :D :D
 

Good Lord, the errata and the editing.

Bad game mechanics I can deal with. Been doing it since 2e. :p

But when I have to wade through misplaced tables, inconsistent or incomplete entries, obsolete references, etc. as well, it gets a little... trying at times. :rolleyes:
 
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persath said:
2-Skill Focus - probably the most underpowered and useless feat in the game unless u nedd it as req. for Pclass

Being from Portugal, you may not have access to Green Ronin publications, but they "strongly recommend" changing the bonus from Skill Focus from +2 to +3 (to any single skill of course).

Good Gaming!

Oh, and my biggest gripe: THE EDITING, what easle? ;)
 

Tzarevitch said:

The 3e poison system is pretty bad. Poison is useless. The game designers went from overly-lethal 2e poison to useless 3e poison. Poison does too little damage and it takes too much time to do have what little effect that it does. To top it all off, whomever conjured up the poison costs was out of his mind. Why does rat poison cost most of a year's income (and it likely won't even kill a 3e rat.) Delay Poison makes it useless to even ATTEMPT to poison a PC or an important NPC.

The poison system is consistent in feel with the HP system. If you dislike the poison rules, I am not sure how you can stand using HPs at all.

Just as you do not assume you can kill a hero with a single spear prick, you should not assume a single dose of poison will slow him down appreciably.

The poison rules are IMHO on of the better changes to the combat system in 3e.
 

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