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Rules in 3.5 that need fixing and what you'd do to fix it.
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<blockquote data-quote="FireLance" data-source="post: 3271960" data-attributes="member: 3424"><p>Yes.</p><p></p><p>Although Craft and Profession checks are in the core rules, I would say that it is far easier (for me, at least) to come up with a campaign or an adventure focusing on a particular type of creature (dragon, undead, aberration, fiend), set in a particular environment (arctic, desert, aquatic, urban), or involving a new type of magic (psionics, incarnum, binding, blade magic) than it would be for me to come up with a campaign or an adventure centered around making Craft and Profession checks. I might be able to pull off an encounter or challenge that could be overcome more easily with a Craft or Profession check (especially if I had a PC that had the skill), but there are so many aspects of a character (class abilities, racial abilities, feats, gear, other skills) that I am unlikely to want to do so very often.</p><p></p><p>While there is truth in this, I don't think this is the only reason why players and DMs neglect Craft and Profession. I think the more significant factor is that players seldom define their character concepts in terms of Craft and Profession skills, and this is because there are few examples of heroic acts in the fantasy genre which can be attributed to a successful Craft or Profession check. For example, the creation of powerful magic items tend to involve more than simple skill.</p><p></p><p>I agree that they are not clear, but for the vast majority of games, I don't need them to be clear. If PCs have to travel by boat, there are already rules for how long it takes. If the PCs have to argue a case in court, I can resolve this with opposed Diplomacy checks, with perhaps a circumstance bonus to the party who is more familiar with the legal system. Right now, the main game effect of Profession is to make money, and I see no need to make it more complicated.</p><p></p><p>If someone came up with a good supplement for Craft and Profession, I might buy it, too. But I don't see it as simplifying the game.</p><p></p><p>I was focusing mainly on the greater detail for Craft and Profession as I don't think the additional rules will simplify the game. However, since you brought them up again, and the OP doesn't mind...</p><p></p><p>I've always thought WotC should have named the Barbarian class the Berserker so that people don't confuse someone with levels in the Barbarian class with someone from a barbarian culture. Yes, you have cultural barbarians with levels in the Barbarian class, but cultural barbarians can also be experts, adepts, rangers, fighters, paladins, clerics, druids, etc. I also have no problems with someone who has lived all his life in a city taking levels in the Barbarian class. As for alignment restrictions, I don't have a problem with lawful warriors raging (although I appreciate the flavor that only non-lawful ones can), but I do have a definite, but personal, preference for paladins being lawful good only.</p><p></p><p>I mostly deal with this problem by not having doors or barriers that the PCs aren't supposed to get past. From experience, before the DM gets frustrated because the PCs are trying to batter down a stone door with their longswords, the players get frustrated because there is a stone door their PCs can't get through. I simply design adventures that avoid both types of frustration. If I must send the PCs on a treasure hunt before I allow them into area X, it's something they can't batter down, like an item that activates a keyed <em>teleport</em>.</p><p></p><p>I like the 3.5 weapon size rules. I can't speak for everyone, so I don't know how widely ignored they are.</p><p></p><p>Fighters can freely learn Profession. It's just harder for them (2 skill points = 1 rank, half maximum ranks). That said, it isn't a big deal to me whether all classes get Profession and Perform or not. What I think would be needless complication is a matrix of which classes get which professions as class skills. </p><p></p><p>Assuming your target is within range of an overrun attempt, it is also within range of a charge, using the melee attack to make a trip or a grapple.</p><p></p><p>The existing overland movement rules work fine for my games, including the penalties for hustling long durations. I seldom run chase scenarios.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3271960, member: 3424"] Yes. Although Craft and Profession checks are in the core rules, I would say that it is far easier (for me, at least) to come up with a campaign or an adventure focusing on a particular type of creature (dragon, undead, aberration, fiend), set in a particular environment (arctic, desert, aquatic, urban), or involving a new type of magic (psionics, incarnum, binding, blade magic) than it would be for me to come up with a campaign or an adventure centered around making Craft and Profession checks. I might be able to pull off an encounter or challenge that could be overcome more easily with a Craft or Profession check (especially if I had a PC that had the skill), but there are so many aspects of a character (class abilities, racial abilities, feats, gear, other skills) that I am unlikely to want to do so very often. While there is truth in this, I don't think this is the only reason why players and DMs neglect Craft and Profession. I think the more significant factor is that players seldom define their character concepts in terms of Craft and Profession skills, and this is because there are few examples of heroic acts in the fantasy genre which can be attributed to a successful Craft or Profession check. For example, the creation of powerful magic items tend to involve more than simple skill. I agree that they are not clear, but for the vast majority of games, I don't need them to be clear. If PCs have to travel by boat, there are already rules for how long it takes. If the PCs have to argue a case in court, I can resolve this with opposed Diplomacy checks, with perhaps a circumstance bonus to the party who is more familiar with the legal system. Right now, the main game effect of Profession is to make money, and I see no need to make it more complicated. If someone came up with a good supplement for Craft and Profession, I might buy it, too. But I don't see it as simplifying the game. I was focusing mainly on the greater detail for Craft and Profession as I don't think the additional rules will simplify the game. However, since you brought them up again, and the OP doesn't mind... I've always thought WotC should have named the Barbarian class the Berserker so that people don't confuse someone with levels in the Barbarian class with someone from a barbarian culture. Yes, you have cultural barbarians with levels in the Barbarian class, but cultural barbarians can also be experts, adepts, rangers, fighters, paladins, clerics, druids, etc. I also have no problems with someone who has lived all his life in a city taking levels in the Barbarian class. As for alignment restrictions, I don't have a problem with lawful warriors raging (although I appreciate the flavor that only non-lawful ones can), but I do have a definite, but personal, preference for paladins being lawful good only. I mostly deal with this problem by not having doors or barriers that the PCs aren't supposed to get past. From experience, before the DM gets frustrated because the PCs are trying to batter down a stone door with their longswords, the players get frustrated because there is a stone door their PCs can't get through. I simply design adventures that avoid both types of frustration. If I must send the PCs on a treasure hunt before I allow them into area X, it's something they can't batter down, like an item that activates a keyed [I]teleport[/I]. I like the 3.5 weapon size rules. I can't speak for everyone, so I don't know how widely ignored they are. Fighters can freely learn Profession. It's just harder for them (2 skill points = 1 rank, half maximum ranks). That said, it isn't a big deal to me whether all classes get Profession and Perform or not. What I think would be needless complication is a matrix of which classes get which professions as class skills. Assuming your target is within range of an overrun attempt, it is also within range of a charge, using the melee attack to make a trip or a grapple. The existing overland movement rules work fine for my games, including the penalties for hustling long durations. I seldom run chase scenarios. [/QUOTE]
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