Really good things in theory, but in practice...

Magic - in theory its a great idea, but I've never encountered a magic system that isn't a pain in the arse. And on those few occasions I have played as the caster I really hate being the one to say "uh, guys ... can we rest now?"

Immunities - This ruins so many character concepts. How many times has the Rogue been completely useless because you're fighting undead or constructs? And when you can't play something as archetypical as a pyromancer because there are so many things immune to fire you know you have a problem.

Prestige Classes - I've tried playing my characters in such a way as to organically develop through the levels, only picking my feats as seemed appropriate for the character. But you then end up unable to qualify for a decent PrC and before you know it your character is way behind in power. The system positively ancourages munchkinning, and I don't like that. All the game really needs is some decent multiclassing or dualclassing rules and it would be fine.
 

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Really good things in theory, but in practice...

- DRx/magic (though, to be honest, I never thought this particular one was a good idea)
- Grappling
- Prestige Classes
- Counterspelling
 

PrCs -- Yeah. I agree with that one. Great idea? In spades, yes. But a heck of a lot of them seem like they could be replaced with slightly better multiclassing rules and/or a feat tree. For all that there are a mazillion PrCs and more every day, I cannot quite imagine actually bothering to play but a scant few of them.
 

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