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Small but annoying things D&D never got right

RPG_Tweaker said:
My problem with them is, beyond the title "Goblinoid" they have next to nothing in common. I don't mind them remaining distinct in some respects, but they really need some cohesion in appearance and cultural roots to show they're actually related.
I fix that by giving them the Warhammer treatment. Goblins=snotlings, hobgoblins=gretchin, bugbear=orc. They're three stages of the life cycle of a single race not three separate races. I also give Bugbears Powerful Build as they're certainly big enough to qualify from their description.
 

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cignus_pfaccari said:
Except it's harder for the monk to dodge or slap away, because it's moving with more force and therefore more speed.

No problem there.
Yeah... anyone who dislikes Str adding to attack rolls should pick up a sword and swing it around for five minutes. Then try and tell me that strength has nothing to do with accuracy.
 

RPG_Tweaker said:
RACES:
• +2 STR = -2 INT & -2 CHA and its ilk. Especially since point-buy includes no such disparity.
• Favored class as a stick rather than carrot.
• Cultural tendencies built into the race.

CLASSES:
• Lack of a sword-mage in PHB.
• Druid weapon/armor limitations as if metal isn't natural... also scimitar okay; longword bad‽
• The paladin vs. cleric as crusader/templar archetype; reduce cleric to light armor.
• Cleric as uber-buff kick-ass FTR.
• Max spell level based on primary stat (all WIZ are 19 INT, all CLR are 19 WIS, all SOR are 19 CHA).

DESCRIPTION:
• Alignment as a mechanic.
• 110-year old debutante elves.

EQUIPMENT:
• Random starting money with too large a range.
• Encumbrance
• Weapon weights... a 16 lb. falchion‽‽
• Incredibly silly double weapons.

COMBAT:
• ARMOR CLASS: Better armors should grant some kind of DR or reduce criticals.
• HIT POINTS: Too abstract.
• PC HP range too vast (4- to 340+) falling damage, fire damage, and daggers are laughable.

ADVENTURING:
• Better defined XP reward for non-combat

MAGIC & SPELLS:
• 100%: No effect should be 100% (immunities, detection, etc.)
• Spells that overshadow skills & abilites (knock vs. open lock)
• Some spell's power-to-level ratio.
• Reversable spell being separated.
• Wish and Miracle... HATE THEM. These are not meant for PCs.
• No wizardly animate object.
• Lesser healing unavailable to wizards.
• MAGIC ITEMS: Wands & staff "charges", alignment/class restrictions.

• Presto's magic emporium.

MONSTERS:
• The ridiculous mishmash of unrelated goblinoids.
• No humans in the MM. This discrimination must end.
Well said! good list
 

I have always felt the encumberance rules didn't quite work out. And what is with all the animal companions? Is this a dungeon or a petting zoo?
 

Hit points based on class always buged me.

Regardless of how much Iron my character pumps, books he reads, Social interaction seminars he visits, he still has to wait 4 levels to gain a stat point (even though its still better than AD&D's never).

Monsters in Alpabetical order. I'd like to see Monsters by (CR?) and (CR?) monsters in alpabetical order.
IE
CR1: aardvark, aberation, acrobatic werewolf half fiend dire godling (still cr1)
CR2: aaron the anoying kobold, Bear, Bunny that eats your face off

etc.
 

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