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<blockquote data-quote="Greg K" data-source="post: 6071196" data-attributes="member: 5038"><p>Off the top of my head</p><p></p><p>1. Level Drain</p><p>2. XP Costs for item creation and certain spells</p><p>3. Imbalance between casters and non-casters</p><p>4. Races: </p><p>a. Non biological (i.e. cultural) aspects/abilities (e.g. combat bonuses, stonecunning, etc.) built into the races</p><p>b. Elf immunity to charm as absolute instead of a save bonus</p><p>c. Half elf immunity to charm as absolute instead of a save bonus</p><p></p><p>5. Cleric</p><p>a. Clerics of non-martial deities getting armor proficiency and shield proficiency</p><p>b. Clerics having access to all divine spells rather than deity domain spells</p><p>c. all clerics spontaneously casting heaing/inflict spells</p><p>d. all clerics having turn/rebuke undead regardless of deity's domains</p><p></p><p></p><p>6. Druid</p><p>a. Poison Immunity instead of a bonus to saving throws</p><p>b. Wild Shaping into plant creatures, elementals, etc. </p><p>c. lack of home terrain being a consideration for abilities</p><p></p><p>7. Fighter</p><p>a. Fighters with less skill training compared to other classes</p><p></p><p>8. Monk: </p><p>a. Purity of Body and Diamond Body granting immunity instead of bonus to saves</p><p>b. Timeless Body, Tongue of Sun and Moon, Empty Body, Perfect Self as set class abilities</p><p></p><p>9. Paladin</p><p>a. Aura of Courage granting immunity instead of a bonus to saves</p><p>b. spellcasting starting at 4th level instead of first level</p><p>c. lack of a core option to support non-spellcasting paladins</p><p></p><p>10. Ranger</p><p>a. spellcasting starting at 4th level instead of first level</p><p>b. lack of a core option to support non-spellcasting rangers </p><p></p><p>11. Multiclassing</p><p>a. Free Multi-classing: it should require training</p><p>b. Multi-classing granting the new classes armor proficiency, weapon proficiency, and good save bonus. It should require taking feats (including bonus feats)</p><p></p><p>12. Rage, Sneak Attack, Turn Undead as class abilities instead of being feats</p><p></p><p>13. Skills</p><p>a. Bluff, Tumble, Sense Bluff in combat not being opposed by BAB </p><p>b. Monster Knowledge tied to other skills instead of being their own skills</p><p>c. Too many trained only skills</p><p></p><p>14.Equipment: Spiked chains, urgosh's, elf thinblades, sunrods, tanglefoot bags, halfling riding dogs, etc.</p><p></p><p>15. Combat</p><p>a. Martial attacks not being able to blind, stun, save or die, knock prone, knock back, force movement, inflict ability damage, inflict movement penalties, disable beholder eyes, etc.</p><p>b. Inability to take a move action and Full attack</p><p>c. negative hit points</p><p>d. lack of drawbacks for hit point loss until 0</p><p>e. Unearthed Arcana death and dying save not as core rules</p><p></p><p>16. Saving Throws</p><p>a. different base progressions- especially, when there is no medium progression. Just use one progression with a bonus (or bonuses) from the character's initial class</p><p></p><p>17. Spells: </p><p>- auto hit magic missile</p><p>- knock being automatic</p><p>- protection from evil preventing all mind control from evil beings</p><p>- Spells effects reduced by target level/hit die</p><p>- Rope Trick, Law/Chaos spells</p><p>- Miracle, Wish</p><p></p><p>18. The magic item creation rules (Go with the revised Artificer's Handbooks slot creation system</p><p>19. Lack of core Hero Point mechanic</p><p>20. Lack of core UA Incantations</p><p>21. Most of the WOTC supplemental material</p></blockquote><p></p>
[QUOTE="Greg K, post: 6071196, member: 5038"] Off the top of my head 1. Level Drain 2. XP Costs for item creation and certain spells 3. Imbalance between casters and non-casters 4. Races: a. Non biological (i.e. cultural) aspects/abilities (e.g. combat bonuses, stonecunning, etc.) built into the races b. Elf immunity to charm as absolute instead of a save bonus c. Half elf immunity to charm as absolute instead of a save bonus 5. Cleric a. Clerics of non-martial deities getting armor proficiency and shield proficiency b. Clerics having access to all divine spells rather than deity domain spells c. all clerics spontaneously casting heaing/inflict spells d. all clerics having turn/rebuke undead regardless of deity's domains 6. Druid a. Poison Immunity instead of a bonus to saving throws b. Wild Shaping into plant creatures, elementals, etc. c. lack of home terrain being a consideration for abilities 7. Fighter a. Fighters with less skill training compared to other classes 8. Monk: a. Purity of Body and Diamond Body granting immunity instead of bonus to saves b. Timeless Body, Tongue of Sun and Moon, Empty Body, Perfect Self as set class abilities 9. Paladin a. Aura of Courage granting immunity instead of a bonus to saves b. spellcasting starting at 4th level instead of first level c. lack of a core option to support non-spellcasting paladins 10. Ranger a. spellcasting starting at 4th level instead of first level b. lack of a core option to support non-spellcasting rangers 11. Multiclassing a. Free Multi-classing: it should require training b. Multi-classing granting the new classes armor proficiency, weapon proficiency, and good save bonus. It should require taking feats (including bonus feats) 12. Rage, Sneak Attack, Turn Undead as class abilities instead of being feats 13. Skills a. Bluff, Tumble, Sense Bluff in combat not being opposed by BAB b. Monster Knowledge tied to other skills instead of being their own skills c. Too many trained only skills 14.Equipment: Spiked chains, urgosh's, elf thinblades, sunrods, tanglefoot bags, halfling riding dogs, etc. 15. Combat a. Martial attacks not being able to blind, stun, save or die, knock prone, knock back, force movement, inflict ability damage, inflict movement penalties, disable beholder eyes, etc. b. Inability to take a move action and Full attack c. negative hit points d. lack of drawbacks for hit point loss until 0 e. Unearthed Arcana death and dying save not as core rules 16. Saving Throws a. different base progressions- especially, when there is no medium progression. Just use one progression with a bonus (or bonuses) from the character's initial class 17. Spells: - auto hit magic missile - knock being automatic - protection from evil preventing all mind control from evil beings - Spells effects reduced by target level/hit die - Rope Trick, Law/Chaos spells - Miracle, Wish 18. The magic item creation rules (Go with the revised Artificer's Handbooks slot creation system 19. Lack of core Hero Point mechanic 20. Lack of core UA Incantations 21. Most of the WOTC supplemental material [/QUOTE]
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