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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Things from 3e (inc PF) not done well
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<blockquote data-quote="JamesonCourage" data-source="post: 5771193" data-attributes="member: 6668292"><p>I'm sure there's more, but here's what I've got off the top of my head.</p><p></p><p><strong>MAGICIANS</strong></p><p>1) Shapeshifting allowing you to gain traits of the creature at a base level.</p><p>2) Magic giving boosts to skills that is greater than the skill bonus of the creature. Staggering and stacking buffs.</p><p>3) Charm magic that is too powerful, or that creatures forget have affected them.</p><p>4) Elemental damage being competitive with warrior damage.</p><p>5) Invisibility and other powerful illusions that are hard to save against or see through.</p><p>6) Summons having no limits, and being able to use spells and spell-like abilities.</p><p>7) <em>Fly</em> and similar magic being commonplace.</p><p>8) Long-distance teleportation.</p><p>9) Healing being used instead of damage prevention. Bringing characters back to life is much too easy.</p><p>10) Divination magic that can see the future, or too much of the past or present.</p><p>11) Magical effects that speed up or slow down time being too powerful or easy.</p><p>12) All spell slots returning overnight.</p><p>13) Preparing or choosing spells for spell slots.</p><p>14) You cannot continue to cast spells once you're out, even if they're very low level.</p><p>15) Spells don't scale well.</p><p>16) Save or suck/die spells should give a save every round in most scenarios.</p><p>17) No limit on number of ongoing spells out at once.</p><p></p><p><strong>WARRIORS</strong></p><p>1) Too focused on combat.</p><p>2) Damage is competitive with mages, rather than better.</p><p>3) HP is much too high.</p><p>4) On that note, damage is much too high. Bring both numbers down (with mages under them).</p><p>5) One 5th level warrior is much too powerful compared to a dozen 1st level warriors.</p><p>6) Too rigid in their fighting style of choice. They should be able to specialize, but should also be able to adapt to most martial situations at least decently.</p><p>7) No stance/maneuver system for warriors with different styles (<em>not</em> TBo9S).</p><p></p><p><strong>SKILL MONKEYS</strong></p><p>1) Skills taking too many character resources most of the time.</p><p>2) Skills being much too powerful (Diplomacy) or too niche (Use Rope).</p><p>3) Number of skills is about right, but certain skills should be combined, and others should be added.</p><p>4) All skills should have more uses (at least a page each), and should be examples.</p><p>5) Skill DCs should be based on guidelines (5 = very easy, 10 = every day, etc.).</p><p>6) Certain skills, as written, need to be completely overhauled (Diplomacy, Craft, etc.).</p><p></p><p><strong>GENERAL</strong></p><p>1) Too gonzo from the start (world record jumps at first level, anyone?).</p><p>2) Actions are too rigid. There should be advice or guidelines on performing actions not listed.</p><p>3) Characters have racial/societal/national/regional traits all based on racial pick.</p><p>4) Multiclassing is too linear (start at the bottom of the class you're going into), while also being too powerful at times.</p><p>5) All skills should be class skills.</p><p>6) Many abilities or checks are just too binary.</p><p>7) Number of and power of feats got out of control.</p><p>8) There should be no experience cost for anything.</p><p>9) Magic item system should be much more versatile than it is, while being less than the "choose an ability and eyeball it's equivalent 'plus' enhancement" than it is now.</p><p>10) Magic items should not need to be masterwork.</p><p>11) Items should have a DC / size chart to price, with guidelines on DC and size of items, allowing users to quickly look up prices of nearly anything.</p><p>12) Broken economy.</p><p>13) Items only having "regular and masterwork." I'd like to see "poor, regular, masterwork, masterpiece, and mastercraft."</p><p>14) The combat chapter should not be longer than the skills chapter.</p><p>15) Not enough broad tools given to determine random events, while also having too many niche random event tables.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5771193, member: 6668292"] I'm sure there's more, but here's what I've got off the top of my head. [B]MAGICIANS[/B] 1) Shapeshifting allowing you to gain traits of the creature at a base level. 2) Magic giving boosts to skills that is greater than the skill bonus of the creature. Staggering and stacking buffs. 3) Charm magic that is too powerful, or that creatures forget have affected them. 4) Elemental damage being competitive with warrior damage. 5) Invisibility and other powerful illusions that are hard to save against or see through. 6) Summons having no limits, and being able to use spells and spell-like abilities. 7) [I]Fly[/I] and similar magic being commonplace. 8) Long-distance teleportation. 9) Healing being used instead of damage prevention. Bringing characters back to life is much too easy. 10) Divination magic that can see the future, or too much of the past or present. 11) Magical effects that speed up or slow down time being too powerful or easy. 12) All spell slots returning overnight. 13) Preparing or choosing spells for spell slots. 14) You cannot continue to cast spells once you're out, even if they're very low level. 15) Spells don't scale well. 16) Save or suck/die spells should give a save every round in most scenarios. 17) No limit on number of ongoing spells out at once. [B]WARRIORS[/B] 1) Too focused on combat. 2) Damage is competitive with mages, rather than better. 3) HP is much too high. 4) On that note, damage is much too high. Bring both numbers down (with mages under them). 5) One 5th level warrior is much too powerful compared to a dozen 1st level warriors. 6) Too rigid in their fighting style of choice. They should be able to specialize, but should also be able to adapt to most martial situations at least decently. 7) No stance/maneuver system for warriors with different styles ([I]not[/I] TBo9S). [B]SKILL MONKEYS[/B] 1) Skills taking too many character resources most of the time. 2) Skills being much too powerful (Diplomacy) or too niche (Use Rope). 3) Number of skills is about right, but certain skills should be combined, and others should be added. 4) All skills should have more uses (at least a page each), and should be examples. 5) Skill DCs should be based on guidelines (5 = very easy, 10 = every day, etc.). 6) Certain skills, as written, need to be completely overhauled (Diplomacy, Craft, etc.). [B]GENERAL[/B] 1) Too gonzo from the start (world record jumps at first level, anyone?). 2) Actions are too rigid. There should be advice or guidelines on performing actions not listed. 3) Characters have racial/societal/national/regional traits all based on racial pick. 4) Multiclassing is too linear (start at the bottom of the class you're going into), while also being too powerful at times. 5) All skills should be class skills. 6) Many abilities or checks are just too binary. 7) Number of and power of feats got out of control. 8) There should be no experience cost for anything. 9) Magic item system should be much more versatile than it is, while being less than the "choose an ability and eyeball it's equivalent 'plus' enhancement" than it is now. 10) Magic items should not need to be masterwork. 11) Items should have a DC / size chart to price, with guidelines on DC and size of items, allowing users to quickly look up prices of nearly anything. 12) Broken economy. 13) Items only having "regular and masterwork." I'd like to see "poor, regular, masterwork, masterpiece, and mastercraft." 14) The combat chapter should not be longer than the skills chapter. 15) Not enough broad tools given to determine random events, while also having too many niche random event tables. [/QUOTE]
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