Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Things from 3e (inc PF) not done well
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Greg K" data-source="post: 5772139" data-attributes="member: 5038"><p>As someone that prefers 3e to other editions, these are the things that I think 3e did wrong. I made a separate note for Pathfinder which I have not looked at since its Beta version (Others mileage may vary) :</p><p></p><p>1 General</p><p>a. Keeping Level Drain</p><p>b. XP costs for magic item creation</p><p>c. XP costs for casting certain spells</p><p>d. No action Points/Hero Points in core</p><p>e. The game after levels 10-12 (never liked it in any edition)</p><p>f. The focus on prestige classes which were supposed to be optional</p><p>g. default setting throughout many of the generic books</p><p></p><p></p><p>2. Races</p><p>a. Keeping the non-biological aspects of race as part of the racial write-up.</p><p></p><p>3. Classes (General)</p><p>a. Too few skill points for the 2+int classes that do not use Int for their main ability score.</p><p>b. allowing multi-classing to grant the classes armor proficiencies, weapon proficiencies, and good save bonuses and, thereby, bypass feats with a one level dip</p><p>c. allowing non-martial characters access to multiple attacks based on BAB</p><p></p><p>4. Barbarian: </p><p>a. Building the class focused on rage- especially, a wilderness warrior based on rage. It is not like there are not examples of "urban"/ "civilized" warriors prone to rage.</p><p>b. not tying in the home environment and home culture as was done in 1e Unearthed Arcana version</p><p></p><p>5. Bard: </p><p>a. The class as a Jack of all trades</p><p></p><p>6. Cleric</p><p>a. keeping the armored warrior priest as the default</p><p>b. Dropping 2e spheres</p><p>c. allowing the class access to all spells rather than those based on their deity's domains.</p><p>d. allowing clerics that do not worship deity</p><p>e. Boosting the power of the cleric to encourage players to play it.</p><p>f. forcing the class into role of healer regardless the deity's domains.</p><p></p><p>7. Druid</p><p>a. not placing more limits on the type of animal companion</p><p>b. not placing more limits on the ability to wild shape (especially, with some of the PrCs that expanded the options)</p><p>c. Natural Spell</p><p></p><p>8. Fighter: </p><p>a. two few skills points per level.</p><p>b. should have had more abilities to reflect mastery- increased threat ratings and crit multipliers</p><p>c. needed better save bonuses like they had in previous editions</p><p></p><p>9. Monk</p><p>a. should have been more open to customization like the fighter</p><p>b. the upper levels abilities felt more appropriate for a PRc rather than a generic monk class</p><p></p><p>10. Paladin</p><p>a. abilities should have been more reflective of the deity</p><p>b. spell list should have been based upon the deity's domains</p><p>c. should have had a bard's spell progression with 0-level spells at first level. The delay, in my opinion, feels like a prc</p><p> d. needed more skill points per level</p><p></p><p>11. Ranger</p><p>a. should have had a bard's spell progression with 0-level spells at first level. The delay, in my opinion, feels more like a PrC.</p><p>b. should have had more weapon style choices</p><p>c. Favored enemy was, in my opinion a bad choice for a set ability. Should have been something that could be taken as a feat.</p><p></p><p>12. Rogue</p><p>a. Basing the class around sneak attack and trapfinding</p><p>b. UMD as a class skill. The rogue should not be able to "trick" magic items. It is more appropriate skill for sorcerers.</p><p></p><p>13. Sorcerer</p><p>a. needed more skill points per level</p><p>b. should have had more class skills that used Charisma</p><p>c. being inherently magical they should have had UMD as a class skill</p><p>d. familiar should have been an option rather than mandatory class feature</p><p>e. as innately magical, they should have got the common house rules of eschew materials at first level and a bonus meta magic feat at 5th level and every five additional levels (and allow substitution of Heritage Feats after they were later introduced))</p><p></p><p>14. Wizard</p><p>a. personally with the sorcerer, I would have preferred the wizard as a Prc. In most fiction I read, the use of arcane magic requires an inborn ability or magical heritage (i.e., D&D sorcerer) rather than being something anyone could learn.</p><p>b. removing the restrictions that kept them in check and making something of them optional in the DMG. Restrictions should have been the default</p><p>c. Too much breadth on access to spells</p><p>d. familiar as a class ability rather than option.</p><p>e. scribe scroll as a class ability rather than option</p><p>f. for a class that is supposed to be scholarly, why is speak language not on the class list of skills.</p><p></p><p>15. Specialist Wizards</p><p>a. Bonus spells were a lousy idea in 2e and not better in 3e.