Things that have bugged you since 1E

1) The way magic is handled bugs me, and always has. Feels too much like a game, not enough like a verissimilitudinous (!? is that a word) system. Also don't like how almost all classes have some kind of magical ability, be it supernatural abilities or limited spell progression (not counting the 4(!) fulltime spellcaster core classes.) Luckily there's other d20 stuff in print that I can graft in place of the standard magic.

2) Alignment. Very few players seem to "get it" and play alignment as a proscriptive instead of descriptive. Lots of bad experiences in my day.
"Why'd you do that?"
"'Coz I'm chaotic good; says so right here on my character sheet."
"Yeah, but only a moron would do that."
"Back off, dude, I'm roleplaying"
:rolleyes:

3) The subtle (and not so subtle) emphasis on the game on dungeons, treasure and XP. Sure, with the right players, you can divorce these from the game, but it's difficult with the wrong players (players that oddly enough play very well in other systems, but who "revert" when playing D&D.)
 

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Joshua Dyal said:
12) Alignment. Very few players seem to "get it" and play alignment as a proscriptive instead of descriptive. Lots of bad experiences in my day.
"Why'd you do that?"
"'Coz I'm chaotic good; says so right here on my character sheet."
"Yeah, but only a moron would do that."
"Back off, dude, I'm roleplaying"

"Well, lets make it easier for you... you rollplay a 6 int, you now have a 6 int :)"
 

Nothing really, I like the "D&Disms" that make D&D unique instead of another generic fantasy system. Fire and forget magic, shorter less godlike elves, battling clerics, dugeons, etc. If I wanted to play a generic fantasy game I'd do that, but I like the D&D setup.
 

It bugs me that D&D is the most popular system, when I want to use the HERO System.

That aside, the systemic assumption that it's all about the gear, particularly at higher levels. I want to see lightly-armored heroes with one or two cool bits of gear each at most, not magic armor, magic helmet, magic shield, magic amulet, magic ring on each hand, magic stones buzzing around the head, magic belt/girdle, magic bracers/gauntlets, magic boots and wielding a keen vorpal flaming whatsit.

-The Gneech :cool:
 

Tsyr said:


Now, careful with two things:

1) Don't assume that everything that is cross-fertile in DnD is in any way geneticly related...

I'm not. Just responding to a list of real-world examples with real-world reasoning. Reduced to pure game reasoning, you're left with "elves get a lot of special subraces... because designers have made up a lot of subraces for them", which is true but not terribly useful.
 

the Jester said:


Yeah, but that's the only 'tall elf' stuff I've seen in dnd, ever. Unless you count homebrewed stuff. ;)

Since we're on the topic of different sized elves, Elfquest (the original series is the best comic ever) is great stuff for a look at different elven ethnicities, including size, magic level, etc. For some great inspiration regarding subraces, I recommend it highly.

Older elves were taller.

:D I totally agree. Elfquest is a great comic...

Must... resist... cliched... remark... Arrghhh....

Anyone up for Elfquest d20!?! ;)

--sam
 

:azy Design?

rounser said:
I don't think paladins and rangers should cast spells; rangers should have something like herb use, and paladins more stuff in the vein of lay on hands and smiting. Casting spells doesn't fit the archetype of a holy knight, nor a wilderness savvy warrior, IMO. The 3E assassin represents, to me, yet another lazy design step down this path. Assassins should have ninja-like special abilities, sure - casting spells, no.

Is it really lazy design, or just economy of same?

Yes, a "New Magic System" can be designed for each class. Can be done, has been done! MERP did it, and RoleMaster improved upon it. Rangers had their own spell lists, Bards had theirs, etc. To a certain (small) extent, D&D has done the same thing (Arcane/Divine Magic).

There are many places in LotR where MOST of the Non-Hobbit "PCs" use magic. Legolas speaks of the thoughts of rocks in Hollin, and trees in Fangorn and Helm's Deep. Gimli "hears the night speech" of plants and stones near Kheled-Zaram, and feels the strength of the stones in Helm's Deep. Aragorn does something with the Morgul blade, while Frodo is laying there dying (I maintain it was a spell), and there were a couple of times that he awoke from a sound sleep, sensing trouble (when Gollum entered their camp near Rauros, and when the Orcs were near Tol Eressea). The men of Bree also said that they could speak with animals.

Now a game designed could design new "Special Abilities" for each of these things. I did this, creating a "Dangersense" Optional Class Feat for Rangers when I developed my own version of the Ranger class. As you can guess, this is more work.

An easier way is to look for pre-existing spells which fit the abilities needed (Alarm and Speak With Animals, for instance). Obviously, this is the easier route.

Taking the Ranger as an example, he needs the ability to set snares and traps (for gathering food). This is covered by the Wilderness Lore/Survival task (DC:10 in 3e). However, if a Ranger can set small snares, why can't he set larger ones? This was covered (in 3e) by Entangle, Snare, etc....

Now suppose, instead, that we give the Ranger a "Set Snares & Traps" special class ability, instead... This immediately brings up a whole host of questions. If the Ranger can do it, shouldn't the Rogue be able to? How about the Barbarian and Druid? And what about the Bard? Then there are the more esoteric ones... What about Clerics of the Travel Domain, who get Wilderness Lore as a Class Skill, in 3e? Do they get it too?

Now on to mechanics... What is the Search DC for finding a snare? What is the DC for disarming it? What are the requirements for setting a snare capable of holding (for instance) a Rhinocerous?

(Real-World Interlude: Setting snares is fairly easy; I learned how to do it in a single afternoon. Setting a snare for squirrels is about as simple as tying two knots. Setting snares for small game is easy. Setting a snare that will jerk a larger creature off its feet isn't so easy, as it requires greater force, and setting the trigger to both hold that force, and also "go off" when moved gets harder... So setting a Rhino snare would be pretty tough!)

So, to make a long argument a little shorter, yeah, it WOULD be nice if there was a different magic system, with separate mechanics, and perhaps even different versions of (say) Detect Magic for each character type... But that means re-inventing the wheel about eight different times... Is it really worth it, even if it means that the Mage gets more info than the Minstrel? (And that brings up other arguements, like who has pre-eminence over which aspects? Is the Bard or the Wizard the chief Diviner? Is the Ranger the best at casting Find the Path? If not, why not, and who is?)

So, no... I don't think you'll be seeing the development of anything like this for D&D. Not even in 4e. Only time will tell if I am right... :D
 

DMScott said:
I'm not. Just responding to a list of real-world examples with real-world reasoning. Reduced to pure game reasoning, you're left with "elves get a lot of special subraces... because designers have made up a lot of subraces for them", which is true but not terribly useful.
I don't think that's true. You're also left with "Elves get a lot of special subraces because elves are popular choices and people want lots of variety in elves." That is somewhat useful, at least in terms of understanding why they're there.
 

I've always been bugged by the complete nuke that the destruction of a spellbook has on the wizard/mage/magic-user's ability to do magic.

Spell mastery and the wholly separate sorcerer class provide alternatives, but a core wizard can reasonably choose not to get spell mastery. Hauling a book around always seemed wierd for a dungeon or wilderness treck.
 

Wippit Guud said:
Can you just imagine how many childeren have been slaughtered by simply saying the phrase, "Here, kitty kitty kitty..."
catattack.gif
 

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