Things that have bugged you since 1E

Squirrel Nutkin said:

catattack.gif

Please note: kitty used poun, full attack option on a charge... and the 2 year old did not die.

In D&D, an adult would be bleeding unconscious on the ground, about 30 seconds from bleeding to death.
 

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johnsemlak said:


The <i>Netbook of Classes</i> (the latest version) has an NPC cleric class varient, the Ecclesiastic. Less combat oriented (d4 HP, only one good saving throw). They are modeled after Medieval European priests (they gain an ability called church authority) and probably wouldn't fit the Egyptian priest theme you mentioned. Actually, I would like to see a core priest class that fit that description.

You can find the NBoC at www.fancc.net, but the site is periodically down. There is a direct link to the download, but I don't have it.

Thanks. I had looked at it before, and thought that a lot of the medieval Christian feeling of the class could be excised simply by changing the flavor text. Still, it would only work well for certain religions or settings.

The quick and dirty (and possibly boring) approach I came up with for making non-warrior priests that can be flavored toward various religions is giving them 4 skill points and a "inspired skill" +2 bonus every three levels. This can be applied to any of their skills, but it can stack with itself on up to two skills, though not with any feats. So the (very rare) 20th level the priest of a god of song can possibly be the best natural, non magically assisted singer in the world, but probably won't also be able to play the guitar and harmonica simultaneously as well as a bard of the same level. Unfortunately, it also means a guy who takes Investigator and Skill Focus can be better at gathering information than a priest of a god of secrets is until 9th level. However, I think it works well enough to represent a class that can be more learned and accomplished than average, without making it another generalist class.

I realize it may not be all that thrilling to others, but it suits the playing style of the DMs in our group, who don't want to deal with a lot of complication. It'll probably also have a simple and unexciting ritual casting system that's roughly equivalent to the 1e combine spell.


Argus Decimus Mokira said:
My personal fix - the adept. Change around the spell list a bit, and give them ONE of the domains granted by whatever deity they worship instead of the silly familiar ... BLAMO! instant non-ass-kicking-for-the-Lord clergy. Plus it gives a mega-underused NPC class a reason to exist.

The only problem I have with this is that the lesser spellcasting ability suggests that their not as important to the religion as the clerics. I've thought of using something similar to represent characters who've had a life changing experience or whatever and become lay holy men; devout and pure or spirit, but without rigorous training and discipline that prepares a cleric or priest to be trusted with all the power granted them by their deity.


(Sorry if I've spent too much space going OT.)
 

A poodle, a chihuahua, a german shepard, a pit bull, a bull dog, a beagle, and a wolf are all canines. Yet they are vastly different animals. Likewise, a housecat, a cheetah, a lion, and a sabertooth tiger all all felines (Ok, one is a dead feline...), but are vastly different animals.

The first set of examples listed is all a single species, Canis lupus (subspecies domesticus in the case of all of the domestic dog breeds).

The second set of examples are all different species: Felis catus for the domestic cat, Acynonx jubatus for the cheetah, & Panthera leo (in some classifications Felis leo) for the lion; I don't know the specific epithet for sabertooths.

So... the first set would be very much like all of the different elves -- one species, wildly differing looks & 'stats'. The second set would be closer to humans vs. elves vs. halflings, etc. -- all 'humanoid' (would elves say 'feyoid'?), but different species. As for the necessity of the different races, that's entirely up to the DM really. I do think it would've made more sense for something other than elves to be the multi-race species, though; I know they've been around forever, but evolution has to work pretty danged slow on a species where a single generation can be hundreds of years long (I know, magical influences on evolution, etc.).
 


rangers casting spells. Why? By the time they can cast them the spells are no longer useful. Why?

Where did it come from, why did it start and why is it dragged into 3.5? I mean besides to make them different than fighters.
 

Things that have bugged me:

Magic Missile still has no save

You can't cast arcane spells in armour - but can divine????

Poison use - and alignment - also apparently anyone but the most advanced experts have a 5% of poisoning themselves.

