• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Preliminary Qualifying Round IS OVER!

Please choose the rule(s) you hate LEAST:

  • Attacks of Opportunity

    Votes: 129 60.3%
  • Fixed Skill DCs (e.g. Diplomacy & Tumble)

    Votes: 52 24.3%
  • Skill granularity: Listen / Search / Spot vs. Perception, Hide / Move Silently vs. Stealth, etc.

    Votes: 59 27.6%
  • Skill segregation: cross-class skills, trained-only skills, Trapfinding (Rogue class ability)

    Votes: 64 29.9%
  • Tripping mechanics

    Votes: 57 26.6%
  • Grappling mechanics

    Votes: 45 21.0%
  • Other special attack wonkyness (sunder, disarm); and size modifiers to all special attacks

    Votes: 54 25.2%
  • Animal Companions

    Votes: 88 41.1%
  • Pokemounts

    Votes: 54 25.2%
  • Dodge feat mechanics

    Votes: 43 20.1%
  • Whips & Chains: mechanics for Exotic weapons Whip and Spiked Chain

    Votes: 47 22.0%
  • Raise dead (and related) mechanics

    Votes: 71 33.2%
  • Level loss (energy drain, death)

    Votes: 59 27.6%
  • Turn Undead: look-up tables are so 30 years ago

    Votes: 48 22.4%
  • Fatigue & Exhaustion

    Votes: 79 36.9%
  • Encumbrance

    Votes: 77 36.0%
  • Massive Damage Save

    Votes: 52 24.3%
  • Multi-classing: save stacking, favored class, XP penalties, Monk & Paladin restrictions

    Votes: 58 27.1%
  • Level Adjustment

    Votes: 75 35.0%
  • Meta-Magic: pay with a feat, pay again with a higher spell slot

    Votes: 89 41.6%
  • Counterspell mechanics: throwing away my action to maybe stop yours

    Votes: 41 19.2%

  • Poll closed .
Aust Diamondew said:
I'm surprised doge is so hated and the raise dead mechanics are so well recieved. Sure dodge is annoying but its not intregal to the system.
The raise dead mechanic is fine by me. I hate the level loss part of it, though. However, that combo-selection seemed like a flaw in the poll quite honestly. Dodge sucks because it's just another one of those minor bonuses that you have to specify every freakin' round. By the time you're 16th-level, I assure you, Dodge really starts to suck bad. Making it work versus everyone is probably about the simplest and most common houserule I've seen, without hurting any balance at all.
 

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Never understood the hate for the grapple mechanics. Their not really that bad...

Of course, grapple itself is broken beyond most anything else in the system. I absolutely detest the bonuses involved with large creatures. +20 from Str, +25 from BAB due to mountains of HD... oh, and it's colossal, so let's add an extra +32 for no reason. No creature that large should be able to bring it's entire bulk to bear against a halfling (unless it can constrict), why does it get a bonus? In fact because Big means more HD it already has a frigging size bonus (from BAB).... oh and Big also means higher strength, so it already has 2 size bonuses. Why do we need a 3rd one, and one that scales exponentially, again?
 

Mistwell said:
Personally, I prefer the Monte Cook Arcana Evolved method - it should be one feat that can do many things, not many feats that can each do one thing. Balance cost with spell slot increases, not feats, for that sort of thing.
Sadly I was too late for the POLL, but I would say exactly the same thing about TWF. You need about 10 feats for the style.

Multiclassing... I'd have loved to see no prestige classes (or a rare few for organisations representing special training) and instead see more multiclass feats that advance existing class features.
 

Infiniti2000 said:
The raise dead mechanic is fine by me. I hate the level loss part of it, though. However, that combo-selection seemed like a flaw in the poll quite honestly. Dodge sucks because it's just another one of those minor bonuses that you have to specify every freakin' round. By the time you're 16th-level, I assure you, Dodge really starts to suck bad. Making it work versus everyone is probably about the simplest and most common houserule I've seen, without hurting any balance at all.
The poll's main flaws are grouping and specificity. The specificity problem occurs due to the fact that people are more likely to go after something specific than something general, though this is the lesser problem, as there are few broad categories and most are explained. The main trouble is with grouping--specifically, Nifft makes a list of the things he thinks people would hate about multiclassing. However, some people may like all of the listed items except one (let's say they think multiclassing itself in perfect but that the Paladin and Monk restrictions are idiotic). They are forced to choose between voting off the entire category or not. And if enough people vote off the category for just one aspect, it may look like the whole category is more universally despised than it actually is.

Ah well, no poll is perfect, and these are just for fun anyways.
 

Destil said:
Never understood the hate for the grapple mechanics. Their not really that bad...
Some people hate the strength of the mechanics, some hate the complication. :)

Rystil Arden said:
Ah well, no poll is perfect, and these are just for fun anyways.
THIS POLL ARE SERIOUS BUSINESS!

(Seriously, the options can be split up if we get down to few enough rules, and the interest is still there. The thing I worried about in a multi-poll elimination thingy is having too many rounds. Don't want to bore people by going on too long.)

(Alternately, once this is through, we could run a series of "What do You Hate About..." for each of the various groups, and thereby decouple the despite.)

Cheers, -- N
 



Nifft said:
Some people hate the strength of the mechanics, some hate the complication. :)

The complicatedness, the fact that the rules are unclear in places, and the close-but-not-the-sameness of the use of the core mechanic are the things that really irritate me about them.
 

im happy to see that aoo are so well accepted. They are one of my favorite mechanics added to 3.x. really puts the humf into reach weapons.
 

Moon-Lancer said:
im happy to see that aoo are so well accepted. They are one of my favorite mechanics added to 3.x. really puts the humf into reach weapons.
Yupp. Biggest great thing about 3.X IMHO is that every weaponstyle has it's advantages and disadvantages (perhaps except for twohanded weapons...). And AoOs are pretty important to nerf spellcasters and archers too.
 

Into the Woods

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