The Best and Worst Rules of D&D

gravyboat

Explorer
Post your thoughts here about what D&D 3.5 game rules you find most fun, balanced, essential, strategic, or just plain clever. And on the other side of the spectrum post your thoughts on which rules or game mechanics you feel are unnecessary, needlessly complex or confusing, cheesey, or that you just simply dislike.

Or even just post your opinion on how you would like to see an existing game mechanic handled within D&D.
 
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Good Rules: Skill System.

Bad Rules: Multiclass XP penalty, ECL, CR, and LA.

OK Rules but needs work: AoO, Ready Action (as full attack action also), certain feats and feat trees, certain core classes, certain prestige classes, and spell.
 
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Best: Sunder. It makes DMing just that much more fun ;)

Very best: Monsters with class levels, templates, hand-picked equipment, you-name-it. Great for designing challenges. ("Wow, I didn't know kobolds could do that!")

Worst: Pokemount.

Abyssal: AoO while standing up , considering (Improved) Trip.
 


BEST

- Streamlined mechanics (1d20 + a bunch of numbers)
- Monsters with ability scores and other PC stuff
- Skill system
- Vancian magic system
- Multiclass rules (much easier now than in 1e/2e)

WORST

- Rapid advancement rate
- Overabundance of magic (and ease of crafting magic items)
- Pokemount
- Monsters as player characters (humanoids, monstrous humanoids ok; the rest, no)
- ECL, CR
- AoO
- epic level rules
 

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