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Things that have bugged you since 1E
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<blockquote data-quote="Zaruthustran" data-source="post: 1040621" data-attributes="member: 1457"><p>Since 1E? Hmmm...</p><p></p><p>1. Fire & Forget mechanical magic. Magic should be as random, if not more random, than melee combat.</p><p></p><p>2. Mages with d4 hit points. The d4 is just too puny. Rolling a 1 or 2 for HPs is not fun.</p><p></p><p>3. Hit Points. I understand that hit points do not equal "health points", "wound points", or the ability to withstand blows. 3.5 helps explain this (what with the "coup de grace" rules) but it could be made more clear. Too many gamers don't understand that HP and AC are an integrated system. These are the gamers that argue for an AC adjustment for level as a way of modeling skill at avoiding being hit, even though the game already models this by granting HP every level. Maybe a new term is needed. </p><p></p><p>4. Healing. See #3 above. Given that HP do not necessarily model wounds, it's confusing that HP are replenished by a spell titled "Cure Light Wounds". It also sucks that an entire class (the cleric) *must* function as a battery recharger, and that most adventuring parties can last only 4 enounters before needing rest yet can go through 4 encounters in less than an hour--creating situations where a party wakes up at 9:00 in the morning, and then has to "camp" by noon. Not fun.</p><p></p><p>5. Elves. Elves are nimble, sure, but they're also supposed to be graceful, beautiful, charming, intimidating, impressive, and awe inspiring. Where is the Charisma bonus?</p><p></p><p>6. Your equipment is often more important than your character. This was more of a problem in 1E than 3.5, but still--it seems like most of your character's power comes from his or her magic items. Again, 3.5 has helped overcome this problem (most notably with the Monk and Druid characters, and of course spellcasters have their spells).</p><p></p><p>Those are the most significant persistent problem areas. Maybe 4th Edition will address some of these concerns...</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1040621, member: 1457"] Since 1E? Hmmm... 1. Fire & Forget mechanical magic. Magic should be as random, if not more random, than melee combat. 2. Mages with d4 hit points. The d4 is just too puny. Rolling a 1 or 2 for HPs is not fun. 3. Hit Points. I understand that hit points do not equal "health points", "wound points", or the ability to withstand blows. 3.5 helps explain this (what with the "coup de grace" rules) but it could be made more clear. Too many gamers don't understand that HP and AC are an integrated system. These are the gamers that argue for an AC adjustment for level as a way of modeling skill at avoiding being hit, even though the game already models this by granting HP every level. Maybe a new term is needed. 4. Healing. See #3 above. Given that HP do not necessarily model wounds, it's confusing that HP are replenished by a spell titled "Cure Light Wounds". It also sucks that an entire class (the cleric) *must* function as a battery recharger, and that most adventuring parties can last only 4 enounters before needing rest yet can go through 4 encounters in less than an hour--creating situations where a party wakes up at 9:00 in the morning, and then has to "camp" by noon. Not fun. 5. Elves. Elves are nimble, sure, but they're also supposed to be graceful, beautiful, charming, intimidating, impressive, and awe inspiring. Where is the Charisma bonus? 6. Your equipment is often more important than your character. This was more of a problem in 1E than 3.5, but still--it seems like most of your character's power comes from his or her magic items. Again, 3.5 has helped overcome this problem (most notably with the Monk and Druid characters, and of course spellcasters have their spells). Those are the most significant persistent problem areas. Maybe 4th Edition will address some of these concerns... -z [/QUOTE]
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