</p><p>b. should have gone with a Unearthed Arcana version from the start. The ideas was introduced back in a 2e supplement</p><p></p><p>16. Class Customization:</p><p>a. Not truly supported prior to Unearthed Arcana. A lot of jumping though hoops via multiclassing and PrCs to play a viable starting concept could have been avoided</p><p></p><p>17. Multiclassing</p><p>a. Not requiring access to a trainer and time to train as the default</p><p>b. allowing characters to dip 1 level and pick up access to a class's armor and weapon proficiencies to by pass appropriate feats. Makes the initial choice of some classes less important.</p><p>c. allowing characters to dip 1 level and pick up access to a class's good save bonus(es). Makes the initial choice of some classes less important.</p><p></p><p>18. Skills</p><p>a. some of the classes need more skill points per level</p><p>b. Hide and Move Silent could be combined into Stealth</p><p>c. Listen and Spot could be combined into Notice</p><p>d. Craft and Profession could have used a little tweaking. (Experts 3.5 did a good job in distinguishing.)</p><p></p><p>19. Feats</p><p>a. way too many feats.</p><p>b. some feats should have been something anyone could attempt</p><p></p><p>20. Equipment</p><p>a. Tanglefoot bags, sunrods etc. in the core book</p><p>b. Spiked chains, spikey armor, etc. in the core</p><p>c. Halfling riding dogs.</p><p></p><p>21. Combat</p><p>a. Fighter types needed more interesting things to do (personally, I like the Book of Iron Might approach).</p><p>b. Full Attack severely limiting Fighter's movement.</p><p></p><p>22. Poison</p><p>a. should have looked more like Poisoncraft (Blue Devil Games)</p><p></p><p>23. Spells.</p><p>a. Too many spells</p><p>b. too many spells that are just variants of bonus to hit and bonus to ac</p><p>c. Too many spells that are similar to other spells, but look different and placed in other schools</p><p>d. Spells that allowed the caster to automatically succeed at tasks of other classes rather than giving a bonus based on caster level or spell level</p><p>e. spells detecting, protecting, targeting Law/Chaos based sp (Blech!)</p><p>f. Rope Trick</p><p></p><p>24. Magic Item Creation</p><p>a. Too easy to create magic items</p><p>b. XP Costs.</p><p>(Note: Thankfully, there was the Artificer's Handbook (Mystic Eye Games))</p><p></p><p>25. Supplements</p><p>a. The Races of X series</p><p>b. 3.0 [X]&[Y] Class Splats: format and prestige classes. Defenders of the Faith was just garbage</p><p>c. The Complete [Y] series: format and prestige classes. Complete Divine was just horrible. Complete Mage wasn't bad, but not what I wanted and I prefer the specialist wizards in Unearthed Arcana.</p><p>c. Book of Exalted Deeds</p><p>d. Savage Species: Monster Classes</p><p>e. Frostburn</p><p>f. Psionics Handbook and XPH</p><p>g. Tome of Battle</p><p>h. Tome of Magic</p><p>i. Magic of Incarnum</p><p>j. Weapons of Legacy</p><p></p><p>26. Pathfinder</p><p>a. bringing up the non-spellcasting classes rather than toning down the spellcasters</p><p>b. many of the changes to various classes</p><p>c. the handling of Sorcerer bloodlines. Sorcerer bloodline idea good.</p><p>d. Feat names like Gorgon's Fist and Medusa's Wrath. Leave the monster name's off the feats.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5772139, member: 5038"] As someone that prefers 3e to other editions, these are the things that I think 3e did wrong. I made a separate note for Pathfinder which I have not looked at since its Beta version (Others mileage may vary) : 1 General a. Keeping Level Drain b. XP costs for magic item creation c. XP costs for casting certain spells d. No action Points/Hero Points in core e. The game after levels 10-12 (never liked it in any edition) f. The focus on prestige classes which were supposed to be optional g. default setting throughout many of the generic books 2. Races a. Keeping the non-biological aspects of race as part of the racial write-up. 3. Classes (General) a. Too few skill points for the 2+int classes that do not use Int for their main ability score. b. allowing multi-classing to grant the classes armor proficiencies, weapon proficiencies, and good save bonuses and, thereby, bypass feats with a one level dip c. allowing non-martial characters access to multiple attacks based on BAB 4. Barbarian: a. Building the class focused on rage- especially, a wilderness warrior based on rage. It is not like there are not examples of "urban"/ "civilized" warriors prone to rage. b. not tying in the home environment and home culture as was done in 1e Unearthed Arcana version 5. Bard: a. The class as a Jack of all trades 6. Cleric a. keeping the armored warrior priest as the default b. Dropping 2e spheres c. allowing the class access to all spells rather than those based on their deity's domains. d. allowing clerics that do not worship deity e. Boosting the power of the cleric to encourage players to play it. f. forcing the class into role of healer regardless the deity's domains. 