Fat Hobb... er I mean Halflings (the fixed this one though)
 


The_Gneech said:
It bugs me that D&D is the most popular system, when I want to use the HERO System.
Well, Fantasy Hero's just been released. Maybe that cheers you up a little. :)
I know it cheers me up a lot. :D
 

Since they've already been mentioned...
arcady said:
I don't like that the game has classes, levels, alignments, hit points, and depends so much on random factors in relation to good play choices.
Originally posted by Nightchilde-2
The XP system has always bothered me. I like much more a Storyteller or Shadowrun-esque XP type system; gain a few points for the adventure (not dependant on how many beasties you whip up on) and spend the points to better your character.
Originally posted by Belphanior
The only thing I dislike about D&D is the whole "must slay" feel. I know, DMs can and should give xp for roleplaying and ideas as well, but the main method of advancement is still by slaughtering people.
Originally posted by rounser
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.
And if you're going to reply "but it wouldn't be D&D otherwise"... what part of "Things that have bugged you since 1E" don't you understand? :D
 

wizard (aka mages) and specialist wizards . . .

you've got your plain jane wizard named 'Oe Yluj' (july 30 backwards, kinda...). old Oe can just about learn any type of spell, from necromancy to evocation. he's basically the 'jack of all trades' of arcane spells. and he should be! no weakness to other spells, and not great advantage either . . .


then there is his girlfriend, an illusionist, who has studied for years on the dynamics of light, perception, darkness, shadows and so forth. depending on the spells she prepares for any random day she's basically the same as her friend Mr. Yluj, but with one extra spell slot a day.

while they are out walking around the market place they bump into their mutual aquantance Xolaam Shazam, the powerful evoker with the firey temper. born in the land of the unmercyful desert, taught from a young age by the great fire elemental wizard (it was alot of tough love) can basically do whatever the illusionist can, but instead shoot out one extra 3rd level fireball a day.

dumb?

I think so. but wait . . . there's more . . .


the three decide to get something to drink and catch up. unfortunately for them Brad the Annoying diviner, who is going for the voyer prestige class was spying on them, and decides to meet up with them at the tavern uninvited. they just can't really tell him to shoo (though Xolaam would fire off his extra fireball, but as an evoker, the rest of his 3rd level spells are all dispell magic, you know, he only has to make sure his extra level spell is evocation, he doesn't want to be powerless) so they have a seat with him.

to make things worse the regular bartender was polymorphed into a bunny rabbit and the crazy and slightly bipolar Wanda the transmuter is basically making it hard for patrons of the tavern to enjoy themselves. but she's used up all her transmutation spells, and is now left to cast her non-transmutation spells (of which she casts just as good as the first guy O3 Yluj!)

I really don't think this is accurate. it's the way it's always been, but i'd like to see some slight changes.

diviner -- dude, it's your job to be mr. i'm on top of everything. basically whenever the big evil bad guy does something you are the one the party expect to say "i KNEW he would do that!". without stepping on the toes of the telepath of the psionics side of things (which i use in my game, not eveyone does though) the diviner should get to, you know, divine things. like at 5th level the ability to scry 3/day FOR FREE . . . but at very limited instances.

this is kinda similar to how i think the transmuter, who's written the book on the mechanics of magic, to be able to cast FIREBALL as a 3rd level spell, but completely change the ball into a COLDBALL or a FORCEBALL without increasing the spell slot level or without a feat to do so. (have the feat + (+1 caster level) {or whatever} for the non transmuters who try to keep up) after a certain level buddy can change the properties of the spell for the occasion (as a standard action fire a lighting bolt spell as normal, but it does the damage of 2 such spells at the same time, but he loses 2 spell slots of that level with the one casting)

evoker should be able to do lots of nasty damage, it's his job right? but at the expense to so much else.

conjurer, again, should be the best at conjuring, not some other guy who has the mystical and magical ability of casting "summon monster II" an EXTRA ONE TIME A DAY. (whoopee! you're a champ!)

why don't 10th level illusionists have the ability to turn themselves invisible for a certain duration once or twice a day, to have that turn into a similar effect of improved invisibility at 15th level? isn't that more, i don't know, special and unique --- something worthy of a specialist???

I think this would be really cool, facing off against a chronomancer (yes, not a real d20 class) lord who has 30 or so levels who can cast time stop with the mere wave of his hand?

or well, a least a necromancer who was better and more evil than some cleric?

i dunno . . . maybe this is a sacred cow or something.

i just want specialists to be 'special'. not just 'generalists +1 spell/lvl'

also i like the fr elves (height, etc), but why the extra sub-class? (wood elf and wild elves . . . ? oh im sorry, you just both got assimilated to green elves, just like its always been)
 

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