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Single mechanics that hurt an otherwise good game
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<blockquote data-quote="Lanefan" data-source="post: 7357728" data-attributes="member: 29398"><p>To echo one or two above, and add a few more (all regarding D&D):</p><p></p><p>1-2e - race-class level restrictions. Unnecessary. If you can be a class (and I've no issue with some races being unable to be some classes at all e.g. Dwarven Magic Users) you should be able to advance as far as your abilities can take you.</p><p></p><p>1-2e - psionics. One of those things that looks like a good idea in theory but is nearly impossible to functionally put in to the game without breaking things. (subsequent editions haven't done much better)</p><p></p><p>All editions - spell pre-memorization. The 3e Sorcerer mechanics got it right - you have the slot, you have the spell, so cast away. IMO all casters should use something like this.</p><p></p><p>All editions - multiclassing. Each edition has tried something different, none yet has come close to achieving the goal of making mixed-class characters workable without opening the door to optimizers/powergamers and-or jack-of-all-trades characters who don't need a party.</p><p></p><p>All editions: Bards. 1e made them a prestige class - bad idea. Since then they've been made just another type of caster, and it doesn't work. Better to give them their own set of casting mechanics based on sonic energy rather than magic, to make them different.</p><p></p><p>All editions: dying and near-death mechanics. Before 5e there really aren't any - you're fully functional at 1 h.p. and dead (or unconscious) at 0. There's no in-between state where you're wounded but still sort-of able to function; this would really need some sort of wound-vitality system which D&D has so far resolutely refused to implement even though to do so would be very easy. 5e has death saves etc. but the implementation still has a host of problems.</p><p></p><p>3-4-5e - "shoehorning". This is my own term, roughly defined as "Taking a (usually new) mechanic that is useful in some situations and then stuffing (or shoehorning) it into far too many other situations across the game's design where it's not so useful". In 3e the d20 was shoehorned; in 4e it was AEDU, in 5e it's dis/advantage. There's nothing wrong with having different things in the game use different mechanics!</p><p></p><p>4-5e - hit point recovery is too easy. This includes both healing-at-distance during combat (and by non healers!) and overly generous rest rates afterwards.</p><p></p><p>Note that most* of the above are quite fixable by a kitbash-happy DM; but it's all work that shouldn't have to be done. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>* - multiclassing and Bards are IME the glaring exceptions.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7357728, member: 29398"] To echo one or two above, and add a few more (all regarding D&D): 1-2e - race-class level restrictions. Unnecessary. If you can be a class (and I've no issue with some races being unable to be some classes at all e.g. Dwarven Magic Users) you should be able to advance as far as your abilities can take you. 1-2e - psionics. One of those things that looks like a good idea in theory but is nearly impossible to functionally put in to the game without breaking things. (subsequent editions haven't done much better) All editions - spell pre-memorization. The 3e Sorcerer mechanics got it right - you have the slot, you have the spell, so cast away. IMO all casters should use something like this. All editions - multiclassing. Each edition has tried something different, none yet has come close to achieving the goal of making mixed-class characters workable without opening the door to optimizers/powergamers and-or jack-of-all-trades characters who don't need a party. All editions: Bards. 1e made them a prestige class - bad idea. Since then they've been made just another type of caster, and it doesn't work. Better to give them their own set of casting mechanics based on sonic energy rather than magic, to make them different. All editions: dying and near-death mechanics. Before 5e there really aren't any - you're fully functional at 1 h.p. and dead (or unconscious) at 0. There's no in-between state where you're wounded but still sort-of able to function; this would really need some sort of wound-vitality system which D&D has so far resolutely refused to implement even though to do so would be very easy. 5e has death saves etc. but the implementation still has a host of problems. 3-4-5e - "shoehorning". This is my own term, roughly defined as "Taking a (usually new) mechanic that is useful in some situations and then stuffing (or shoehorning) it into far too many other situations across the game's design where it's not so useful". In 3e the d20 was shoehorned; in 4e it was AEDU, in 5e it's dis/advantage. There's nothing wrong with having different things in the game use different mechanics! 4-5e - hit point recovery is too easy. This includes both healing-at-distance during combat (and by non healers!) and overly generous rest rates afterwards. Note that most* of the above are quite fixable by a kitbash-happy DM; but it's all work that shouldn't have to be done. :) * - multiclassing and Bards are IME the glaring exceptions. Lanefan [/QUOTE]
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