7. Druid a. not placing more limits on the type of animal companion b. not placing more limits on the ability to wild shape (especially, with some of the PrCs that expanded the options) c. Natural Spell 8. Fighter: a. two few skills points per level. b. should have had more abilities to reflect mastery- increased threat ratings and crit multipliers c. needed better save bonuses like they had in previous editions 9. Monk a. should have been more open to customization like the fighter b. the upper levels abilities felt more appropriate for a PRc rather than a generic monk class 10. Paladin a. abilities should have been more reflective of the deity b. spell list should have been based upon the deity's domains c. should have had a bard's spell progression with 0-level spells at first level. The delay, in my opinion, feels like a prc d. needed more skill points per level 11. Ranger a. should have had a bard's spell progression with 0-level spells at first level. The delay, in my opinion, feels more like a PrC. b. should have had more weapon style choices c. Favored enemy was, in my opinion a bad choice for a set ability. Should have been something that could be taken as a feat. 12. Rogue a. Basing the class around sneak attack and trapfinding b. UMD as a class skill. The rogue should not be able to "trick" magic items. It is more appropriate skill for sorcerers. 13. Sorcerer a. needed more skill points per level b. should have had more class skills that used Charisma c. being inherently magical they should have had UMD as a class skill d. familiar should have been an option rather than mandatory class feature e. as innately magical, they should have got the common house rules of eschew materials at first level and a bonus meta magic feat at 5th level and every five additional levels (and allow substitution of Heritage Feats after they were later introduced)) 14. Wizard a. personally with the sorcerer, I would have preferred the wizard as a Prc. In most fiction I read, the use of arcane magic requires an inborn ability or magical heritage (i.e., D&D sorcerer) rather than being something anyone could learn. b. removing the restrictions that kept them in check and making something of them optional in the DMG. Restrictions should have been the default c. Too much breadth on access to spells d. familiar as a class ability rather than option. e. scribe scroll as a class ability rather than option f. for a class that is supposed to be scholarly, why is speak language not on the class list of skills. 15. Specialist Wizards a. Bonus spells were a lousy idea in 2e and not better in 3e. b. should have gone with a Unearthed Arcana version from the start. The ideas was introduced back in a 2e supplement 16. Class Customization: a. Not truly supported prior to Unearthed Arcana. A lot of jumping though hoops via multiclassing and PrCs to play a viable starting concept could have been avoided 17. Multiclassing a. Not requiring access to a trainer and time to train as the default b. allowing characters to dip 1 level and pick up access to a class's armor and weapon proficiencies to by pass appropriate feats. Makes the initial choice of some classes less important. c. allowing characters to dip 1 level and pick up access to a class's good save bonus(es). Makes the initial choice of some classes less important. 18. Skills a. some of the classes need more skill points per level b. Hide and Move Silent could be combined into Stealth c. Listen and Spot could be combined into Notice d. Craft and Profession could have used a little tweaking. (Experts 3.5 did a good job in distinguishing.) 19. Feats a. way too many feats. b. some feats should have been something anyone could attempt 20. Equipment a. Tanglefoot bags, sunrods etc. in the core book b. Spiked chains, spikey armor, etc. in the core c. Halfling riding dogs. 21. Combat a. Fighter types needed more interesting things to do (personally, I like the Book of Iron Might approach). b. Full Attack severely limiting Fighter's movement. 22. Poison a. should have looked more like Poisoncraft (Blue Devil Games) 23. Spells. a. Too many spells b. too many spells that are just variants of bonus to hit and bonus to ac c. Too many spells that are similar to other spells, but look different and placed in other schools d. Spells that allowed the caster to automatically succeed at tasks of other classes rather than giving a bonus based on caster level or spell level e. spells detecting, protecting, targeting Law/Chaos based sp (Blech!) f. Rope Trick 24. Magic Item Creation a. Too easy to create magic items b. XP Costs. (Note: Thankfully, there was the Artificer's Handbook (Mystic Eye Games)) 25. Supplements a. The Races of X series b. 3.0 [X]&[Y] Class Splats: format and prestige classes. Defenders of the Faith was just garbage c. The Complete [Y] series: format and prestige classes. Complete Divine was just horrible. Complete Mage wasn't bad, but not what I wanted and I prefer the specialist wizards in Unearthed Arcana. c. Book of Exalted Deeds d. Savage Species: Monster Classes e. Frostburn f. Psionics Handbook and XPH g. Tome of Battle h. Tome of Magic i. Magic of Incarnum j. Weapons of Legacy 26. Pathfinder a. bringing up the non-spellcasting classes rather than toning down the spellcasters b. many of the changes to various classes c. the handling of Sorcerer bloodlines. Sorcerer bloodline idea good. d. Feat names like Gorgon's Fist and Medusa's Wrath. Leave the monster name's off the feats. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Things from 3e (inc PF) not done well
Top