Nemesis Destiny
Adventurer
Most of what I think they could improve was already covered, but I'll add my list to the pile. What I remember of it, that is.
The Game
- nightmarish to DM past the single-digit levels
- monster design complexity
- quadratic casters / linear warriors
- save-or-die / save-or-suck
- horribly broken multiclassing
- fiddly skill system does a better job defining what you can't do than what you can
- prestige class power creep
- too many feats
- character design complexity
- lots of "trap" options & dead-ends
- clerics as healbots
- wands of CLW abuse
- annoying buff spells
- scry-buff-teleport cheese
- MADness / every stat mattered too much
- CoDzilla
- sneak attack being ineffective on most enemy types
- nothing for warriors (esp. fighters) to do but swing away, round after round
- combat abilities compete with non-combat abilities for PC resources
- christmas tree effect / wealth-by-level rules
- saving throw numberss break down in low double-digit levels
- BAB scaling and too much disparity in melee classes
- full attack nonsense
- spellcasters (esp wizards) that ran out of spells were useless
- spellcasters having to resort to thrown weapons or crossbows is bad design
- alignment mechanics (XP penalties for changing, spells keyed to alignment, etc)
- building a character became ridiculous near the end, hunting through all the books
- paladins in general
- monks in general
Other (PF improved on most of these)
- presentation
- tone
- most of the art
- iconics
- "feel" - contrary to what a lot of people say, 3.x did not maintain the "classic" feel of D&D for me or my gaming group. This mystifies me when people complain about 4e lacking the "feel" of D&D. It doesn't feel like 3.x, just like 3.x didn't feel like AD&D. So when they say they like PF because if "feels" like D&D, what that really says to me is that they like it because it feels like 3.x. Not a selling point IMO.
There are probably more things, but this is all I care to invest in thinking about it for now. I'd rather discuss what 5e should include among its options, than discuss what it shouldn't. In order to please everyone, as they say, they're going to have to include a lot of things, and make them optional, and what they do include by default will have to be replaceable, or provide the ability to "switch off."
The Game
- nightmarish to DM past the single-digit levels
- monster design complexity
- quadratic casters / linear warriors
- save-or-die / save-or-suck
- horribly broken multiclassing
- fiddly skill system does a better job defining what you can't do than what you can
- prestige class power creep
- too many feats
- character design complexity
- lots of "trap" options & dead-ends
- clerics as healbots
- wands of CLW abuse
- annoying buff spells
- scry-buff-teleport cheese
- MADness / every stat mattered too much
- CoDzilla
- sneak attack being ineffective on most enemy types
- nothing for warriors (esp. fighters) to do but swing away, round after round
- combat abilities compete with non-combat abilities for PC resources
- christmas tree effect / wealth-by-level rules
- saving throw numberss break down in low double-digit levels
- BAB scaling and too much disparity in melee classes
- full attack nonsense
- spellcasters (esp wizards) that ran out of spells were useless
- spellcasters having to resort to thrown weapons or crossbows is bad design
- alignment mechanics (XP penalties for changing, spells keyed to alignment, etc)
- building a character became ridiculous near the end, hunting through all the books
- paladins in general
- monks in general
Other (PF improved on most of these)
- presentation
- tone
- most of the art
- iconics
- "feel" - contrary to what a lot of people say, 3.x did not maintain the "classic" feel of D&D for me or my gaming group. This mystifies me when people complain about 4e lacking the "feel" of D&D. It doesn't feel like 3.x, just like 3.x didn't feel like AD&D. So when they say they like PF because if "feels" like D&D, what that really says to me is that they like it because it feels like 3.x. Not a selling point IMO.
There are probably more things, but this is all I care to invest in thinking about it for now. I'd rather discuss what 5e should include among its options, than discuss what it shouldn't. In order to please everyone, as they say, they're going to have to include a lot of things, and make them optional, and what they do include by default will have to be replaceable, or provide the ability to "switch off."