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<blockquote data-quote="maggot" data-source="post: 1849477" data-attributes="member: 1005"><p>D&D concepts that change the way a fantasy world works. It is too easy to heal, raise the dead, and travel great distances. No one should ever have a lasting injury, get sick, worry about dying, or take a ship from point A to B. Not after a few levels at least. The game world starts to break down at level 9, and becomes unrecognizable after that.</p><p></p><p>All clerics get the same spells plus a few domain spells. So a cleric of the god of stone can cast wind walk and control weather. What? And every time a new book comes out clerics get more spells. What??</p><p></p><p>Spell preparation. Takes too much game time.</p><p></p><p>Magic items. The game depends on them too much. As someone said, it is the trinkets that are bothersome: +1 weapon, +1 shield, +1 armor, +1 clock, +1 ring, +1 amulet, etc. Instead of just one cool items, a bunch of junk that the system requires you to have in order to survive. </p><p></p><p>The ranger class casts spells.</p><p></p><p>Massive damage checks. It kicks in at 50 hit points whether you have 51 hit points or 6051 hit points. Doesn't mesh with what hit points are supposed to represent.</p><p></p><p>The -10 death treshold. At high levels too easy to go from alive to instantly dead.</p><p></p><p>Random stats. I rally for point buy in every campaign I play in or run.</p><p></p><p>Random hit points. I rally for average in every campaign I play in or run.</p><p></p><p>Animated shields. Why specialize in sword-and-board when you can go two-handed and use an animated shield. Ick!</p><p></p><p>Ioun stones. Too damn silly.</p><p></p><p>Vorpal weapons. Oops, rolled a 20, you're dead mister 5,000hp guy.</p><p></p><p>DR. It hoses two-weapon fighting and archery, while rewarding two-handed fighting. And it encourages golf-bags and power attack. And if you don't have either of these, you are hosed. Maybe it is just that every demon and devil has DR in spades. Stuff like silver and holy. Ick!</p><p></p><p>Natural Spell. Something about the druid turning into a bird and flying overhead raining down flamestrikes seems wrong to me. If it was the schtick of one guy, okay. But every freaking druid at 7th level does it?</p><p></p><p>Campaign world must incorporate druids and monks or be non-standard.</p><p></p><p>Alignment too ingrained in system: DR and spell effects hard to adjust without it.</p><p></p><p>3.5 Cover. If you are shooting at a target with cover, that guy gets +4 AC. If you shoot through a friend at the same guy, that guy still gets +4 AC. So why not move and shoot through a friend at the guy. Heck shoot through twenty friends.</p><p></p><p>Ability drain stops at 0. So if a 6 Str guy and a 14 str guy take 16 points of str damage, the 6 str guy is back up in 6 days, but the 14 str guy is back up in 14 days.</p><p></p><p>Too many pet peeves...</p></blockquote><p></p>
[QUOTE="maggot, post: 1849477, member: 1005"] D&D concepts that change the way a fantasy world works. It is too easy to heal, raise the dead, and travel great distances. No one should ever have a lasting injury, get sick, worry about dying, or take a ship from point A to B. Not after a few levels at least. The game world starts to break down at level 9, and becomes unrecognizable after that. All clerics get the same spells plus a few domain spells. So a cleric of the god of stone can cast wind walk and control weather. What? And every time a new book comes out clerics get more spells. What?? Spell preparation. Takes too much game time. Magic items. The game depends on them too much. As someone said, it is the trinkets that are bothersome: +1 weapon, +1 shield, +1 armor, +1 clock, +1 ring, +1 amulet, etc. Instead of just one cool items, a bunch of junk that the system requires you to have in order to survive. The ranger class casts spells. Massive damage checks. It kicks in at 50 hit points whether you have 51 hit points or 6051 hit points. Doesn't mesh with what hit points are supposed to represent. The -10 death treshold. At high levels too easy to go from alive to instantly dead. Random stats. I rally for point buy in every campaign I play in or run. Random hit points. I rally for average in every campaign I play in or run. Animated shields. Why specialize in sword-and-board when you can go two-handed and use an animated shield. Ick! Ioun stones. Too damn silly. Vorpal weapons. Oops, rolled a 20, you're dead mister 5,000hp guy. DR. It hoses two-weapon fighting and archery, while rewarding two-handed fighting. And it encourages golf-bags and power attack. And if you don't have either of these, you are hosed. Maybe it is just that every demon and devil has DR in spades. Stuff like silver and holy. Ick! Natural Spell. Something about the druid turning into a bird and flying overhead raining down flamestrikes seems wrong to me. If it was the schtick of one guy, okay. But every freaking druid at 7th level does it? Campaign world must incorporate druids and monks or be non-standard. Alignment too ingrained in system: DR and spell effects hard to adjust without it. 3.5 Cover. If you are shooting at a target with cover, that guy gets +4 AC. If you shoot through a friend at the same guy, that guy still gets +4 AC. So why not move and shoot through a friend at the guy. Heck shoot through twenty friends. Ability drain stops at 0. So if a 6 Str guy and a 14 str guy take 16 points of str damage, the 6 str guy is back up in 6 days, but the 14 str guy is back up in 14 days. Too many pet peeves... [/QUOTE]
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