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<blockquote data-quote="Turjan" data-source="post: 1846671" data-attributes="member: 3477"><p>Well, let's see what we have apart from the high complexity for a group of complete beginners:</p><p></p><p style="margin-left: 20px">The dependency on specific classes, mostly clerics and rogues.</p><p></p><p style="margin-left: 20px">The arcane/divine split. Wizards can hop from plane to plane but are unable to heal a sore thumb.</p><p></p><p style="margin-left: 20px">Clunky multiclassing rules. Frontloaded classes encourage peculiar combinations with superior save combos. Spellcasters cannot multiclass (except maybe one level of one other class) because of the limited scalability.</p><p></p><p style="margin-left: 20px">Item creation rules. I can see the reasoning behind the XP-spending mechanics (even IC), but I don't like it, because it makes spellcasters pay for common advantages for the whole party.</p><p></p><p style="margin-left: 20px">The magic item overload. Without certain magic items you cannot achieve anything at certain levels. (Interestingly, CRPG's like Baldur's Gate and NWN show very easily how intuitive but dumb this mechanic got with the change to 3E). Don't get too attached to a certain magic item with a great backstory; you will probably have to throw it away 2 levels further on.</p><p></p><p style="margin-left: 20px">The golfbag syndrome. This got worse with 3.5e. You have to carry an assortment of weapons for different purposes.</p><p></p><p style="margin-left: 20px">The battlegrid. I know that many people say it's not necessary, but this depends on the players; sometimes you have to have it for conflict resolution.</p><p></p><p>Some of these pet peeves have been addressed in publications like Arcana Unearthed or the Artificer's Handbook.</p></blockquote><p></p>
[QUOTE="Turjan, post: 1846671, member: 3477"] Well, let's see what we have apart from the high complexity for a group of complete beginners: [INDENT]The dependency on specific classes, mostly clerics and rogues.[/INDENT] [INDENT]The arcane/divine split. Wizards can hop from plane to plane but are unable to heal a sore thumb.[/INDENT] [INDENT]Clunky multiclassing rules. Frontloaded classes encourage peculiar combinations with superior save combos. Spellcasters cannot multiclass (except maybe one level of one other class) because of the limited scalability.[/INDENT] [INDENT]Item creation rules. I can see the reasoning behind the XP-spending mechanics (even IC), but I don't like it, because it makes spellcasters pay for common advantages for the whole party.[/INDENT] [INDENT]The magic item overload. Without certain magic items you cannot achieve anything at certain levels. (Interestingly, CRPG's like Baldur's Gate and NWN show very easily how intuitive but dumb this mechanic got with the change to 3E). Don't get too attached to a certain magic item with a great backstory; you will probably have to throw it away 2 levels further on.[/INDENT] [INDENT]The golfbag syndrome. This got worse with 3.5e. You have to carry an assortment of weapons for different purposes.[/INDENT] [INDENT]The battlegrid. I know that many people say it's not necessary, but this depends on the players; sometimes you have to have it for conflict resolution.[/INDENT] Some of these pet peeves have been addressed in publications like Arcana Unearthed or the Artificer's Handbook. [/QUOTE]
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