Things that have bugged you since 1E

hellbender said:



I totally agree there. Elves should be more magical, more than human. They are getting closer as the game grows, but elves could use more of a boost. Lets face it, Tolkien inspired DnD, no matter how many times various people want to deny it. Why not borrow more and give them an additional boost to set them apart?

hellbender

Check out Decipher's Lord of the Rings RPG, which gives a very good, faithful treatment of Tolkien's elves. The details for them would be pretty easy to translate to D&D/d20, but be warned - they won't be balanced in comparison to the other races. It didn't both me as I ran a LotR RPG minicampaign this summer, but I know it bothers some.
 

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Tolkien's elves are immortals, almost demi-gods relative to humans. If D&D cleaved to Tolkien more, they would have to have higher ECLs than other races. The problem with 1e was that elves were given tons of abilities that made them much better than humans-- until they maxed out their class levels. 3e has done a better job of balancing elves with other races, but I think they still have abilities that make them better than any other race for certain classes; any class without martial weapons (including the 3.5 druid) greatly benefits from being an elf.

And when are they supposed to have time to make cookies?

--Axe
 

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.

Bards should have their jack-of-all-trades stereotype shed, and be given the power and respect that celtic mythology has as their due. They are not mere minstrels with some dabbling in the arcane and roguery, as the 2E and 3E designers seem to have believed. They shouldn't be just "face men" with a few other abilities to throw around, but as powerful and legendary as they were in 1E. Borrowing from druidic spellpower and loremaster lore abilities (since when can a mere diviner out-lore a bard???) would be a good start in correcting this, and divorcing the bard's magic from the standard magic system would be an excellent step in redefining them as a unique class in their own right rather than an "also-ran".

I'd also go into how the druid should not be a furry factory as it is of 3.5 (spontaneous summon furries, have a furry companion and turn into a furry), but I begin to despair that the designer's conception of a druid is so irretrievably computer game-esque that there's little common ground left between my vision of the druid and theirs. Again, fixes I'd suggest include spontaneous healing (instead of spontaneous furry summons) ala the cleric to make the druid much more useful in the dungeon and take some load off the cleric (doesn't get much more natural than healing), and divorcing the druid's power level from the assumption that they'll have a fighting animal companion, which is just plain presumptuous and potentially inconvenient (instead use magic item building rules to get an animal companion if one is wanted).
 
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ColonelHardisson said:


By the way, Valley Elves, which appeared in Lost Caverns of Tsojcanth and the 1e Monster Manual II, were as tall or taller than men, the only type of D&D elf to be so tall until Dark Sun's elves.

Actually the Elves of the Forgotten Realms have always been portrayed as roughly man-sized

"The Elves of the Forgotten Realms are of Human Height" From the 1st Edition Cyclopedia of the Realms (circa 1987)

That predates Dark Sun I believe (not terribly familiar w/ that setting)

And yes, I'm taking this too seriously as well :D
 


JeffB said:


Actually the Elves of the Forgotten Realms have always been portrayed as roughly man-sized

"The Elves of the Forgotten Realms are of Human Height" From the 1st Edition Cyclopedia of the Realms (circa 1987)

That predates Dark Sun I believe (not terribly familiar w/ that setting)

And yes, I'm taking this too seriously as well :D


Thats right even in the Frcs for 3e it tells you to roll for elven heights on the human chart and use the elf chart for weight.
 

The fact that clerics have more hit points than rogues and have access to more spells than wizards.

Fire-and-forget Vancian magic use (I don't care if it's called memorization or preparation, it's still limiting and very *gamish*).

That's about it. I love D&D on the whole.
 

Two weapon fighting crap. In the 1E DMG there was about 1 paragraph with very clear rules, and it wasn't easy.

Every edition since, it's gotten easier and I suspect the next edition will make your secordary weapon at a better bonus than the first.
 

I am disappointed with some failures in "monster logic":

- up to 3E, the flaming balor was not immune to fire (d'oh... but finally fixed in 3.5);
- the flaming nightmare is still not immune to fire, or even resistant;
- the ice devil is not immune to cold, but is at least resistant;

etc....

Of course, these are easily fixed. Otherwise, my other beef is with the lack of back story for wights, wraiths and spectres. How are they formed? Why are they lawful evil?

Yep, just looking for some logic....

Cheers
D
 

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